RAOT - Balance Proposal

Discussion about the game and its default mods.
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Punsho
Posts: 143
Joined: Wed Jul 18, 2018 2:56 pm
Location: Lithuania

RAOT - Balance Proposal

Post by Punsho »

RAOTs goal is making the game more dynamic by making aggression easier.

Currently a major complaint is that it's too hard to do harass and do small scale attacks. It is said to make the game is stale.

Part of the reason are defences, specifically anti-infantry defences. They easy to spam and when paired with a bit of infantry, are very hard to trade up against. This allows for players to keep most of their army in one blob, leading to situations where a if a player tries to be aggressive and split up his army to attack and his opponent notices, the opponent just sends his whole army into the attackers base while simultaneously being able to defend the attack. This often leads to the blob guy winning.

Another reason is that players don't have the tools to scout their opponent in earlygame / midgame. In order to be aggressive you need information about your opponent, and apart from analysing him pre-game you don't really have the tools to gather intel. It doesn't help that riflemen scouts are only good for defensive purposes, it makes it even harder to be aggressive. That's why I'm making light vehicles be the pre-aircraft scouts of the game. I'm increasing their vision and reducing cost. Cost reduction helps them to compete with other higher tech vehicles in the production queue, right now LV's are overpriced for their combat abilities. For example apc costs as much as a medium tank but if a player had to choose between them they'd go with medium tank 95% of the time. While it is true that light vehicle vision control can be used defensively as well, and might not lead to aggression. It is way better / more fun to scout proactively than passively.

Balance
  • Infantry prone duration from 4 seconds to 2
Pillbox
  • Cost from 600 to 700
  • Reload delay from 30 to 55
Camo Pillbox
  • Cost from 750 to 800
  • Reload delay from 30 to 55
  • Initial cloak delay from 5 seconds to 1 second
Flame Tower
  • Cost from 600 to 700
  • Reload delay from 65 to 90
  • Burst delay from 20 to 25
Refinery
  • Health from 90000 to 60000
Riflemen
  • Damage vs light armour from 40% to 30%
Ranger
  • Cost from 500 to 400
  • Damage vs light armour from 30% to 40%
Mobile Flak
  • Cost from 600 to 500
  • Speed from 114 to 132
  • Vision range from 6c0 to 7c0
  • Damage vs none armour from 40% to 60%
  • Damage vs heavy armour from 10% to 20%
  • Anti-air range from 8c0 to 6c512
  • Anti-air damage from 2000 to 1300
Light Tank
  • Cost from 700 to 600
  • Vision range from 5c0 to 6c0
  • Damage vs heavy armour from 48% to 70%
  • Damage vs wood armour from 52% to 64%
APC
  • Cost from 850 to 700
  • Health from 35000 to 31000
  • Vision range from 5c0 to 7c0
  • Damage vs light armour from 30% to 40%
Artillery
  • Damage vs heavy armour from 25% to 35%
V2 Rocket Launcher
  • Reload speed from 240 to 205
Black Hawk
  • Speed from 112 to 126
Infantry prone duration decrease makes it easier to retreat from losing engagements, making aggressive plays less punishing. Defence cost increase is there to reduce defence spam and reload speed nerfs to reduce their combat effectiveness. With these harsh nerfs anti-infantry defences are still very strong just showing how busted they currently are. Camo pillxbox no cloaks immediately after being built, perhaps making it a more worthwhile investment. Refinery health decreased as it's a very tanky building considering it's cheap cost (300 when subtracting harvester cost), it's now the same as barracks. In addition it makes inflicting eco damage easier. Infantry anti-light damage was decreased to improve poor light vehicle performance without increasing their health. Ranger anti-light was buffed to increase their anti-flak capabilities, although they will remain to trade poorly. Mobile flak anti-infantry damage was buffed, as even though infantry can''t shoot back it takes too long for flak to gain value. The anti-heavy buff is there for SvS. Flak is now able to kill the apc, although slowly. And speed was buffed so that it is faster than light tank. Flak AA nerf is to combat all of the buffs, as they are very strong vs aircraft even before the changes. Light tank damage was increased for it to be able to harass opponents, currently they are simply not worth building after the very earlygame due to their low health and damage. Vision wasn't increased to 7 cells like for other light vehicles as LT is the sigma of LV's and needs to have drawbakcs. APC health was nerfed, as in the earlygame it's too tanky, and anti-light buffed since it shares the same weapon with ranger. Artillery anti-heavy damage was buffed because currently it can take about 16 shots to kill a defence (that is being repaired), it's simply too much. V2 reload speed buffed as soviet equivalent of the artillery buff, they will clear defences better and you will be slightly less punished for missing. Black Hawk speed buffed so mobile flaks aren't faster than them
Last edited by Punsho on Wed Mar 16, 2022 9:12 am, edited 9 times in total.

User avatar
Punsho
Posts: 143
Joined: Wed Jul 18, 2018 2:56 pm
Location: Lithuania

Re: RAOT - Balance Proposal

Post by Punsho »

Here's the latest map pool with these changes v.5, it includes ragl balance
https://drive.google.com/file/d/14yii6a ... sp=sharing

Map pool:
1v1
  • discovery
  • timian
  • moonopoly
  • the great divide
2v2
  • precautions
  • collaboration
  • heated hostility
  • chernobyl

User avatar
Punsho
Posts: 143
Joined: Wed Jul 18, 2018 2:56 pm
Location: Lithuania

Re: RAOT - Balance Proposal

Post by Punsho »

Changes in v.6
  • Changed: Mobile Flak damage vs heavy from 25% to 20%
  • Changed: Light Tank damage vs wood from 70% to 64%
  • New: Artillery damage vs heavy from 25% to 35%
  • New: V2 Rocket Launcher reload speed from 240 to 205
the same link to map pack works

SirCake
Posts: 393
Joined: Thu Feb 04, 2016 5:40 pm

Re: RAOT - Balance Proposal

Post by SirCake »

In vanilla RA a pillbox is smoking rubble with one V2 shot.
How far have we strayed ..

I like the goals of your mods. More volatitility is cool for interesting game situations.

DVoid
Posts: 38
Joined: Fri May 15, 2020 10:05 am
Location: United Kingdom

Re: RAOT - Balance Proposal

Post by DVoid »

I thought that base defenses took 3 v2 hits to destroy them in the original red alert and i thought they were the same still. I thought all base defenses had the same amount of health in the original and still do in openra.

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