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Tell me what you think about some future balance changes I have in mind.

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Aside from new stuff that I plan to add in 0.4, I've also had some balance changes in mind for a while,

But I've mostly wanted to mess with them only after 0.3 was released,

So I think it's the right time to bring them up :)

yytryrt45

Here what I have in mind so far:

Balance:

•Ox ships' counts for support powers should be reduced back to how they were in 1.02 (Giving less reinforcement units as result) Or I should increase their reinforcement support powers' prices instead.

•Ox's/Carryall's/Armageddon's HP or armor should be reduced a bit so they will be more easy to kill (in TW and KW 1.00+ they basically fell like flies in most cases so I rather go with something in between).


•Banshee's armor should be reduced to some degree or will need to go back to reload (Will give me some issues code wise as I have to rework the entire weapon code).

•Kodiak's overall damage should be increased a bit.


•Orca's/Zone Orca's deployable turrets ability should unlock only after the Sensor pod upgrade has been purchased.


•All GDI's factions' Missile squad should have their locked on ability unlocked via an upgrade rather than have it from the get go.


Game changes:

•To try and reduce some crashes in custom maps by making the AI stop garrison squads in vehicles (exclude epic unit) for BH, MoK, Reaper-17, Travelers-59 (which seem to be triggered by the ability to garrison), and remove the new sky boxes I've added to World Builder in order to try and prevents possible Out of memory crashes.


•To stop the AI from train Cultists and Reckoners since it don't know how to use them anyway.


What do you think so far?
There's anything you approve/disapprove so far?
If you have anything else in mind that you think I should change, let me know in the comments below or in the mod's forums or discord server.


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Comments
ShadowWalker57
ShadowWalker57

I do believe the Rockworm (Scolex) support power should be tweaked a bit so that it's flamethrower has slightly longer range, and it's movement ability can be used more often.

But that's just me. The Rockworm is very fun to play with.

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egozi44 Author
egozi44

The range could be a bit problematic since the unit is fixed on one place 🤔,

I did considered reducing the movement speed but my main fear is that players could be exploit that to run away from fire too often.

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ShadowWalker57
ShadowWalker57

I suggested edits to the Flamethrower as it's only usable right next to the Worm, and that's kinda weird to me.

As for movement, I would deploy the Worm, it would destroy everything around it, and then sit there for what feels like forever not able to do much. So cutting down maybe a couple seconds off the ability may help alleviate that issue.

It's your mod though, so it's entirely up to you. Sorry for the long comment.

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egozi44 Author
egozi44

No worries,

Umm I will try testing the worm with less burrow cooldown and will see how it goes,

With the flame ability I kinda have an issue increasing the effect range (code wise) and the worm is mostly a close anti base unit over general anti ground unit so it's kinda fit with its role.

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Radu273
Radu273

banshee are great with their noreload ability. their different in this way comparing to bombers. just make them weaker armor

Ox ships could be more expensive to prevent unfair advantage with instant units on battlefield.

kodiak can have a bit of higher damage on the ground but needs to be vulnerable on air. to not overpower the battlefield with just one unit

orcas usually i dont build them, because they seem powerless. so giving them a bit of an advantage makes them usefull therefore, the upgrade for building turet is pointless and maybe reduce the price from 500 to 300 to place turret, because the availability of the turret, 3minutes, it makes the ability not very worthwhile.

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egozi44 Author
egozi44

Agree, my thoughts on the Banshee and the Oxs/Carryalls are more or less the same,

With the Kodiak I kinda have complex thoughts about its damage output, mainly cause it supposed to support epic units and not to serve as another one, so far people already told me back on the close betas that they didn't felt the Kodiak was too much to overcome and some even said it falls like a fly so Idk if I want to reduce its HP or armor even further.

Orca is indeed probably one of the hardest unit to adjust in term of usefulness, I'm kinda bugged about what I could do with that to keep it unique yet useful, cause once you move from the start game you don't need to even look at it anymore :0.

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Radu273
Radu273

one reason i dont use orcas is because they arent good at killing infantry. you could attach them a machine gun, like in tiberium essence and make them to detect automatically stealth(i think they have this ability now, im not sure). in this way they are pretty usefull for killing infantry and vehicles.

kodiak in my gamepaly indeed felt weak, the damage was good on ground, but armor not so much. another version of it, i was thinking to make him to do less damage on ground but more powerfull on air. because the firehawks need to reload always to fight air and when against traveler 59, this can be tiresome.
Also i want to see kodiak on zocom and steel talons factions, not just gdi.
You can have different kodiak version on each gdi subfaction.

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egozi44 Author
egozi44

ST's Orca does has an MG unlike the other orcas, but doesn't has a turret deployment functions,

Umm making Kodiak a better anti air might be a good idea, but it's too slow to be count on against bombers imo.

I kinda added GDI's and Nod's Support powers/units in this manner so they be exclusive for them since I've wanted them to stay more or less the same as vanilla but having few new things so they won't feel like they were left completely untouched and have some more toys as countermeasures against the new things other factions have,

Take away GDI Kodiak and they basically have nothing worth noticing.

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