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Small Balance Suggestions


notDMB

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Edited as of May 8th, 2020

  • Pillbox Health reduced about 15%
    They're very annoying to take out, just really far too durable for how often they show up in GDI bases. 
  • Laser Turret Health increased by about 25%
    They're way too fragile. Other than headshotting infantry as soon as they come in range, they have very little impact on a Nod defense due to them simply dying in 3 or 4 shots from most weapons. Especially since a lot of higher tier units or just rockets outrange them
  • Hind Gunship reverted gun and fire rocket profile to pre patch, except give it about 5m less maximum range, and retain its current health and shield values. 
    Brings it back but less bogus since now it won't be able to kill an ORCA Fighter before the Fighter can get in range. 
  • Comanche Escort gun replaced with a Laser Cannon for a nose gun that deals 25 laser_nobuilding and 10 fire splash damage in a radius of 1.0. Rate of fire about 75% of what it is currently on the gun so it isn't too good at killing buildings and defenses. 
    Gives it a reason to exist because the current one is complete trash lmao
  • Banshee alternate fire to the primary fire, no alt fire mode, ammo count of 3/6. Increase damage per plasma ball by about 10%. 
    Makes it an attacker craft rather than a gunship, ideal for attacking ships and buildings and slow moving tanks without requiring you to stop due to its godawful acceleration often getting you killed.
  • Melta Infantry cost to 700
    (extremely underpriced)
  • GDI Combat Engineers receives health regeneration (2 every 5 seconds) 
    Not cost effective and lacking in a role other than mining before you can afford Hotwire.
  • Sappers/Pioneers receive Repair Gun Mk II
    Mostly just a quality of life change, but also because paid for engineers should have a better repair gun than the free one. Would assist Sappers greatly in their in theory sapping ability that is never used. 
  • Nod Lancer damage increased by 40%
    The unit was hit pretty hard by the weakpoint damage multiplier reduction and has no real niche to fill compared to the much cheaper Melta now.
  • Reduce repair strength by 20% across the board except for the Mk I Repair Gun
  • Repair trains are too effective, and so is bottling in your base endlessly repairing for over an hour while the team hammers your base. While it is possible to overcome repairs, it's usually the result of catching a building not under repair or an unseen "rush." There's often little incentive to keep an enemy team off your base because yes while they get a lot of money and points, so do the defenders for repairing. In fact repairing a building under fire is one of the best ways to make fast cash reliably in this game. This nerf to repairs would make it far more important to halt the enemy team BEFORE they get to your base, rather than cowering in it, while also nerfing field repair cheesing with Mk IV/V or just Hottyswapping, as well as make Steamrollers less effective at just face tanking all damage. This nerf would make damage dealing significantly more important and lead to faster paced games that reward aggression, without completely neutering repairs or making repair tanks themselves useless. Essentially, it would now take 1/5th less damage to break through repairs, making tanks return to frontline slower after being mauled, make tank assaults on bases much easier, and make repair "duels" not indefinite stalemates.
  • Make AGT gun a timed powerup weapon like the Obelisk Gun
    Because it's fucking stupid to have an infinite ammo AGT gun like that ree.
  • Ban Guard for Hacking
    Ban me for Bitching
Edited by notDMB
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7 hours ago, notDMB said:
  • Combat Engineers receive Repair Gun Mk III and health regeneration (2 every 5 seconds)
    Units that in theory are more durable than Techies/Hotwire but are never used because Repair Gun Mk II would now be viable units for field against lots of splash damage. And this would also give GDI a Technician equivalent, yes that is what making them viable would do. I think it would be a great QoL buff if nothing else just to have both Mk3 Repair guys on the same terminal. 
  • Sappers/Pioneers receive Repair Gun Mk II
    Mostly just a quality of life change, but also because paid for engineers should have a better repair gun than the free one. Would assist Sappers greatly in their in theory sapping ability that is never used. Also, make the Bangalore Torpedo cost like 200 credits if that isn't a thing yet, I forgot because I never use Sappers to sap. 

