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DoK: Balancing a Desert

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  • DoK: Balancing a Desert

    Hey all,

    I wanted to post and get feedback on my personal opinion concerning balance/MP changes I would make

    General
    Tech/power lv indicators for all factions
    Diminishing returns on lv3+ range system
    More soft AA options weaker hard AA(BR AA upgrade research?)

    Coal
    Carrier Cruise missile launch time increase, missile travel time decreased
    Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
    Coal bomber, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)

    Soban
    Substantial increase to Soban carrier PD damage (should still have the lowest DPS but should still be comparable to other carriers)
    ALM deployment range nerf, should be comparable/slightly better than Khaan missile ranges, consider ALM max deployed cap
    Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
    Soban BC, improve accuracy and increased movement speed (reliable damage output and better mobility to off sets its inferior DPS to Coal variant)
    Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
    Coal bomber, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)


    Gaalsien
    Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv
    Gaal BR AoE heal cost removed, Now drains 60% of BR hp over duration, BR has hp regen.
    Assault rail armor reduced from 6 to 5
    HGC hp/regen nerf

    Khaan
    lv1-3 of regen system grant 5 armor per lv
    Khaan carrier weapon system power grants vision bonus(shared with production cruisers)
    Khaan siege cruiser regen nerf
    Assault rail armor reduced from 6 to 5
    HGC hp/regen nerf



    With that I'd like to explain my thinking
    First off I feel carrier ranges get a bit out of control and reigning them in will prevent Carrier projecting too much power will allow their counters to keep functioning.
    More soft AA options/better ones, This would be to enable better response to air hitting the field while making it harder to hit critical mass of AA pushing air out.

    You'll notice alot of BR changes, essentially I'd like to see BRs as more a core fleet choice and less as a free 187cu at the start of the match, reducing/removing ability costs and adding draw backs or limitations to those abilities should go a long way to increase their value.

    Coal cruise missile change is to give a more consistent time to impact, as it stands firing it accross the map is generally ineffective while firing a minimum range usually guarantees an army wipe.
    Coal air in general needs to be re balanced, strikefighters are the only competitive choice with the gunship and bomber reduced to extremely niche builds and tactics.

    The Soban carrier is without question the least deadly of the 4 while having some of the best utilities, with sunder on its PDs and EMP on with logistics modules, as such restricting logistic module deployment range while improving the Soban PDs to better balance it's power and effectiveness seems due.
    The Soban BC currently competes with Railguns for a role and with the investment required and their limited mobility it is not a competition they win by any means, giving them reliable damage output and making them a bit more mobile 5-10 would go a long way to making them more worthwhile, whether it would be enough would need to be seen.

    Gaal carrier armour nerf and incentive to put some power in regen entering combat rather than just after the fact, this is to both make the Gaal carrier more vulnerable at lower power levels and also to try and balance out combat power distribution.
    Gaal BR regen! also a heal that could be justified when everything ELSE has regen also recycling and rebuilding the BR would cost only 63cu
    Assault rails, this change is specifically in relation to lv1 armor vs AAVs (11 damage vs 9 armor) it also impacts the late game match up of strikecraft vs Assault rails with lv3 armor. Assault rails are in a weird place balance wise, but with the bonuses from lv2 and 3 armor they are strong.
    HGC nerf, The HGC's maingun is a monster and i'll be honest I like it that way, it has impact, it is scary, with that said the things are just too hard to kill in most stand offs while being able to punish most unit compositions so making a bit more vulnerable or giving them a slower regen rate to make it harder for them to play peekaboo would help tone them down.

    Khaan carrier is very soft, giving it the ability to gain a bit of armor would be a god send
    Khaan carrier weapon system is borderline redundant compared to everything else and Khaan's lack of scouting is quite crippling, giving Khaan some lv of vision buff would be both a unique and extremely helpful addition.
    Similar to the HGC, reducing the hp regen so they are vulnerable for longer would help make them more manageable without reducing their actual combat effectiveness.


    Sorry for any typos or grammatical errors, What do you all think
    Last edited by Tren; 08-10-2016, 05:22 AM.

