Forged Alliance Forever Forged Alliance Forever Forums 2011-11-14T02:21:05+02:00 /feed.php?f=11&t=368 2011-11-14T02:21:05+02:00 2011-11-14T02:21:05+02:00 /viewtopic.php?t=368&p=3482#p3482 <![CDATA[Re: FAF Balance Patch Test Mod]]> Statistics: Posted by FunkOff — 14 Nov 2011, 02:21


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2011-11-13T22:06:40+02:00 2011-11-13T22:06:40+02:00 /viewtopic.php?t=368&p=3479#p3479 <![CDATA[Re: FAF Balance Patch Test Mod]]>
Plasma_Wolf wrote:
pip wrote:8 people downloaded Funk's mod.
Among the 8, Pavese and I have a game breaking bug (invisible ACU + all building options available for the ACU).
Is it related to lazyshare Funk is refering in his first post?
If so, how do I disable it since it doesn't appear in the mod list?

I've got the bug too. Don't know exactly what is going on with it.


Please post a link to a pastebin of your fa.log after you tried to launch with the game.

It works for me + karo... and the only clue I have so far is that it probably is incompatible with lazyshare.

Statistics: Posted by FunkOff — 13 Nov 2011, 22:06


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2011-11-13T22:05:23+02:00 2011-11-13T22:05:23+02:00 /viewtopic.php?t=368&p=3478#p3478 <![CDATA[Re: FAF Balance Patch Test Mod]]>
pip wrote:
8 people downloaded Funk's mod.
Among the 8, Pavese and I have a game breaking bug (invisible ACU + all building options available for the ACU).
Is it related to lazyshare Funk is refering in his first post?
If so, how do I disable it since it doesn't appear in the mod list?

I've got the bug too. Don't know exactly what is going on with it.

Statistics: Posted by Plasma_Wolf — 13 Nov 2011, 22:05


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2011-11-13T22:04:01+02:00 2011-11-13T22:04:01+02:00 /viewtopic.php?t=368&p=3477#p3477 <![CDATA[Re: FAF Balance Patch Test Mod]]>
noobymcnoobcake wrote:
I think-_V_-s idea is the best by far. Keeps the balance throughout the game.


Me too. I think I'll see if I can right a script that have the effect... I'll call it "shield interference"

Statistics: Posted by FunkOff — 13 Nov 2011, 22:04


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2011-11-13T21:22:06+02:00 2011-11-13T21:22:06+02:00 /viewtopic.php?t=368&p=3476#p3476 <![CDATA[Re: FAF Balance Patch Test Mod]]> Among the 8, Pavese and I have a game breaking bug (invisible ACU + all building options available for the ACU).
Is it related to lazyshare Funk is refering in his first post?
If so, how do I disable it since it doesn't appear in the mod list?

Statistics: Posted by pip — 13 Nov 2011, 21:22


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2011-11-13T16:16:37+02:00 2011-11-13T16:16:37+02:00 /viewtopic.php?t=368&p=3473#p3473 <![CDATA[Re: FAF Balance Patch Test Mod]]>
Mobile shield stacking can be a nightmare to break though because shields are so cheap and recharge before they are all killed. The options you have for T2 mobile sheilds

1)leave them be. They are fine as they are mid game but bit OP late game with stacking.
2)Increase recharge time as you have done. Stacked shields are now less of a problem because they dont all regenerate so fast but are much less usefull early game as the shield will probaly not live long enough to recharge
3)Increase E drain. This makes them harder to use mid game but about the same late game as T3 energy is so cheap.
4)-_V_-idea of expoential E cost for them. This means they are worth using early game but not so stackale lategame as the E cost goes up lots.
5)Increase build costs for them. This will do the same as increasing E cost. Useless mid game but still op late game.
6)Decrease shield HP. This could make them useless mid game and still spammable late game but not so good.

I think-_V_-s idea is the best by far. Keeps the balance throughout the game.

Statistics: Posted by noobymcnoobcake — 13 Nov 2011, 16:16


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2011-11-13T12:20:13+02:00 2011-11-13T12:20:13+02:00 /viewtopic.php?t=368&p=3466#p3466 <![CDATA[Re: FAF Balance Patch Test Mod]]>
As you said, contrary to mobile shield stacking, I rarely saw a position defended by static shields be almost unbreakable, even with the sera shields.

