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[RA] Balance changes for next playtest/release. #12739
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Conflicts slightly with #12737 (ballistics.yaml, missiles.yaml) |
Good stuff. Exactly what we need. Well-tested and thorough changes! 👍 |
@SoScared I’ll rank my views from 100% on board to minor disagreements. Overall this is a good set of changes and as always thanks for the work you put into this and for putting up with our nitpicking. 100% On Board Barracks/Tent HP reduction, MCV build time increase and +1 Paradrop: Flame Tower: As a general rule I don’t like to see static buffed just to balance it vs. other static. However it would be a heckuva lot more work to balance Allies and Soviets vs the base crawl using another method. I’m on board with this change. Neutral: Yak and Mig vision, tech center health, MGG build time reduction. These are probably fine. I don’t have much to add. Destroyer: This game has boats?! Nitpicking: (This is more thinking out loud than outright opposition) Mobile Radar Jammer: This is already strong and used normally in games that reach T3. My main concern is the extra cell of vision and the extra cell of missile jamming. A soviet player could be in a lot of trouble if they don’t keep a Yak alive vs this. Light Tank: I thought this was a bit too much damage in the testing I did. I know they seem worthless at times but I view the light tank sort of like the grenadier; a niche unit that works situationally. Currently the light tank is good with pressure openers and late game with mass chrono-crushes and raids as Germany. As I always say, there’s a huge difference between underused and unused. |
@kyrylo , @Smittytron , thanks for the comments.
This claim took me off guard. I'm under the strong impression that MRJ's have little-to-no presence in the late game whatsoever. Certainly not normally. With exception to naval maps (coast guard protecting against destroyers) I've seen sporadic attempts at integrating the unit into the meta with various unit compositions but that's about it. Care to elaborate? |
Maybe I’m using the term normally loosely, but I would say I see the MRJ more often than phase transports, Chrono tanks and of course the MGG. Off the top of my head I can think of games vs Barf, FiveAces and OMnom where MRJ’s were used effectively by myself or my opponent. I will say that if I don’t build an MRJ in T3 play it’s more because I forgot to build the thing in the first place; I always want one in my composition as allies. A standard tank-led army can win the day with one in its current state. It’s a high micro unit that requires you to keep tanks in the four cell ‘safe zone’. And if one shows up against you it is a high priority target. Then again I’m one of the few guys who likes to build Mammoths late game so you might want to gather some more opinions. On a separate note, and I meant to add this to my original comment, getting T3 out in the first place is a concern right now. I reckon it's too late for the next release but I would like to see efforts to address this. I'm in favor of reducing build times of the radar dome and tech center, OMnom favors his tab edit, and others want to reduce build times for T3 units. Something to think about going ahead. |
Partially agreed on the point of T3 being the current focal point of RA's game balance testing. This is a personal preference but I regard T2 as being still immature in regards to a big chunk of it got exposed very recently with the map pool and competitive overhaul of 2016 and still has great growth potential. This will to a certain degree push back T3 development somewhat in that T2 will be slightly redefined by further tilting strength in favor of standard army play vs base play - placing additional risk on moving towards tech. Parts of this PR are balance changes that slipped away in before the current release. |
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Looks fine overall, just one small nit:
mods/ra/rules/infantry.yaml
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ProducibleWithLevel: | ||
Prerequisites: techlevel.infonly | ||
InitialLevels: 1 | ||
Buildable: |
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Same here.
mods/ra/rules/infantry.yaml
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ProducibleWithLevel: | ||
Prerequisites: techlevel.infonly | ||
InitialLevels: 1 | ||
Buildable: |
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This leaves them buildable in the sidebar with cheats enabled. It would be better to use -Buildable
here to indicate that they really aren't buildable at all.
done |
mods/ra/rules/infantry.yaml
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ProducibleWithLevel: | ||
Prerequisites: techlevel.infonly | ||
InitialLevels: 1 | ||
-Buildable |
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That should be -Buildable:
.