 

This. +9000 this.

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I agree with all of the above. In fact I do miss the Apache Escorts’ lasers, it just made it worth buying. 

I do have one more thing to add. Decrease the Orca Fighters really long reload time. It does 25% dps of the orca anti-tank, is twice the price, but also has difficulty killing other aircraft because of the ridiculously long reload time.

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11 hours ago, notDMB said:
  • Pillbox Health reduced about 15% (Currently cannot be 2 shotted with a AMX-130)
  • Laser Turret Health increased by about 25% (Can be 2 shotted with an AMX-130, only relevant/reliable normal Nod Base defence)
  • Hind Gunship reverted gun and fire rocket profile to pre patch, except give it about 5m less maximum range, and retain its current health and shield values. 
  • Comanche Escort gun replaced with a Laser Cannon for a nose gun that deals 25 laser_nobuilding and 10 fire splash damage in a radius of 1.0. Rate of fire about 75% of what it. (Comanche Gun can't even kill a husk shell atm)
  • Banshee alternate fire to the primary fire, no alt fire mode, ammo count of 3/6. Increase damage per plasma ball by about 10%. 
  • Melta Infantry reload time increased by 0.4 seconds
  • Sappers/Pioneers receive Repair Gun Mk II
  • Make AGT gun a timed powerup weapon like the Obelisk Gun
    Because it's fucking stupid to have an infinite ammo AGT gun that people use from half the map as some unkillable unit like a SBH or Power Armor Suit then refill/camp the whole entire game with it.This makes maps like Ulake unplayable as any rush is 1/4th to half health by the time they attack, people one shot infantry from across the map, aircraft are rendered useless because the range is 5,000 feet with heat seeking missiles, the gun can be dropped meaning someone killed with it can just regrab it.

    And no, do not put a timer on every single power up wep please. Just the AGT and possibly the ADATS.
     

Yes.

 

 

11 hours ago, notDMB said:
  • Combat Engineers receive Repair Gun Mk III and health regeneration (2 every 5 seconds) 

No. This will make hotwire useless. The whole entire "Demo Timed Bomb" argument makes zero sense as it doesn't 1 hit K/O a building or any defence (Maybe a laser turret but you'll get Headshotted.. maybe 1 hit K/O a Flame Tower but that doesn't matter ethier because that defence kills itself on the regular and no one sees it as a threat worth wasting a hotwire on.) Also !ammo exists rendering it irrelevant against buildings because the (x2) Timed C4 explodes fast than the demo timed. The only thing you can use it for reliably is against tanks I guess.

The only positives Hotwire has against the Combat Engi is
- Can swim
- MK.III Rep gun.
- Maybe more armor?
- Desert Eagle. (It's a pistol. Unless your name starts with Where'smyMedal/Guard55/LiMaDo. It's useless)

-Slightly faster?
-Kinda useful Demo Timed bomb against tanks.

With this said, buffing the Combat engi to have MK.III will make hotwire useless. Instead, you should give them more armor or health if you want their role to be more combat tuned or be able to swim. The MK.III means there is zero reason I would ever pick Hotwire.. this is added by your proposed health regen.

By the time GDI needs to buy a hotwire (To use the MK.III to repair) it's usually mid-game anyways at which point both teams have ample credits. It not an issue of Combat engi shouldn't be buffed but rather Hotwire will have zero point in-game besides being able to swim, throw a anti tank bomb that hopefully won't be diffused/cannot be used against buildings because !ammo exists and auto heal (although you're only autohealed to 75 hp so you're pretty much dead anyways as one touch from burn damage will take away 45 hp in seconds, the auto heal takes quite a bit of time as well so really where's the relevance.)

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7 hours ago, Threve said:

No. This will make hotwire useless.

Okay hear me out.

Hotwire buffs. Like full health autoheal and well, burn damage is actually being gutted next patch so that's half the issue done and dusted. Perhaps making her radar immune like the rest of the Dead Six since she's apparently not Kaskins you lied to me.