  • #2
    General
    Tech/power lv indicators for all factions
    Diminishing returns on lv3+ range system
    More soft AA options weaker hard AA(BR AA upgrade research?) = BR needs better AA like range or damage buff.

    Coal
    Carrier Cruise missile launch time increase, missile travel time decreased = Both Coalition and Soban super weapon have same launch time, travel time so do both get the same buff?
    Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets) = Maybe give it 13 or 14 damage?
    Coal bomber, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping) = Indeed

    Soban
    Substantial increase to Soban carrier PD damage (should still have the lowest DPS but should still be comparable to other carriers) = Indeed
    ALM deployment range nerf, should be comparable/slightly better than Khaan missile ranges, consider ALM max deployed cap = Indeed nuff range, Both coalition and soban use logs to scout areas why should one faction have a limit?
    Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed = I like the idea
    Soban BC, improve accuracy and increased movement speed (reliable damage output and better mobility to off sets its inferior DPS to Coal variant) = If soban BC get more speed there needs a trade for it like less HP.
    Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets) = indeed
    Coal bomber, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)
    = indeed

    Gaalsien
    Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv = I like the idea
    Gaal BR AoE heal cost removed, Now drains 60% of BR hp over duration, BR has hp regen. = I like the idea
    Assault rail armor reduced from 6 to 5 = Indeed AR counters lav/sand hard.
    HGC hp/regen nerf = indeed

    Khaan
    lv1-3 of regen system grant 5 armor per lv = I like the idea
    Khaan carrier weapon system power grants vision bonus(shared with production cruisers) = you still have sand or AA to give good vision to help.
    Khaan siege cruiser regen nerf = indeed
    Assault rail armor reduced from 6 to 5 = indeed
    HGC hp/regen nerf
    = indeed

    Comment


    • #3
      The cruise missile travel changes are a nerf to short range impact time but a buff to long range, applying it to both Soban and Coal seems perfectly reasonable but is more important on the Coal cruise missile due to it's punishing Alpha damage.
      Coal gunhips are very strange, I checked their veterency, rank 1-4 gives +100 hull(lv1 requires over 5700 exp or 58 skims/29 salvagers) rank 5 doubles weapon damage. Seems more like the SP rank bonuses than MP.
      Concerning Khaan, there are a few reasons for a vision bonus, as it stands Khaan must face check or invest in MS or Interceptors, Interceptors being the better scout,
      meanwhile Soban have the ultimate scouting tool with ALMs, BR probes are effective scouts and allow Coal/Soban to scout for AA and the Gaalsien Scanner is a solid means to scout a flank or act as a forward warning post.
      If BRs were strengthened I'd also expect the Gaalsien BR to become more prolific along with its scanner, This would give Khaan something different while also adding some much needed value to an underpowered system.

      Comment


      • #4
        Change list 2.0
        new additions highlighted

        General
        Carrier Tech/power lv indicators for all factions
        Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
        More soft AA options weaker hard AA(BR AA upgrade research?)
        quick harvest hotkey(one for Cu one for Ru?)
        drones and deployables are now worth 100exp when destroyed


        BR changes

        Gaalsien
        BR AA upgrade added to tech tree after Sandskimmers
        Scanner cooldown reduced to 70 seconds, only 1 scanner active per BR, if BR is destroy/recycled scanner is also lost
        BR hp reduced by 300hp, now has regen
        BR heal cost removed,
        BR heal now drains 50% of BRs total HP over active duration.

        Soban
        AA upgrade added to tech tree after LAV
        Weapon jammer cost removed, AoE increased slightly,
        Weapon jammer is no longer targetable,
        Weapon jammer active life is now 10 seconds.

