Posted: Wed Jan 11, 2017 1:02 pm
All of phase 2 maps and replays. I've selected some good games in a seperate rar file.
http://www.mediafire.com/file/t27d42zsv ... eplays.rar
Please see previous post for motivations behind the upcoming testing.
All maps will have the following changes
-600/800/800 Allied defensive buildings
-600 Hp Barracks
-$1600 WF, 38s to build
-$2500, 40s MCV
EDIT: going to change the mcv to 40s, not 48s. 48 was too long
These changes were well-received by a large majority of the people who helped playtest. The 40s MCV will be used for this next phase of playtesting in conjuction with the reduced cost/build time WF. The first MCV comes out 2 seconds sooner, relative to the current version of RA, but the subsequent MCVs will be delayed by 8s. From playtesting, it was found that moving the cost/time from the WF to the MCV was a good way to reduce the scaling of the MCV, without slowing the game down considerably.
Phase 3 will involve testing 1) the best way of balancing scaling and progression of tech and 2) the strength of tech versus static defenses.
To test the best way of getting faster tech, we will be comparing the TabEditWF versus a flat build time reduction (not price) of tech buildings
TabEditWF
-SD, Dome, and Tech center moved to defense tab, with War Factory as the prereq
TechCostEdit
-Dome takes 30s to build (33% reduction), and tech center takes 25s to build (28% reduction).
To test the strength of tech versus static defenses, a number of random buffs were applied to multiple T3 units, V2/Arty spam was slightly nerfed, and static defenses were modified in order to reduce their effectiveness when used en masse. Many of these changes were done at a whim without any serious testing.
The overall goal of these mass changes is to a) increase the effectiveness and number of scouting tools, b) make static defense require micro in order to be used effectively, and c) to see if slight T2 nerfs and T3 buffs will make people consider using T3 to beat static defense spam.
Version 3
-Pillboxes now have to reload for 65 ticks after every 4 bursts. BurstDelay reduced by 2 ticks. Tanya in PB is unaffected.
-Flame Turret projectile speed increased by 15%, reload delay increased by 5 ticks, burst delay increased by 15 ticks, Spread increased by 20%.
-Tanks do 10% more damage to pillboxes, turrets, and flame turrets.
-Gap Generator HP decreased from 1000 to 350. Increased Createshroud from 6c to 8c. Increased RevealShroud from 6c to 10c
-Mobile Gap Generator RevealsShroud increased from 6c to 9c
-Mobile Radar Jammer can now crush infantry
-Yak now do larger splash damage
-MiGs RevealsShroud increased from 10c to 12c
-Chronotanks can now attack air. Overall Damage increased by 33%, extra 10% to light
-Teslatanks and Tesla Coils now do 100% extra damage to light units (not shockies)
-Phasetanks now share same weapon as Rocket Soldiers
-Sam sites can now kill most aircraft with 1 missile. Increased reload time to 95 ticks, increased range to 10c
-Supply Truck is now Transport truck. Can carry up to 10 infantry units. Vision reduced to 3 cells
-V2 and Artillery death explosion radius increased by 50%.
Version 4
No additional buffs or nerfs other than the ones in the TabEditWF and the TechCostEdit.
I haven't uploaded the maps yet, in case anyone wants to add to this list of nerfs and buffs.
If anyone has any suggestions for some minor nerfs or buffs relevant to the playtest , and if it's simple enough to make the changes in the yaml, I'll put it in. Please try to refrain from buildtime/cost modifications unless you have a really good reason or proof that it works.
http://www.mediafire.com/file/t27d42zsv ... eplays.rar
Please see previous post for motivations behind the upcoming testing.
All maps will have the following changes
-600/800/800 Allied defensive buildings
-600 Hp Barracks
-$1600 WF, 38s to build
-$2500, 40s MCV
EDIT: going to change the mcv to 40s, not 48s. 48 was too long
These changes were well-received by a large majority of the people who helped playtest. The 40s MCV will be used for this next phase of playtesting in conjuction with the reduced cost/build time WF. The first MCV comes out 2 seconds sooner, relative to the current version of RA, but the subsequent MCVs will be delayed by 8s. From playtesting, it was found that moving the cost/time from the WF to the MCV was a good way to reduce the scaling of the MCV, without slowing the game down considerably.
Phase 3 will involve testing 1) the best way of balancing scaling and progression of tech and 2) the strength of tech versus static defenses.
To test the best way of getting faster tech, we will be comparing the TabEditWF versus a flat build time reduction (not price) of tech buildings
TabEditWF
-SD, Dome, and Tech center moved to defense tab, with War Factory as the prereq
TechCostEdit
-Dome takes 30s to build (33% reduction), and tech center takes 25s to build (28% reduction).
To test the strength of tech versus static defenses, a number of random buffs were applied to multiple T3 units, V2/Arty spam was slightly nerfed, and static defenses were modified in order to reduce their effectiveness when used en masse. Many of these changes were done at a whim without any serious testing.
The overall goal of these mass changes is to a) increase the effectiveness and number of scouting tools, b) make static defense require micro in order to be used effectively, and c) to see if slight T2 nerfs and T3 buffs will make people consider using T3 to beat static defense spam.
Version 3
-Pillboxes now have to reload for 65 ticks after every 4 bursts. BurstDelay reduced by 2 ticks. Tanya in PB is unaffected.
-Flame Turret projectile speed increased by 15%, reload delay increased by 5 ticks, burst delay increased by 15 ticks, Spread increased by 20%.
-Tanks do 10% more damage to pillboxes, turrets, and flame turrets.
-Gap Generator HP decreased from 1000 to 350. Increased Createshroud from 6c to 8c. Increased RevealShroud from 6c to 10c
-Mobile Gap Generator RevealsShroud increased from 6c to 9c
-Mobile Radar Jammer can now crush infantry
-Yak now do larger splash damage
-MiGs RevealsShroud increased from 10c to 12c
-Chronotanks can now attack air. Overall Damage increased by 33%, extra 10% to light
-Teslatanks and Tesla Coils now do 100% extra damage to light units (not shockies)
-Phasetanks now share same weapon as Rocket Soldiers
-Sam sites can now kill most aircraft with 1 missile. Increased reload time to 95 ticks, increased range to 10c
-Supply Truck is now Transport truck. Can carry up to 10 infantry units. Vision reduced to 3 cells
-V2 and Artillery death explosion radius increased by 50%.
Version 4
No additional buffs or nerfs other than the ones in the TabEditWF and the TechCostEdit.
I haven't uploaded the maps yet, in case anyone wants to add to this list of nerfs and buffs.
If anyone has any suggestions for some minor nerfs or buffs relevant to the playtest , and if it's simple enough to make the changes in the yaml, I'll put it in. Please try to refrain from buildtime/cost modifications unless you have a really good reason or proof that it works.