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19 hours ago, notDMB said:

Sappers/Pioneers receive Repair Gun Mk II

+ this all the way.  Dropping 400 Credits for a MK-I and some rather pricey turrets is not enjoyable. Can't make a little fort AND upkeep local armored units. Giving them MK-II's will let Pioneers actually make proper defendable repair 'depots' out of H-Blocks and Emplacements. And actually be able to upkeep these emplacements when harassed by a solo tank or the such

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19 hours ago, notDMB said:
  • Pillbox Health reduced about 15%
  • Laser Turret Health increased by about 25%
  • Make AGT gun a timed powerup weapon like the Obelisk Gun
  • Ban me for Bitching

Agree with these.

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I agree with all of it except for - Combat Engineers receive Repair Gun Mk III for the reasons listed in posts above.

I would like to add - Why do Nod and gdi have differently priced tier 1 vehicles? 300 for Nod and 350 for gdi. It makes the gdi repair vehicle, which is already worse then the Nod, more expensive?

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bEcAuSe gDi sUffErS

Anyway with the recent changes on the Infrareds, Ezekiels and buffing Mammies, the balance kinda dropped. It would've been fine if just either one of them got nerfed/buffed instead of nerfing Nod AND buffing some GDI tanks to the point where it looks like you're using a nerf gun against them. Some time ago a bunch of infrareds, an ezekiel and a SBH with a carl gustav were barely doing any damage to a single mammoth that ended up taking out PP(on the map with hills where Nod has a bunch of sam sites and gdi has some abrams tanks and whatnot) which is pretty stupid. It kinda forces the stealth tanks from Nod to try and kill buildings since they're still good at that rather than tanks.

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Infrareds actually delete anything on GDI, especially if you can aim and hit a weakpoint. Just use the alt fire and terrain. Sometimes Nod has to buy actual visible tanks though, that's the point. Stealth tanks are glass cannons, use Nod heavy armor to go head to head with GDI, you're worse but not by that much. Stealth tanks are support (and currently bugged to be far more effective against buildings than they're supposed to actually). 

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Pillboxes are really easy to kill. Aim for the roof. Tier 1 vehicles and infantry and meme on those pillboxes. I agree with everything above except this:

 

On 4/23/2020 at 12:47 AM, notDMB said:

Ban Guard for Hacking

 

Bring back old apaches.

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Sorry to interrupt, tried an Orca Fighter rush on Ridgewar and seven where able to kill  2 bars of Nod refinery health, then the long reload happened. Most laughable rush ever, and I warned the whole team this vehicle is nerfed beyond use. All the aircraft where shot down before a second salvo could be unleashed.

Which is why the Orca Fighter’s reload time... is wayyyy too long.  [Besides to kill the building we would’ve needed to survive long enough to reload 3 times (extra ammo upgrade added to get the 3rd reload). Currently the feat would take approx. 50 seconds... LoL) 

So... we could’ve paid the extra 500$ for bombers or for half the price  for orca anti-tank (3x the damage with no annoying reload).

Edited by Raptor29aa
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ORCA Fighters are anti air, anti tank. You're fast enough to hit and run, and durable enough it's really hard to be shot down while doing so.


Stop loitering in attacker craft. You die to rifle bullets, so the best way to not do that is to keep moving because you're three times faster than anything else in the game. Also yes, ORCA Fighters are not supposed to be able to kill buildings. They did that in 2017 and every game with air ended when GDI got bored and decided to buy three Fighters to level the entire Nod base. 

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3 hours ago, notDMB said:

ORCA Fighters are anti air, anti tank. You're fast enough to hit and run, and durable enough it's really hard to be shot down while doing so.


Stop loitering in attacker craft. You die to rifle bullets, so the best way to not do that is to keep moving because you're three times faster than anything else in the game. Also yes, ORCA Fighters are not supposed to be able to kill buildings. They did that in 2017 and every game with air ended when GDI got bored and decided to buy three Fighters to level the entire Nod base. 