        Coal
        AA upgrade added to tech tree after LAV

        Khaan
        AA upgrade added to tech tree after Sandskimmers


        Coal
        LAV view range reduced by 5%
        Carrier Cruise missile cost increased to 800cu, more damage fall off on AoE.
        Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, pop cost reduced to 5, AC AA rof increased by 25%
        Support cruiser AA now only fires one missile, research cost reduced to 200cu 180ru from 500cu 320ru

        Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
        Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)

        Soban
        LAV view range reduced by 5%
        Soban weapon system rework, default weapon is single shot ML, Railgun PDs significantly buffed with increased default rof, range and damage but require power;
        power 1, ML now fires twice
        power 2, PDs active, operating at minimal power, 50% damage
        power 3, PDs online, operating at sufficient power, 75% damage
        power 4, PDs engaged, operating at full power, 100% damage
        power 5, mag systems online. PDs fire twice before reloading

        ALM deployment range nerf, should be comparable to Khaan missile ranges
        Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
        Default BC reintroduced, Assault cruiser replaced by "Soban Defence Cruiser", a heavy rail platform based off the battlecruiser chassis, mounts 2 double railcannons for long range fire support or can divert power to it's networked support systems to provide a burst of healing to a nearby cruiser.
        Soban Defence Cruiser
        650cu 250ru
        3800hp
        12 armour
        60 speed
        250 damage
        Heal burst; regenerate 1000hp to a friendly cruiser over 10 seconds(cooldown 60 seconds) main guns offline for duration.

        Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
        Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)

        Gaalsien
        Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv
        Sandskimmer regeneration takes 1 second longer to start (now 4 seconds instead of 3)
        Assault rail armor reduced from 6 to 5
        HGC hp reduced by 200, regen takes 2 seconds longer to start
        HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 200 damage each, reload is 30 seconds

        Khaan
        lv1-3 of regen system grant 5 armor per lv
        Khaan carrier weapon system power grants vision bonus(shared with production cruisers)
        Khaan siege cruiser regen nerf
        Sandskimmer regeneration takes 1 second longer to start (now 4 seconds instead of 3)
        Assault rail armor reduced from 6 to 5
        HGC hp reduced by 200, regen takes 2 seconds longer to start
        HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds

        Comment


        • #5
          So I have again be considering the changes, what they mean to the game overall and also whether those changes would ultimately be beneficial to the game, one of the big ones being to drop the BR AA upgrade, during testing the BRs AA is pitifully weak, upgrading 20-50% has very little effect on their ability to deal with air units and would just serve to better shut out probes, diminishing Coal/Soban BR utility.
          Missile batteries and Missile ships have been suffering recently and I feel it has reached a point where players using air will simply focus them down rather than avoid them so I propose a change to discourage this without increasing the potency of AA. Their hefty price tag justifies their hp pool.

          I also want to cut the fat and focus on what I feel would make existing units work with minimal changes

          3.0

          General
          Carrier Tech/power lv indicators for all factions
          Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
          quick harvest hotkey(one for Cu one for Ru?)
          drones and deployables are now worth 100exp when destroyed

          Coal
          Carrier Cruise missile cost increased to 800cu, more damage fall off on AoE.
          Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, pop cost reduced to 5, AC AA rof increased by 25%
          Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
          Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)
          Missile battery hp increased by 300

          Soban
          Soban Carrier PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
          ALM deployment range nerf, should be comparable to Khaan missile ranges
          Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
          Soban BattleCruiser damage increased to 350, accuracy improved by 5% at mid and long range
          Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, AC AA rof increased by 25%
          Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
          Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)
          Missile battery hp increased by 300

          Gaalsien
          Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv
          Gaalsien BR heal costs 50cu down from 150cu
          Scanner cooldown reduced to 120 seconds, capped at one per BR

          HGC hp reduced by 200, regen takes 2 seconds longer to start
          HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
          Missile ship hp increased by 300

          Khaan
          lv1-3 of regen system grant 5 armor per lv
          Khaan carrier weapon system power grants vision bonus(shared with production cruisers)
          Khaan siege cruiser regen nerf
          HGC hp reduced by 200, regen takes 2 seconds longer to start
          HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
          Missile ship hp increased by 300
          Last edited by Tren; 03-01-2017, 06:17 PM.

          Comment


          • #6
            This look good and wish to try the balance but 2 things I like to ask.
            1- Baserunners can be a soft counter to fighters in some way. Coal/soban have a early soft counter that LAV but it needs micro to work while you can make a missile turrets from BR so that 2 options for coal/soban.
            Gaal/khaan only have 1 unit to early counter is the production cruiser but that to need micro to work. Maybe gaal/khan baserunner can get the AA buff for BR only not coal/soban so both sides have 2 options for early AA counter.
            2- Do both missile ship and missile battery need more HP they already higher then other Heavy vehicles. Maybe give them more move speed so they get a better response time in attacking air and grounds units with abilities and keep up with other units.