Statistics: Posted by -_V_- — 13 Nov 2011, 12:20


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2011-11-13T10:19:32+02:00 2011-11-13T10:19:32+02:00 /viewtopic.php?t=368&p=3457#p3457 <![CDATA[Re: FAF Balance Patch Test Mod]]>
-_V_- wrote:
Pinguin, 10 mobile shields/shield boats are far from being uncommon when it comes to good players in navy fights. Late game, UEF and AEON navy battles are just a nightmare.

I already suggested to have an exponential energy consumption with the number of shields but I've been told it was not really doable :?

:| I appreciate the feedback, but you seem to have misread my post. :)
I specifically asked for examples of 10+ static shields being stacked together because FunkOff nerfed all of the shields in his mod (including static), and his justification was that they're too hard to break when they're stacked/layered to extremes.

I know that Asylums and Bulwarks get stacked a lot, I even referred to extreme Bulwark spamming/stacking in that post. ;) But there are some big differences between mobile and static shields.

Mobile shields can be easier to stack because they have a smaller footprint, and the Bulwark is the easiest by far because of its huge bubble radius. Mobile shields can also be cycled forward and backward to cover for each other as shields go down.

Some static shields (like the Aeon Shield of Light) are much harder to stack because their bubble is barely bigger than their footprint. T3 static shields can be stacked pretty heavily, but what would be the point? Unlike mobile shields, they can't be moved into an attack position near an enemy base, and they can't be retreated if the enemy rushes them with fast units that might move under the shield.

I'm not saying that no one ever stacks static shields in an extreme way. Some people like to go for SimCity Pgen farms, but I'm not convinced that static-shield-stacking is an OP'd tactic that needs a nerf. Maybe I'm wrong, but I thought that the predominant view among Supcom players was that static-shield-spamming was mostly a nooby mistake that wasted resources. I've never heard anyone argue that static-shield-spamming was a way to win games.

Statistics: Posted by Mr Pinguin — 13 Nov 2011, 10:19


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2011-11-13T10:17:41+02:00 2011-11-13T10:17:41+02:00 /viewtopic.php?t=368&p=3456#p3456 <![CDATA[Re: FAF Balance Patch Test Mod]]>
Funkoff, I thought you had nerfed (UEF?) torp bombers by making their weapon vulnerable to anti-torp weapons. Is it only UEF? Why? Cybran and AEon would be the only factions with better torp bombers? Did i misread something?

How about my bug when I launch the mod? I know Pavese has the same bug. Has other players here tried the mod ?

Statistics: Posted by pip — 13 Nov 2011, 10:17


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2011-11-13T08:15:43+02:00 2011-11-13T08:15:43+02:00 /viewtopic.php?t=368&p=3454#p3454 <![CDATA[Re: FAF Balance Patch Test Mod]]>
I already suggested to have an exponential energy consumption with the number of shields but I've been told it was not really doable :?

Statistics: Posted by -_V_- — 13 Nov 2011, 08:15


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2011-11-13T02:47:33+02:00 2011-11-13T02:47:33+02:00 /viewtopic.php?t=368&p=3450#p3450 <![CDATA[Re: FAF Balance Patch Test Mod]]> Statistics: Posted by AdmiralZeech — 13 Nov 2011, 02:47


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2011-11-13T02:39:31+02:00 2011-11-13T02:39:31+02:00 /viewtopic.php?t=368&p=3446#p3446 <![CDATA[Re: FAF Balance Patch Test Mod]]>
FunkOff wrote:
In regards to shields, all increasing energy costs does is make shields worse in mid game and roughly the same in the late game. Mid game shields are not the problem, it's late game when you can stack tons of them.

Increasing E-drain costs is definitely a nerf, so yes it makes them worse in the mid-game (and the late-game, since cost-effectiveness is always important). But the effect is that it slows the rate of their deployment and, once many of them have been deployed, it makes your army/fleet that much more vulnerable to a loss in power.

FunkOff wrote:
That's why I nerfed recharge time instead of anything else... When you only have one or two shields, they'll die when you down them and recharge rate doesn't really come into play.

I disagree. :) I think that more-than-doubling the rebuild time makes a very big difference to the utility of my early Shield of Light or SD-Pulse. In the early game I might have layered only two together, or my shield might go down right as I'm fending off an attack. In both cases, I'd much prefer that the shield comes back online 15 seconds later instead of 35.


FunkOff wrote:
Recharge rate comes into play much more strongly when you have 10+ shields and it becomes impossible to out-DPS all of them.

