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TD Airstrike Balance. #13636

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merged 1 commit into from Jul 14, 2017

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@AoAGeneral
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AoAGeneral commented Jul 14, 2017

This has been a tough decision. I have nerfed the napalm damage from 65 to 35 commited by reaperrr since at 65 they were still one shotting weapon factories and airstrips. The problem however was that it still did way to much damage to the airstrip. Sometimes even killing it in one strike. This also affected refineries coming in at certain angles. Bringing the Vulcan down from 25 to 15 wood damage helps to keep it alive a majority of the time. (Still brings it to red at times.) Problem now is the airstrike is now a unit killing role rather then killing power plants and various other structures. (Doesn't exactly kill barracks/helipads everytime anymore.)

Im not exactly sure what to do. The hitboxes has been doing very well with the exception of this one. For the time being the airstrike will play its role as a unit killer rather then its role to kill structures of certain types. I would strongly prefer this then having them one shotting weapon factories/airstrips.

Shortened:

Airstrike Napalm vs wood from 65 to 35.
Airstrike Vulcan vs wood from 25 to 15.

TD Airstrike Balance.
This has been a tough decision. I have nerfed the napalm damage from 65 to 35 commited by reaperrr since at 65 they were still one shotting weapon factories and airstrips. The problem however was that it still did way to much damage. Bringing the Vulcan down from 25 to 15 wood damage helps to keep it alive a majority of the time. (Still brings it to red at times.) Problem now is the airstrike is now a unit killing role rather then killing power plants and various other structures. (Doesn't exactly kill barracks/helipads everytime anymore.)
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reaperrr Jul 14, 2017

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A better, but also a little more complicated fix would be to introduce an additional armor type ('steel', like in RA2, or re-introduce 'concrete') that receives the same damage as wood from all weapons except Napalm, and then give it to the larger structures.
That additional armor type might make further balance tweaks in the future a bit easier, too.

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reaperrr commented Jul 14, 2017

A better, but also a little more complicated fix would be to introduce an additional armor type ('steel', like in RA2, or re-introduce 'concrete') that receives the same damage as wood from all weapons except Napalm, and then give it to the larger structures.
That additional armor type might make further balance tweaks in the future a bit easier, too.

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GraionDilach Jul 14, 2017

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A second armor layer would be easier to set up though instead of doing another individual kind of armor.

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GraionDilach commented Jul 14, 2017

A second armor layer would be easier to set up though instead of doing another individual kind of armor.

@abcdefg30

We can leave the armor changes to another PR as discussed on IRC.

@abcdefg30 abcdefg30 added this to the Playtest featuring updated HitShapes milestone Jul 14, 2017

@ltem

ltem approved these changes Jul 14, 2017

@reaperrr reaperrr merged commit f921a45 into OpenRA:bleed Jul 14, 2017

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reaperrr Jul 14, 2017

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Not sure what to write as changelog entry, as 'decreased airstrike efficiency versus buildings' is only fully true for smaller structures. Any ideas?

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reaperrr commented Jul 14, 2017

Not sure what to write as changelog entry, as 'decreased airstrike efficiency versus buildings' is only fully true for smaller structures. Any ideas?

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ltem Jul 14, 2017

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Maybe add it to the TD balance PR?

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ltem commented Jul 14, 2017

Maybe add it to the TD balance PR?

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reaperrr Jul 14, 2017

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Well, I guess this should do: changelog

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reaperrr commented Jul 14, 2017

Well, I guess this should do: changelog

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