            Comment


            • #7
              The problem with BR AA is it would need a massive buff to be a threat, somewhere in the region of double damage and 50% range.
              Just the range bonus would lock out Probes as scouts, then you need to look at probes again.

              I considered a lower hp buff for MS(due to regen) but their cost is so high that the hp really is justified.
              What I am suggesting will mean stock MS and MBs will come out with 2100hp and 5 armour stock, with max upgrades they will be 2400hp 11 armour,
              This is still an easier target than an SC, while keeping in mind MS costs 400cu 80ru, MB costs 350cu 80ru.
              This isn't going to drastically change any match ups for AA, the biggest impact will be to Air focusing them (3 additional hits to kill), it is also an indirect nerf to Gaal bombers who will need 3 bombs to kill even against stock AA, while Coal Bombers still sit in a sweet spot.

              The only match up I would be concerned about is survivability vs artillery, it would also require 3 additional hits to clear AA, but their low speed already gives AA a bad match up there.

              Comment


              • #8

                3.2
                change to BC following further labbing

                General
                Carrier Tech/power lv indicators for all factions
                Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
                quick harvest hotkey(one for Cu one for Ru?)
                drones and deployables are now worth 100exp when destroyed

                Coal
                Carrier Cruise missile cost increased to 800cu, more damage fall off on AoE.
                Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, pop cost reduced to 5, AC AA rof increased by 25%
                Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
                Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)
                Missile battery hp increased by 300, movement speed increased by 5 to match missile ships

                Soban
                Soban Carrier PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
                ALM deployment range nerf, should be comparable to Khaan missile ranges
                Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
                Soban BattleCruiser damage increased to 350, accuracy improved by 5%, refire reduced from 4 seconds to 2 seconds (effectively changes reload from 12 seconds to 10)
                Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, AC AA rof increased by 25%
                Gunship DPS reduced, damage per shot increased (less damage to unarmored targets, more damage to armored targets)
                Coal bomber, reduce rearm time, increased bomb AoE (currently lacks use outside double bomber Cruiser sniping)
                Missile battery hp increased by 300, movement speed increased by 5 to match missile ships

                Gaalsien
                Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv
                Gaalsien BR heal costs 50cu down from 150cu
                Scanner cooldown reduced to 120 seconds, capped at one per BR

                HGC hp reduced by 200, regen takes 2 seconds longer to start
                HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                Missile ship hp increased by 300

                Khaan
                lv1-3 of regen system grant 5 armor per lv
                Khaan carrier weapon system power grants vision bonus(shared with production cruisers)
                Khaan siege cruiser regen nerf
                HGC hp reduced by 200, regen takes 2 seconds longer to start
                HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                Missile ship hp increased by 300
                Last edited by Tren; 07-01-2017, 08:11 PM.

                Comment


                • #9
                  I like your suggestions, especially regarding the Soban. I do think an mere 5% increase to BC accuracy still isnt enough though. For the cost and time investment to get them on the field, they need to have value.

                  Comment


                  • #10
                    Thanks for taking the time to post these, Tren. I have one suggestion. How about the Soban Carrier keeps the long range on its Railguns (range system)? The missile launcher can be restricted to 1500.
                    Keeps some of the flavour of a massive railgun fortress alive.

                    Would that be too powerful?

                    Comment


                    • #11
                      You have to consider Carrier range as the ability to project the Carriers influence, fortunately power 5 weapons and Range is very difficult to achieve, but when it happens it essentially renders ground engagement a bad trade at best and a massacre otherwise.

                      I do agree thematically the Soban carrier seems like the best fit for "longest range carrier" but for now I would settle for the Soban carrier just having some influence in combat.
                      Also 160 is no small buff, this stacks with Mark target emphasizing the effect.
                      Furthermore if power 5 grants 65% damage we see a massive spike in the Soban carriers DPM

                      For everyone's information
                      Power 4; the Soban carriers PDs rof is almost the same as their railguns(Vista), however it has 4 turrets, if we presume it can only focus fire 2 turrets on the same target it has a focused DPM of 5200, total DPM of 10400
                      At power 5 the Soban carrier only gains 10% more accuracy, no other buffs seem to apply.

