I saw all those DOA balance mods and thought to myself "I want a piece of that action!"

The MLA (vanilla faction) suffers from a very Total Annihilation problem: lots of units, many of them worthless. This mod intends to restore diversity to the faction, but without making hugely dramatic changes. The mod should feel familiar, with all units doing what you always expected them to do, but now being viable for their task. There will not be dramatic role changes.

This mod is compatible with the Legion Expansion.

You can discuss this mod further on the PA Community Discord server.

Installation

You should download and install this mod using the in-game Community Mods menu.

Goal

To build a proposal for changes to Titans' balance, one which works for all levels of play. All units should have some viable use, but the game should not switch from a philosophy of soft counters to hard counters. I wish to achieve this with the least number of changes possible.

Feedback

When providing feedback please be sure to describe the issue in as much detail as possible. You should include any information relevant to the issue such as map, build order, unit composition, anything you/they tried to counter the issue (and whether it worked or failed), the ranking of both yourself and your opponent and any suggestions you have to resolve the issue and why. It is important that issues be replicated and not be one off surprises based on a change made in the mod. We all fell to Booms once.

If you are able to link to a replay (ID or otherwise) that would be ideal.

Golden Rules Of The Mod

  1. Make every unit viable
  2. Adhere to WYSIWYG principles
  3. A Titans player should feel comfortable when playing this mod
  4. Remove noob traps
  5. Avoid pendulum balancing
  6. Balance should apply to all skill levels
  7. Respond to evidence, not theorycrafting
  8. Don't make changes which require modifying the translation files

Changes

See the changelog for changes over time. This list is a comparison between a unit's stats in classic, Titans, and in this mod. The full breakdown of change justifications is found here.

## Global

| Unit             | Attribute         | Classic  | Titans    | Boring     |
| ---------------- | ----------------- | -------- | --------- | ---------- |
| Fabbers          | Reclaim           | Surface  | Surface   | Surface    |
|                  |                   | Seafloor | Seafloor  | Seafloor   |
|                  |                   | Air      | Air       | Air        |
|                  |                   |          |           | Underwater |
| Mobile Weapons   | Target Priority   | Various  | Various   | Mobile     |
| (anti-surface)   |                   |          |           | Orbital    |
|                  |                   |          |           | Structure  |
|                  |                   |          |           | Air        |
|                  |                   |          |           | Wall       |
| Static Weapons   | Target Priority   | Various  | Various   | Structure  |
| (anti-surface)   |                   |          |           | Orbital    |
|                  |                   |          |           | Mobile     |
|                  |                   |          |           | Wall       |

## Air

| Unit        | Attribute         | Classic | Titans | Boring |
| ----------- | ----------------- | ------- | ------ | ------ |
| ALL         | Wreckage          | 0       | 0      | 0.7    |
| Angel       | Cost              | N/A     | 5500   | 2200   |
| Hornet      | Range             | 180     | 180    | 200    |
| Icarus      | Speed             | N/A     | 30     | 60     |
| Wyrm        | Speed             | N/A     | 20     | 25     |

## Land

| Unit        | Attribute              | Classic | Titans     | Boring  |
| ----------- | ---------------------- | ------- | ---------- | ------- |
| Atlas       | Health                 | N/A     | 40000      | 60000   |
| Bluehawk    | Range                  | 160     | 180        | 220     |
| Drifter     | Rate of Fire           | N/A     | 0.4        | 0.5     |
|             | Yaw Rate               | N/A     | 60         | 180     |
| GIL-E       | Damage                 | 400     | 350        | 400     |
| Grenadier   | Rate of Fire           | 0.4     | 0.5        | 0.4     |
|             | Yaw Range              | 180     | 90         | 180     |
|             | Yaw Rate               | 360     | 120        | 45      |
| Leveler     | Cost                   | 800     | 800        | 600     |
| Spark       | Health                 | N/A     | 130        | 120     |
| Storm       | Pitch Rate             | N/A     | 180        | 3600    |
|             | Pitch Range            | N/A     | 0          | 89      |
|             | Splash Damage          | N/A     | 30         | 60      |
| Vanguard    | Cost                   | 1500    | 1500       | 1200    |
|             | Radar Vision           | 150     | 150        | 200     |

## Orbital

| Unit        | Attribute         | Classic | Titans | Boring |
| ----------- | ----------------- | ------- | ------ | ------ |
| Solar Array | Cost              | 2800    | 1800   | 1500   |

## Sea

| Unit             | Attribute         | Classic | Titans | Boring |
| ---------------- | ----------------- | ------- | ------ | ------ |
| ALL              | Wreckage          | 0       | 0      | 0.7    |
| Typhoon          | Ammo Demand       | N/A     | 15     | 30     |
|                  | Range             | N/A     | 250    | 350    |
| Typhoon (Squall) | Guard Distance    | N/A     | 200    | 300    |
|                  | Health Regen      | N/A     | -3     | -2     |
Post article RSS Articles

Version 0.8 released

News

GLOBAL

  • Queller AI Uber fixes and improvements
  • Consistent targeting across weapon types (see readme for details)

Weapon Target Priorities

Issue: Inconsistent behaviour

Fix: All weapons follow the same logic.

Mobile units: mobile, orbital, structure, air, wall

Static units: structure, orbital, mobile, wall

These represent general rules applied across weapons. Where a weapon cannot shoot air, it will exclude air from mobile targeting for example. Dedicated anti-air and anti-orbital weapons have not been adjusted.

Why: This allows for predictable behaviour across units, and prevents units like Bluehawks from inheriting targeting which can cause them to behave poorly when under attack near structures.

Skill impact: Low level players will benefit from predictable behaviour that no longer results in certain army elements getting themselves killed, while high level players can continue to optimise their targeting as they see fit at the cost of their attention resource.

Mode impact: All.

Progression impact: The late game will benefit mostly from this, allowing T2 units like Bluehawks to prove more valuable in a battle.

Version 0.7 released

Version 0.7 released

News

Modifies Queller AI at Uber difficulty for mod changes and adds more radar vision to the Vanguard.

Version 0.6.1 released

Version 0.6.1 released

News

A minor bugfix release to resolve issues with sea reclaim

Version 0.6 released

Version 0.6 released

News

Reverting some previous changes owing to other units rendering them unnecessary and focusing on buffing the Typhoon following testing.

Changelog v0.1 through v0.5

Changelog v0.1 through v0.5

News

Bringing you up-to-date with everything that has been done so far.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Planetary Annihilation
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

-

0 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to Very Boring and Conservative Balance by selecting a button and using the embed code provided more...
Very Boring and Conservative Balance
Statistics
Last Update
Watchers
2 members
Articles
4