When are you seeing 10+ static shields stacked together? That sounds hard to do, and if you're talking about T3 shields, that would be very expensive. I know it can be done, yes, but it's hard for me to imagine a player using Pgen+shield farming as a winning strategy unless it's a 2x resource Thermopylae game or something like that. More importantly, stacked static shields could be overwhelmed and "out-DPS'd" by artillery because of its wide splash. The only problem in 3599/3603 is that the arty has pathetic DPS for its cost.

No offense. I know you're a much more experienced player than I am, but maybe you could show us a replay where this crazy shield-spamming player won the game? I'd just like to see what kind of scenario you're trying to address with these nerfs.

FunkOff wrote:
Take the example of the seraphim T3 mobile shield in 3599. The damn thing was nearly unusable in 1v1 games because it required -300. To even have a single one, you'd need a T2 pgen. To have 3 on the field, you'd need 2 T2 pgens... that essentially doubles their cost. (800 mass apiece x 3 = 2400, +2400 again for 2 T2 pgens). However, in late-game scenarios where you have a bunch of T3 pgens, the energy cost becomes far less relevant and spamming them is easier...

Yes, the Athanah has been overpriced imo. That's why I suggested an E-drain of -250 for it earlier.

And yes, I'm fully aware that the E-drain cost indirectly factors into a unit's build cost. That's why I made this handy table (attached) that shows the effective cost for the mobile shields, which adds in the proportional cost from T1, T2 and T3 pgens. But, I think you're contradicting yourself when you argue that this only matters in the early/mid game.

If E-drain costs factor into total unit cost, then they're part of the unit's cost/benefit ratio, and that's relevant throughout the whole game. It's true that individual unit costs become less relevant in later games, but that's because there's no hard cap on resource income in SupCom. You can always create more energy with Pgens and more mass with fabs. Nevertheless, a higher E-drain means a player needs more Pgen farming and that is both a direct cost and risky investment.


FunkOff wrote:
Also, E cost does NOT deter spam, it only pushes it later into the game. Just look at Cybran ASFs. They all have E drain but people will spam those things like it's nobody's business.

The Geminis are a good point, but...
I think the thing with Geminis is that their E-drain is relatively small (-25) compared to their E-cost for construction, so by the time players are building Geminis they already need a lot of Pgen-power. Also, people think the cost is worthwhile so they pay it. Nevertheless, I've seen cases where players were forced to temporarily turn off their ASF stealth because the E-costs got out of control (maybe because they're rushing a T4 or something).




>>>>>>>>>>Let's take the last naval replay you posted as an example, where you were fielding (and then spamming) Bulwarks vs Karotten.
Would you have been able to field as many Bulwarks, as early, if they had twice the E-drain? As you said with the Athanahs, you probably would've been delayed there since you'd need to slow your unit production and aggression while you built more Pgens. (Although with my suggested changes, the total Bulwark cost is the same, it's just shifted to Pgens).

Then, later on in the game when you had tons of Bulwarks: If Karotten had nuked your base instead of your ally's, you might've lost most/all of your power. Even with their -150 E-drain, this might've made it hard for you to keep your shields up on all of your Bulwarks. But if the E-drain had been higher then you would've had more Pgens and, probably, more of your total power would've been directed at maintaining your Bulwark's shields. That means that a big loss in power would've forced you to choose between abandoning unit production or turning off a bunch of your shields.

The point is: When E-Drain costs are (relatively) low then covering them is (relatively) trivial and it's less of a tactical/strategic gameplay mechanic. When the costs are higher then the advantages of shield spamming (and ofc, stacking) are offset by the strategic vulnerabilities of maintaining a large economic infrastructure. That makes for more interesting gameplay and balance imo.

Statistics: Posted by Mr Pinguin — 13 Nov 2011, 02:39


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2011-11-12T08:14:29+02:00 2011-11-12T08:14:29+02:00 /viewtopic.php?t=368&p=3421#p3421 <![CDATA[Re: FAF Balance Patch Test Mod]]>
In regards to shields, all increasing energy costs does is make shields worse in mid game and roughly the same in the late game. Mid game shields are not the problem, it's late game when you can stack tons of them. That's why I nerfed recharge time instead of anything else... When you only have one or two shields, they'll die when you down them and recharge rate doesn't really come into play. Recharge rate comes into play much more strongly when you have 10+ shields and it becomes impossible to out-DPS all of them.