                      With my suggestions the focused DPM for power 4 would be 8320, total would be 16640.
                      At power lv5 focused DPM jumps to 13728, total is 27456.
                      KEEP IN MIND, these numbers do not account for the missile launcher or misses.

                      As scary as that may sound, a Coal carrier at power 5 kills a 25 armour 15000hp carrier in 1:04 according to Empty's tests.

                      I hope that gives you a clearer picture of what these changes would practically mean, it is possible the lv5 weapons power is actually too much, especially when combined with Soban mark target.
                      But that would require practical testing

                      Comment


                      • #12
                        4.1(gunship build time change added)

                        General
                        Carrier Tech/power lv indicators for all factions
                        Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
                        quick harvest hotkey(one for Cu one for Ru?)
                        drones and deployables are now worth 100exp when destroyed

                        Coal
                        Carrier Cruise missile cost increased to 800cu, more damage fall off on AoE.
                        Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, pop cost reduced to 5, AC AA rof increased by 25%
                        Gunship
                        Armour reduced to 1
                        HP increased to 2200
                        armour 5x removed
                        damage per hit reduced from 60 to 25
                        ammo capacitty increased from 40 to 100
                        Gunship does not auto recall when idle
                        Gunship build time increased from 26s to 35s
                        Coal Bomber
                        HP increased to 1650
                        Bomb AoE increased by 40%
                        Bomber weapon range increased to match Gaal bomber

                        Missile Battery movement speed changed from 50 to 60

                        Soban
                        Soban Carrier PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
                        ALM deployment range nerf, should be comparable to Khaan missile ranges
                        Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
                        Soban BattleCruiser damage increased to 350, removed short range accuracy penalty, refire reduced from 4 seconds to 2 seconds (effectively changes reload from 12 seconds to 10)
                        Assault Cruiser build cost reduced to 500cu 200ru from 500cu 300ru, AC AA rof increased by 25%
                        Gunship
                        Armour reduced to 1
                        HP increased to 2200
                        armour 5x removed
                        damage per hit reduced from 60 to 25
                        ammo capacitty increased from 40 to 100
                        Gunship does not auto recall when idle
                        Gunship build time increased from 26s to 35s

                        Coal Bomber
                        HP increased to 1650
                        Bomb AoE increased by 40%
                        Bomber weapon range increased to match Gaal bomber
                        Missile Battery movement speed changed from 50 to 60


                        Gaalsien
                        Reduce Gaalsien Carrier armor from 40 to 30 lv1-3 of regen system grant 5 armor per lv
                        Gaalsien BR heal costs 50cu down from 150cu
                        Scanner cooldown reduced to 120 seconds, capped at one per BR

                        HGC hp reduced by 200, regen takes 2 seconds longer to start
                        HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                        Missile ship hp increased by 100

                        Khaan
                        lv1-3 of regen system grant 5 armor per lv
                        Khaan carrier weapon system power grants vision bonus(shared with production cruisers)
                        Khaan siege cruiser regen nerf
                        HGC hp reduced by 200, regen takes 2 seconds longer to start
                        HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                        Missile ship hp increased by 100

                        please note, Coal Gunship still requires veterency rework
                        Last edited by Tren; 11-02-2017, 12:02 AM.

                        Comment


                        • #13
                          I do like this 4.0 alot and hope we get it in some day.

                          Comment


                          • #14
                            4.5

                            General
                            Carrier Tech/power lv indicators for all factions
                            Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
                            power 1 - 500
                            power 2 - 800
                            power 3 - 1000
                            power 4 - 1200
                            power 5 - 1500
                            View range bonuses unchanged

                            quick harvest hotkey(one for Cu one for Ru?)
                            drones and deployables are now worth 100exp when destroyed

                            Coal
                            Cruise missile deploy time increased by 1 second
                            Cruise missile damage reduced to 6000

