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DoK: Balancing a Desert

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  • #16
    6.0
    It's been a little over 3 months and I have been digging into stats again, finally got enough info to provide a complete Soban carrier PD rework with some good numbers to back it up.
    On the other side of the spectrum however I looked into Cruiser rushes, timing costs, etc and the findings were most interesting.

    The only Cruiser to really see 1v1 use has been the Khaan siege cruiser which, considering its massively discounted tech cost, is unsurprising.
    However all other Cruisers are not only more expensive but tend to have much longer tech times, with the Battlecruisers being the most punishing.
    This means outside of team games Cruisers see little to no use and even then Air or Rails can easily match them.
    That said the exception is the siege and artillery cruisers, these indirect fire monsters are not only the cheapest cruisers to build but faster to build too.

    below you will find some new changes highlighted in red
    some numbers still need to be worked out but you'll note Battlecruisers can be teched and deployed 50 seconds faster(tech time -40s build time -10s)!!!
    as such a hp nerf to mitigate Battlecruiser party Carriers is important, I think the Battlecruiser being more accessible is worth losing a chunk of that 6500hp.
    Similarly HGC tech time reduction further justifies the hp reduction. Meanwhile I feel the AA upgrade has been largely ignored,
    decreasing the cost, but also the impact of the AA seems like a good step, the HGC currently has the most powerful AA system in the game, it is simply unnecessary in the Gallsien/Khaaneph arsenal with Missile ships and Interceptors both excelling in AA.

    I am still looking at the Soban carrier missile launcher, but over buffing the Soban carrier would be bad. very bad.
    I also dropped the Soban BC reload buff, with BC coming sooner and a real fear of over buffing, the damage and accuracy changes are enough.
    added a cost reduction to the Coal bomber, still need to do some numbers but with its relatively low speed it lacks the survivability of the Gaalsien bomber counter part.

    Finally I am looking at the AAV, however I am still not sure where to start on it.
    its synergy with sunder and incredible durability make them very difficult to deal with when unprepared. WIP

    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
    lv1 armour now gives 60hp instead of 2 armour
    lv2 armour now gives 100hp instead of 2 armour

    Coalalition

    Cruise missile
    deploy time increased by 0.5 seconds
    damage reduced to 6000

    Assault Cruiser
    tech time reduced from 110 to 80
    build time increased from 55 to 60

    build cost reduced to 500cu 220ru from 550cu 300ru, pop cost reduced to 5,
    vision increased by 10% (Better situational awareness, also improves AA effectiveness)

    Battlecruiser
    Hp reduction
    tech time reduced from 130 to 90
    build time reduced from 80 to 70

    smoke no longer locks movement
    smoke ability now has 300 range

    Artillery Cruiser
    build time increased from 45 to 65 seconds


    Gunship
    Armour reduced to 1
    HP increased to 2200
    5x armour scaling 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
    Unit cost decrease
    Bomb AoE increased by 30%
    Bomber weapon range increased to match Gaal bomber

    Missile Battery
    movement speed changed from 50 to 60

    Soban

    Carrier
    PDs damage increased to 160, power 5 weapons now correctly applies 65% damage bonus
    Reload per power lv changed
    Lv0 = 15s
    Lv1 = 10s
    Lv2 = 6s
    Lv3 = 4s
    Lv4 = 2s
    Lv5 = 2s +65% damage

    ALM deployment range nerf, should be comparable to Khaan missile ranges


    Soban Baserunner
    Disruptor beacon deploy cost removed, Beacon has 7 second lifespan, cannot be targeted/destroyed

    Soban BattleCruiser
    Hp reduction
    tech time reduced from 130 to 90
    build time reduced from 80 to 70

    damage increased to 350
    removed short range accuracy penalty
    smoke no longer locks down movement
    smoke ability now has 300 range

    Assault Cruiser
    tech time reduced from 110 to 80
    build time increased from 55 to 60

    build cost reduced to 500cu 220ru from 550cu 300ru, pop cost reduced to 5
    vision increased by 10% (Better situational awareness, also improves AA effectiveness)

    Artillery Cruiser
    build time increased from 45 to 65 seconds


    Gunship
    Armour reduced to 1
    HP increased to 2200
    5x armour scaling 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

    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
    +20% damage

    Coal Bomber
    Unit cost decrease
    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 Baserunner
    heal cost removed
    Scanner cooldown reduced to 120 seconds, capped at one per baserunner

    Honourguard Cruiser
    tech time reduced from 100 to 80 seconds
    hp reduced by 200
    regen takes 1 seconds longer to start
    AA reverted to passive once researched, matches Assault cruiser AA

    Siege Cruiser
    Tech time increased from 75 to 80 seconds
    Build time increased from 60 to 70 seconds


    Khaaneph

    Carrier
    Close combat system power grants vision bonus(shared with production cruisers)

    Salvager
    armour changed from 0 to 2

    Shadow Runner
    blast drones build time increased from 14 seconds to 20 seconds

    Siege cruiser
    Tech time increased from 75 to 80 seconds
    Build time increased from 60 to 70 seconds

    regen takes 5 seconds longer to start

    Honourguard Cruiser
    tech time reduced from 100 to 80 seconds
    hp reduced by 200
    regen takes 5 seconds longer to start
    AA reverted to passive once researched, matches Assault cruiser AA

    As always comments and suggestions welcome
    Last edited by Tren; 30-08-2017, 08:52 AM.

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    • #17
      I like to ask about strikecraft upgrades giving more HP and not armor anymore, does it have to do with the AAV and gunship damage?

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      • #18
        it leaves them more vulnerable to their counters while enhancing their defense against high damage attacks such as blast drones and railgun hits.

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        • #19
          This makes the assault ships less useful as a counter due to takes more time to kill so now sandskimmer can tank more while they get in close range and circle your units, LAV can now have a less fear of dying doing long range attacks.

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          • #20
            Actually it doesn't make much of a difference to Assault ships
            24 damage vs 650hp and 4 armour = 33 hits to kill
            24 damage vs 810hp and 0 armour = 34 hits to kill

            it does however impact Assault railguns vs lv2 armour they will need 3 additional hits to kill.

            AAVs, carrier PDs and Gunships however all benefit

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            • #21
              Flips table

              ok time to start over

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