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Posted: Sat Aug 15, 2015 11:19 am
by Matt
Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.

Posted: Sat Aug 15, 2015 1:51 pm
by r34ch
Cmd. Matt wrote: Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.
You mean a pull request with the balance changes? I thought there was a member of the dev team who dealt with RA balance changes?

Posted: Sat Aug 15, 2015 7:24 pm
by Canavusbis
Cmd. Matt wrote: Changing some yaml rule values for balancing reasons isn't really introducing features. Traditionally those are always done last minute, because everyone keeps complaining, but no one feels responsible for actually filing a patch.
Adding a balance patch without a playtest is a nice way to require hotfixes :)
r34ch wrote:
Cmd. Matt wrote: -snip-
You mean a pull request with the balance changes? I thought there was a member of the dev team who dealt with RA balance changes?
Nope. Scott is an ex-developer who occasionally does some work, but it is unlikely he will do it for you.

Posted: Sat Aug 15, 2015 8:12 pm
by r34ch
Well I went ahead and submitted a pull request
https://github.com/OpenRA/OpenRA/pull/9085

This first PR is basically to address OP shock troopers, buffing a couple units to compensate as well as making the hijacker useful. I picked various members suggestions of stats that were generally agreed by most.

Thoughts behind these changes;
-Shockies become more like support troops rather than front-line troops
-Heavy tanks are (a little) more worthwhile as frontline damage soakers
-Yaks are better against massed infantry (should help ukraine)
-Hijacker is much easier to use


I didn't want to add too much at once so more changes can come in a second PR later. I personally would like to see longbows buffed a little next.

Posted: Mon Aug 17, 2015 9:38 am
by zinc
Shock trooper;
-cost increased from $400 to $500
-health reduced to 80 from 100



I'm guessing that those changes will not make much of a difference. The increased price could do I guess but that would depend on how resource rich the map is.

I don't think the health thing will change things when you get overrun by shockies.

I'm just guessing of course and if people have played games with these rule changes and they think they work...

My idea, would be that, if their power was increased by changing their range in the first place, then you could experiment with that and put it back a little bit. Maybe do something where a few pillbox actually have a chance of killing some of them.

Posted: Mon Aug 17, 2015 10:06 am
by Murto the Ray
The range is fine as it is; shockies are supposed to be support units rather than front-liners so it makes sense for them to have a decent range.

Small differences make a pretty big impact on gameplay and the buffing of yaks will make a big difference as well vs shocky swarms; no matter what balance it is going to be better than it is at the moment.

Posted: Mon Aug 17, 2015 10:04 pm
by af
Thanks r34ch for putting the pull request in. I don't care too much about the heavy tank changes but the rest look like big improvements.

Posted: Tue Aug 18, 2015 9:43 am
by zinc
Phoenix wrote: The range is fine as it is; shockies are supposed to be support units rather than front-liners so it makes sense for them to have a decent range.

Small differences make a pretty big impact on gameplay and the buffing of yaks will make a big difference as well vs shocky swarms; no matter what balance it is going to be better than it is at the moment.
Helis are better than yaks at dealing with troops and they often are of no help because of course the Russian player will send in (often iron curtained) flak trucks.

Posted: Tue Aug 18, 2015 9:48 am
by zinc
Options that I can think of:

(1) Reduce range, or:
(2) Reduce damage done, or:
(3) Take away the ability to target troops

With (3) that would mean the Russia player can't just use shockies and iron curtained flak trucks but would need more of a mix to attack.

Posted: Wed Aug 19, 2015 5:29 pm
by r34ch
zinc wrote: I don't think the health thing will change things when you get overrun by shockies.
I think the hp nerf is needed. 100hp is way too much. Currently they can survive 2 bursts from a hind. With 80hp they can only survive the one.

If they are still OP I would like to see their health reduced further down to 60, which is still higher than most of the infantry in the game. At 80hp they can survive a hit from a pillbox, at 60hp the pillbox kills them in one burst.

Lets see what happens first though. Allies are about to get buildable veteran units with the spys new ability. That will affect the damage and RoF of defending units.

Posted: Thu Aug 20, 2015 11:29 am
by zinc
r34ch wrote:
zinc wrote: I don't think the health thing will change things when you get overrun by shockies.
I think the hp nerf is needed. 100hp is way too much. Currently they can survive 2 bursts from a hind. With 80hp they can only survive the one.

If they are still OP I would like to see their health reduced further down to 60, which is still higher than most of the infantry in the game. At 80hp they can survive a hit from a pillbox, at 60hp the pillbox kills them in one burst.
OK yeah maybe it will help.

Posted: Thu Aug 20, 2015 11:31 am
by zinc
r34ch wrote: Allies are about to get buildable veteran units with the spys new ability.
Can someone explain?

Posted: Thu Aug 20, 2015 11:42 am
by hotze
zinc wrote:
r34ch wrote: Allies are about to get buildable veteran units with the spys new ability.
Can someone explain?
You have to infiltrate an enemy's or teammate's production facilities.
Then you can build veteran units.

Posted: Thu Aug 20, 2015 1:23 pm
by Graion Dilach
hotze wrote: You have to infiltrate an enemy's or teammate's production facilities.
Then you can build veteran units.
What? No... you can't infiltrate your teammate's facilities.

Posted: Thu Aug 20, 2015 2:02 pm
by Murto the Ray
You can by ctrl+right clicking your teammate's buildings