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done
Copy/pasting part of a recent conversation between Fortnight and myself, also addressing @Smittytron on the Light Tank feedback. Because why not: Fortnight wrote:
SoScared wrote:
|
Keep in mind that our engine uses integers for damage calculations and always truncates decimals (4.8 becomes 4). If I'm not mistaken, the dps vs. infantry will increase, for example, because 16 x 0.3 = 4.8 --> 4, while 27 x 0.3 = 8.1 --> 8, so damage vs. infantry per shot is actually doubled, resulting in about ~18% higher dps vs inf. Make sure to take that into consideration when calculating verses values. |
That's pretty significant. The experience with the values have been gathered from play-testing alone so in that regard doesn't matter all that much except for the advertised numbers - I'll have to go through the vs numbers asap for information sake. |
When testing balance changes in my own mods, I enable Debug Mode and toggle 'Show Combat Geometry' in the debug menu, since it displays the area of effect and actual damage dealt to any hit actor for each shot. |
All right so the actual change in 25mm damage output are: vs None: +18,2% calculations: http://pastebin.com/1gCiuShM The advertised value has previously been +10% vs Light and +12,5% vs Heavy while the factual value has been quite different all along, most noticeably vs Light +7% and vs Heavy +18% while +18% vs Concrete and None (infantry) is relatively inconsequential. Regardless the playtest experience mentioned in the OP didn't retroactively change with this revelation but the damage calculation is important info for any amateur yaml dweller when dealing with this in the future. |
That's super practical, thanks! |
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Okay, let's try this for the next playtest.
Added values from pre-release1019 playtesting - Frame Limiter's (Mar-Sep, 2016) playtests and SoS playtests (v1-v1.42).
Allies Tech Center
Health: 600HP, up from 400HP
Flame Tower
Projectile speed: 250, up from 204
Light Tank (25mm)
ReloadDelay: 22, up from 13 (+70%)
Damage: 27, up from 16 (+70%)
Damage vs Heavy: 45, up from 40
Damage vs Light: 110, up from 100
*Actual change with damage output: #12739 (comment)
Mobile Radar Jammer
Cost: $1100, up from $800
Custom build time: 22 seconds (default is 27 sec at $1100, 20 sec at $800)
Missile Jammer range: 5c, up from 4c
Radar Jammer range: 18c, up from 15c
Vision range: 7c, up from 6c
Cloak Detection range: 7c, up from 6c
Mobile Gap Generator
Custom build time: 24 seconds, down from 29 seconds
Destroyer (Stinger, StingerAA)
Missile range: 7c512, down from 9c
Missile tracking: 9c512, down from 10c819
Paradrop
Infantry drops with +1 Veterancy
Added values as of Frame Limiter's (Mar-Sep, 2016) playtests and GAP Experimental build playtesting.
YAK
Vision range: 11c, up from 10c
MiG
Vision range: 13c, up from 12c
Barracks/Tent
Health: 600HP, down from 800HP
MCV
Custom build time: 40 seconds, up from 32 seconds
Comment: With exception to the MRJ and MGG the changes above has consistently provided for better games over periods of time. Values added from post-release1019 has the benefit of being tested by multiple community members and are represented in this PR as a lower common denominator.
It is of the opinion of this author that balance changes beyond these are natured more high-risk-high-reward and/or could benefit of being layered upon the above with future playtesting.
With regards to the Paradrop veterancy the code doesn't follow any known coding standards regarding added traits and new units (E1R1, E3R1).
References:
GAP Experimental build: http://www.sleipnirstuff.com/forum/viewtopic.php?t=19843
RA Experimental build v2.0-v2.2: http://www.sleipnirstuff.com/forum/viewtopic.php?t=19886
OMnom's Playtest maps: http://www.sleipnirstuff.com/forum/viewtopic.php?t=19877
SoS Playtest maps v1.5: http://www.sleipnirstuff.com/forum/viewtopic.php?t=19944