Balance Testing - Doughnut

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hamb
Posts: 112
Joined: Mon Oct 18, 2010 4:57 pm

Balance Testing - Doughnut

Post by hamb »

Hey,

I've done some work towards modifying Doughnut to contain some fairly experimental questionable balance changes.

I feel these changes will:
- Reduce, but not eliminate base walking.
- - V2 and especially Artillery met some major tweaking. As a result, they shouldn't be unstoppable out of range, but hopefully still useful.
- - Building prices were upped slightly, this will lower the speed in which players are producing buildings but slightly.
- - Air defenses were retuned so that air units can stand greater chance against them.

The changes above may:
- Improve infantry relevancy (splash damage of Arty & V2 is down).
- Encourage other units to be used.

Also
- Superweapons tweaked, paratroopers are a bit more common now. Chrono and Iron curtain changes
- Lots of misc. changes.

I have only tested these against myself, so they are by no means perfect. I'm interested in the community's help, to decide which of these changes are actually sane, and what should be put into the final game.

Download Doughnut 2.1: http://content.open-ra.org/?p=detail&table=maps&id=1052

The full list of changes can be found here: http://hamb.in/ra/doughnut-2.0.txt
or here:
Powers:
AFLD/Airfield Paratrooper cooldown from 360 to 180

IRON/Iron Curtain duration from 15 to 20

PDOX/Chronosphere duration from 30 to 20

Buildings:
Powerplant cost from 300 to 500

Advanced powerplant cost from 500 to 850

Barracks cost from 400 to 600

SILO/Silo cost from 150 to 50

SYRD/Naval Yard cost from 1000 to 800 (now matches sub pen cost)

HPAD cost from 500 to 600

AFLD cost from 500 to 600

Defenses:
FTUR (FireballLauncher) spread from 5 to 4
GUN (TurretGun) damage from 60 to 45

SAM armor from heavy to light
SAM power from -20 to -40
SAM (Nike) rate of fire from 15 to 12
SAM (Nike) damage from 100 to 70
SAM (Nike) range from 7.5 to 8.5

AGUN armor from heavy to light
AGUN health from 400 to 300
AGUN (ZSU-23) rate of fire from 10 to 8
AGUN (ZSU-23) damage from 25 to 12

GAP/Gap Generator cost from 1000 to 2000
GAP/Gap Generator power from -60 to -80
GAP/Gap Generator HP from 1000 to 750

Infantry:
E2 explode chance from 50 to 15
E2 (Grenade) speed from 4 to 5

MEDI cost from 300 to 500
MEDI (Heal) damage from -50 to -60

MECH (Repair) damage from -13 to -40

SHOK (PortaTesla) range from 3.5 to 6 (this also buffs PBOX.SHOK and HBOX.SHOK)

SNIPER HP from 200 to 120
SNIPER (Sniper) damage versus concrete from 100% to 0% #BUG FIX.

Vehicles:
JEEP/Ranger cargo from 1 to 2

FTRK vision from 4 to 6 (weapon range ( 8 ) untouched)
FTRK HP from 120 to 140

V2RL (scud) spread from 8 to 5 (less infantry owning)
V2RL (scud) damage from 600 to 250 (powerplants take 3 shots, refineries 5, etc)
V2RL (scud) rearm from 10 to 7

ARTY rate of turn from 2 to 3
ARTY explosion from UnitExplode to UnitExplodeSmall
ARTY explosion chance from 75 to 100
ARTY HP from 75 to 90
ARTY (155mm) range from 14 to 12
ARTY (155mm) minrange from 3 to 2
ARTY (155mm) spread from 10 to 4 (less infantry owning)
ARTY (155mm) damage from 220 to 160
ARTY (155mm) inaccuracy from 40 to 10
ARTY (155mm) rate of fire from 85 to 115

TRUK build time from 12 seconds to 6

4TNK speed from 3 to 4

TTNK health from 400 to 500 (maybe consider different armor type/less health)

DTRK nuke impact from 800 to 600 (may still need retweaking)

CTNK health from 400 to 500 (see ttnk stuff above)

MRJ jamsmissiles range from 3 to 4

Ships:
LST/Transport cargo from 5 to 6

PT/Gunboat cost from 500 to 600
PT/Gunboat health from 200 to 250
PT/Gunboat (2Inch) damage from 25 to 35

DD/Destroyer (Stinger) damage from 30 to 25
DD/Destroyer (Stinger) damage to heavy from 100% to 50% (nerf to land unit damage)

CA/Carrier speed from 3 to 4

SS/Submarine (TorpTube) speed from 10 to 11

Aircraft:
BADR health from 300 to 400 (direct paratroopers buff)
BADR.Bomber health from 300 to 400

TRAN speed from 12 to 14
TRAN cost from 900 to 700

HELI/Hind (HellfireAG) burst delay from 1 to 6
HELI/Hind (HellfireAA) burst delay from 1 to 6
If you have comments, quote specific changes or other feedback, gogogo leave here.
Last edited by hamb on Sat Jun 29, 2013 1:30 am, edited 1 time in total.

User avatar
hamb
Posts: 112
Joined: Mon Oct 18, 2010 4:57 pm

Post by hamb »

FTRK vision is actually pretty overpowered now. Probably should go back to 4, since it can 1 vs. many infantry just fine.

Sniper probably still has too much HP.

V2RL has become absolute shit versus base defenses, which isn't good. It was tweaked to not "2-shot" refineries or "1-shot" powerplants, but now it's too weak?

epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

if you want to fix V2's:
Double their cost
Longer reload time.
Slower turning

Increasing the cost will make them less disposable, especially early game.
Longer reload time and slower turning makes them less effective for hit and run strategies.(Which is what the allies are supposed to do, not soviets.)

Artillery are fine as-is so long as you fix basewalking, the problem is when they are protected by base defenses, especially AA guns.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Played the test map and merged the uncritical parts of them into the current playtest https://github.com/OpenRA/OpenRA/pull/3489 I think the changes are all fine except 2000 credits for GAP is far too much. It is already seldomly built.

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