                            Assault Cruiser build cost reduced to 500cu 220ru from 500cu 300ru, pop cost reduced to 5,
                            Assault Cruiser AA rof increased by 25%
                            Assault Cruiser vision increased by 10% (Better situational awareness, also improves AA effectiveness)
                            Battlecruiser smoke no longer locks down the Battlecruiser
                            Battle Cruiser smoke ability now has 300 range

                            Gunship
                            Armour reduced to 1
                            HP increased to 2200
                            armour 5x removed
                            damage per hit reduced from 60 to 25
                            ammo capacitty increased from 40 to 100
                            Gunship does not auto recall when idle
                            Gunship build time increased from 26s to 35s
                            Coal Bomber
                            HP increased to 1650
                            Bomb AoE increased by 40%
                            Bomber weapon range increased to match Gaal bomber
                            Missile Battery movement speed changed from 50 to 60

                            Soban
                            Soban Carrier PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
                            ALM deployment range nerf, should be comparable to Khaan missile ranges
                            Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
                            Soban BattleCruiser damage increased to 350, removed short range accuracy penalty, refire reduced from 4 seconds to 2 seconds (effectively changes reload from 12 seconds to 10)
                            Assault Cruiser build cost reduced to 500cu 220ru from 500cu 300ru, pop cost reduced to 5,
                            Assault Cruiser AA rof increased by 25%
                            Assault Cruiser vision increased by 10% (Better situational awareness, also improves AA effectiveness)
                            Battlecruiser smoke no longer locks down the Battlecruiser
                            Battle Cruiser smoke ability now has 300 range

                            Gunship
                            Armour reduced to 1
                            HP increased to 2200
                            armour 5x removed
                            damage per hit reduced from 60 to 25
                            ammo capacitty increased from 40 to 100
                            Gunship does not auto recall when idle
                            Gunship build time increased from 26s to 35s
                            Coal Bomber
                            HP increased to 1650
                            Bomb AoE increased by 40%
                            Bomber weapon range increased to match Gaal bomber
                            Missile Battery movement speed changed from 50 to 60

                            Gaalsien
                            Salvager armour changed from 0 to 2
                            Gaalsien BR heal cost removed
                            Scanner cooldown reduced to 120 seconds, capped at one per BR
                            HGC hp reduced by 200, regen takes 2 seconds longer to start
                            HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                            Missile ship hp increased by 100

                            Khaan
                            Salvager armour changed from 0 to 2
                            Khaan carrier Close combat system power grants vision bonus(shared with production cruisers)
                            Khaan siege cruiser regen nerf
                            HGC hp reduced by 200, regen takes 2 seconds longer to start
                            HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                            Missile ship hp increased by 100

                            Gunship veterency
                            vet -1 req 1100
                            +100 hp
                            vet -2 req 2600
                            +10% speed and turn rate
                            vet -3 req 4500
                            +20% sensors
                            vet -4 req 6800
                            +100 hp
                            vet -5 req 9800
                            +10% damage
                            Last edited by Tren; 19-02-2017, 04:53 PM.

                            Comment


                            • #15
                              5.0

                              So this is gonna be my final revision based on where the game currently is, the balance is still solid and almost every unit has a role or niche to fill in the current DoK version but were someone to ever look at doing a balance pass I would hope they at least give this a look.
                              I suspect some of the numbers would still need fine tuning, my biggest worries being Soban carrier, Gunships and the Coal cruise missile, they really need to be field tested and tuned but should be on the right track.
                              As far as this last set of changes, Strikecraft armour upgrades to give hp instead of armour;
                              This buffs strikecraft against rails and high alpha hits while making them alot more vulnerable to their intended counters, as an example, to kill a 650hp Skimmer with 4 armour an AAV would need to shoot the Skimmer 93 times, with this change the 810hp skimmer with 0 armour will die in 74 hits.
                              Meanwhile strikecraft will take an additional hit from rails to kill, more importantly it means that fully upgraded LAVs will survive Blast drones(650 damage) and HGC high ground blasts(600 damage).
                              This helps AAVs stay functional even in late game, while making strikecraft more survivable to some of the more brutal AoEs.
                              Meanwhile the Khaan Shadow runner, a build time increase on Blast drone deployment;
                              Shadow runners are providing a military build queue, turning CUs into potent Blast drones, slowing the pace they can do this and providing a larger window for opponents to prepare feels necessary.
                              Khaan just has too much power in tech 0.