 

On 4/26/2020 at 1:06 AM, Guard55 said:

Pillboxes are really easy to kill. Aim for the roof. Tier 1 vehicles and infantry and meme on those pillboxes.

They may be easy. But they cannot be 2 shotted like a laser turret which is where the problem lies for me. Although I'd like to compare the damage from laser to pillbox.. If the laser does a huge amount of damage to vehicles comparatively, then I can see them being balanced. It does not at the moment seem too unequal though in the damage department (Although Laser Turrets will 1 hit headshot and burn damage infantry..)

 

 

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6 hours ago, notDMB said:

ORCA Fighters are anti air, anti tank. You're fast enough to hit and run, and durable enough it's really hard to be shot down while doing so.


Stop loitering in attacker craft. You die to rifle bullets, so the best way to not do that is to keep moving because you're three times faster than anything else in the game. Also yes, ORCA Fighters are not supposed to be able to kill buildings. They did that in 2017 and every game with air ended when GDI got bored and decided to buy three Fighters to level the entire Nod base. 

I did testing with a friend and found that yes the Orca Fighter is the best at killing other aircraft, except the Hind (or any aircraft using the bullet secondary). It’s weird we found out that it’s faster to kill other aircraft with the long range machine gun than missiles. The Hind can remove the Orca Fighter of all it’s armor in one chain gun burst. Other aircraft take 3 seconds to remove the armor. After today I will no longer use missiles while dogfighting in the skies. You notDMB were  correct in mentioning bullet death.

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  • 2 weeks later...

On the inf side builder classes get Mk2s, otherwise seems good. Vehicles - basic repair vehicles disparity in cost inverse to their use. On a personal not I'm not enjoying the difference between a Nod tracked repair vehicle and a Mammoth repair vehicle. The only thing the Mammoth repair vehicle is better at then the Nod version is it has a lot more HP/Armour. I'm not sure how the repair rates between the constant repair of Nods and the burst of the Mammoth.

 

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23 hours ago, notDMB said:

Thoughts about the repair meta? 

Make hotwire not useless if Combat Engi gets a MK.III

Also i'm not a fan of repairing so i don't really care as much.. But also not a fan of repairing longer if I have to. Although this would give a larger importance to Tank Ace's/Tank commanders making them more useful or effective.

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  • 2 weeks later...
On 4/23/2020 at 5:47 AM, notDMB said:

Sappers/Pioneers receive Repair Gun Mk II
Mostly just a quality of life change, but also because paid for engineers should have a better repair gun than the free one. Would assist Sappers greatly in their in theory sapping ability that is never used. 

I totally agree, Sappers/Pioneers should have MK II Repair Guns. They cost a bit more than the Combat Engineer.

It would be nice to be able to switch from building turrets to repairing team vehicles in the heat of the moment, with a decent repair gun.

 

 

On 4/23/2020 at 5:47 AM, notDMB said:
  • Ban Guard for Hacking
    Ban me for Bitching

Lol.

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On 5/9/2020 at 1:08 PM, Threve said:

Make hotwire not useless if Combat Engi gets a MK.III

Also i'm not a fan of repairing so i don't really care as much.. But also not a fan of repairing longer if I have to. Although this would give a larger importance to Tank Ace's/Tank commanders making them more useful or effective.

Combat Engi doesn’t need more repair (mkIII), because of his combat ability. Maybe just 2 incendiary grenades.

As for Tank Ace/Tank Commanders they become very powerful/important after both the tank auto repair upgrade and the gizmo repair upgrade. How powerful you ask? Inside of a vehicle that self heals try able to take on non-upgraded PICs/ Railguns.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Edited by Raptor29aa
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On 5/28/2020 at 9:20 AM, Raptor29aa said:

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

Also, yes please give the 400$ pioneer/sapper an MkII so they can help repair buildings and mid field tanks.

 

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