Take the example of the seraphim T3 mobile shield in 3599. The damn thing was nearly unusable in 1v1 games because it required -300. To even have a single one, you'd need a T2 pgen. To have 3 on the field, you'd need 2 T2 pgens... that essentially doubles their cost. (800 mass apiece x 3 = 2400, +2400 again for 2 T2 pgens). However, in late-game scenarios where you have a bunch of T3 pgens, the energy cost becomes far less relevant and spamming them is easier... uberge3k referred to them as slightly OP, I think, and he was talking about the late-game timeframe.

I'm confident this change will greatly reduce the effectiveness of late-game shield stacking while simultaneously preserving the balance and effectiveness of shields in the mid-game as much as possible.

Also, E cost does NOT deter spam, it only pushes it later into the game. Just look at Cybran ASFs. They all have E drain but people will spam those things like it's nobody's business.

Statistics: Posted by FunkOff — 12 Nov 2011, 08:14


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2011-11-12T07:48:57+02:00 2011-11-12T07:48:57+02:00 /viewtopic.php?t=368&p=3417#p3417 <![CDATA[Re: FAF Balance Patch Test Mod]]>
noobymcnoobcake wrote:
Just an idea - how about giving loyalists + Titans more range than heavy bots so they can kite them like T2 bots kite T2 tanks but lose to them head on charge? at the moment bricks are better unless there is an ACU around.

This is certainly possible, but this would basically be a mirror of the balance at T2. (With slow, heavy tanks that can be easily kited by the Mongoose and the Hoplite). I see a few problems with this though:

-The heavy bots already have good range (35 for the Percival and Brick, 30 for the Harb).
-To kite them, we'd have to give the Titan and Loyalist crazy-long-range (40ish?), or we'd have to nerf Percy and Brick range.
-Nerfing Percy and Brick range might be doable, but they're very slow units so I think their long reach is important.
-Moreover, the Percy and Brick are meant to be strong vs heavily defended bases, but T1 PD have excellent DPS/cost. Thus it's important for base-breaker units to have enough range to strike PD without being forced to walk in at close range..

Personally, I'd like to create new roles for the Loyalist and Titan using their primary advantage (speed), which is why I wrote the long post above about buffing T3 arty and sniper bots. I think we could also consider some secondary tweaks to their abilities.. (Buffing the Titan's shield with faster regen could let them be weaker in a stand-up fight but stronger if they use hit-and-run tactics to inflict damage and then retreat for a quick regen. This is probably how personal shields were meant to work in SupCom, but as it is they're mostly just another pool of HP. And as I said above, I'd like to tweak the Loyalist so it was even more of a 'glass cannon' that could rush in and inflict huge damage. Then it can also provide the benefit of its excellent death-stun weapon).

As for the shields: I won't say that FunkOff's changes are bad.. they might work ok.. but I don't like that direction as much. I favor an approach where we keep shields as strong as they are in 3599/3603, but we nerf their E-maintenance cost so there's a bigger emphasis on Pgens. The energy maintenance mechanic is one of the best secondary routes for balance in SupCom, since it creates new tactical opportunities and strategic trade-offs. (e.g., when your enemy spams shields and other E-demanding units, you can hobble their entire force by raiding Pgens. And when you're spamming E-demanding units, you have to choose where to invest or where to build since Pgen farms can take up a lot of space). That's part of the reason why I added an E-cost to the T3 mobile artillery. E-maintenance seems like the easiest way to deter players from heavy shield spamming.

Statistics: Posted by Mr Pinguin — 12 Nov 2011, 07:48


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2011-11-11T21:47:01+02:00 2011-11-11T21:47:01+02:00 /viewtopic.php?t=368&p=3412#p3412 <![CDATA[Re: FAF Balance Patch Test Mod]]>
Those shield nerfs are very steep. What about cybran shields? they mega OP now? I dont think T2 mobile shields will survive long enough to recharge at all now. Yes this is good when there is 50 of them but otherwise when you got 1 or 2 helping your double gunned ACU there not nearly as usefull. Prehaps a little underpowered?

Mobile Shieds are VERY hard to balance.

How about giving cybran the quick recharge shields and low hp, then UEF then aeon and then sera with high HP shields and much lower recharge rate - adds faction diversity. Also add stealth to the cybran ED5.

How about decreasing mass cost of shields now as you need more but keep E cost the same. That way you need even more energy than before and this means it takes longer to get a shielded firebase as you need a T2 generator first.

Statistics: Posted by noobymcnoobcake — 11 Nov 2011, 21:47


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