                              General
                              Carrier Tech/power lv indicators for all factions
                              Diminishing returns on lv3+ range system (carrier max range restricted to 1500 down from 2000)
                              power 1 - 500
                              power 2 - 800
                              power 3 - 1000
                              power 4 - 1200
                              power 5 - 1500
                              View range bonuses unchanged
                              quick harvest hotkey(one for Cu one for Ru?)
                              drones and deployables are now worth 100exp when destroyed
                              Strikecraft upgrades changed
                              lv1 armour now gives 60hp instead of 2 armour
                              lv2 armour now gives 100hp instead of 2 armour


                              Coal
                              Cruise missile deploy time increased by 1 second
                              Cruise missile damage reduced to 6000
                              Assault Cruiser build cost reduced to 500cu 220ru from 500cu 300ru, pop cost reduced to 5,
                              Assault Cruiser AA rof increased by 25%
                              Assault Cruiser vision increased by 10% (Better situational awareness, also improves AA effectiveness)
                              Battlecruiser smoke no longer locks down the Battlecruiser
                              Battle Cruiser smoke ability now has 300 range
                              Gunship
                              Armour reduced to 1
                              HP increased to 2200
                              armour 5x removed
                              damage per hit reduced from 60 to 25
                              ammo capacitty increased from 40 to 100
                              Gunship does not auto recall when idle
                              Gunship build time increased from 26s to 35s
                              Coal Bomber
                              HP increased to 1650
                              Bomb AoE increased by 40%
                              Bomber weapon range increased to match Gaal bomber
                              Missile Battery movement speed changed from 50 to 60

                              Soban
                              Soban Carrier PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
                              ALM deployment range nerf, should be comparable to Khaan missile ranges
                              Soban BR, Disruptor beacon deploy cost removed, Beacon has 8 second lifespan, cannot be targeted/destroyed
                              Soban BattleCruiser damage increased to 350, removed short range accuracy penalty, refire reduced from 4 seconds to 2 seconds (effectively changes reload from 12 seconds to 10)
                              Assault Cruiser build cost reduced to 500cu 220ru from 500cu 300ru, pop cost reduced to 5,
                              Assault Cruiser AA rof increased by 25%
                              Assault Cruiser vision increased by 10% (Better situational awareness, also improves AA effectiveness)
                              Battlecruiser smoke no longer locks down the Battlecruiser
                              Battle Cruiser smoke ability now has 300 range
                              Gunship
                              Armour reduced to 1
                              HP increased to 2200
                              armour 5x removed
                              damage per hit reduced from 60 to 25
                              ammo capacitty increased from 40 to 100
                              Gunship does not auto recall when idle
                              Gunship build time increased from 26s to 35s
                              Coal Bomber
                              HP increased to 1650
                              Bomb AoE increased by 40%
                              Bomber weapon range increased to match Gaal bomber
                              Missile Battery movement speed changed from 50 to 60

                              Gaalsien
                              Salvager armour changed from 0 to 2
                              Gaalsien BR heal cost removed
                              Scanner cooldown reduced to 120 seconds, capped at one per BR
                              HGC hp reduced by 200, regen takes 2 seconds longer to start
                              HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                              Missile ship hp increased by 100

                              Khaan
                              Salvager armour changed from 0 to 2
                              Khaan carrier Close combat system power grants vision bonus(shared with production cruisers)
                              Khaan siege cruiser regen nerf
                              HGC hp reduced by 200, regen takes 2 seconds longer to start
                              HGC AA reverted to passive once researched, now fires 4 AA missiles dealing 250 damage each, reload is 20 seconds
                              Missile ship hp increased by 100
                              Shadow Runner blast drones build time increased from 14 seconds to 18 seconds

                              Gunship veterency
                              vet -1 req 1100
                              +100 hp
                              vet -2 req 2600
                              +10% speed and turn rate
                              vet -3 req 4500
                              +20% sensors
                              vet -4 req 6800
                              +100 hp
                              vet -5 req 9800
                              +10% damage

                              Anyone with any questions, suggestions or comments is welcome

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