Title Update #3 balance notes preview *Final*

Last post 07-08-2009, 12:58 AM by Grand Patriarch. 1310 replies.
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  •  06-10-2009, 1:38 PM 618970 in reply to 618966

    Re: Title Update #3 balance notes preview

    The only thing this tread is lacking is an ETA :(
    iEchoic - 1v1 Gamebattles Acct.:
    GG (Prince), you have a better anders mirror than me. I'm picking up a new leader.

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  •  06-10-2009, 1:39 PM 618972 in reply to 618944

    Re: Title Update #3 balance notes preview

    YES! the system works. these balances are all good ideas, and the fact that you are letting us know about the title update in detail beforehand is very reassuring that you still listen to the community. 
    AolxHangover:
    i've never spoken to crusader but whenever i see his forum posts i think of a forge with no mussels :P
  •  06-10-2009, 1:39 PM 618973 in reply to 618962

    Re: Title Update #3 balance notes preview

     1st of all I agree with the above poster Infantry is useless how it is now against air. They are supposed to outproduce them i'm guessing, but they take too long to get to the battlefield, unless your cutter, who can use elephants/ODST drop. Otherwise it seems that marines will only be used to counter Cobra/Wolverine combo and maybe warthogs.

    2nd of all maybe people well autually use hogs as a scout unit instead of a instant win button.

     But I hope they are still viable to defend against a leader + Jackals. Or else we may have a problem.


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  •  06-10-2009, 1:40 PM 618974 in reply to 618937

    Re: Title Update #3 balance notes preview

    Good changes. My thoughts:

    Gauss nerf:

    Well warranted and probably the best fix for this issue. 

    Hog build time increase:

    Probably won't hurt the game much. As long as build time is slight enough to discourage spamming but still keep the hog an early game unit vs leaders. I am sure this value will be tweaked quite a bit. But even if reverted to current value, that will be fine. Gauss was the issue and you fixed that.

    Anders nerf

    Again, a good change. I play her myself and often felt both 1/2 speed 1/2 cost was a tad bit too much. Reducing the build rate by a factor is probably a fair thing. Doesn't break her, but controls her a bit. 

    Turret Buff

    Good change. Turrets needed that

    Infantry Buff

    Again, good change. It keeps infantry useful mid-late game which is always a good thing.

     

    Overall, it's a step in the right direction for sure. Thanks for involving the community early on by the way. 


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  •  06-10-2009, 1:40 PM 618975 in reply to 618961

    Re: Title Update #3 balance notes preview

    Supermeep:
    MoCalibPrCapita:

    The early game buffs to Cutter/Infantry sound great...I've been playing cutter and going Scorps early game because the infantry just are not viable until ODST.

    I like the gauss v. armour nerf, and hogs do strike me as building far to fast, although that might not be so much of a problem once Anders is knocked down a peg, and I agree that reducing the build speed of hogs has the potential to make the covenant and their special infantry units far too powerful early game.

     

    Well, non-AnderSpam hogs already fall to hunters (as they are supposed to), no change there. And if you scout, you will know to build air units/anti-infantry. 

    Not their standard Hall Infantry, special infantry...the ones they rush with (suicide grunts, brutes, honor guards) Because they can produce them without a hall UNSC needs a unit that can deal with them without a Barracks...that unit is the Hog.  Although the turret buff may balance this is out all on its own, in which case I'm all for reducing the build speed of the hogs (ie: fewer hogs with better turrets should be able to hold the line until the cavalry arrive)


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  •  06-10-2009, 1:40 PM 618976 in reply to 618917

    Re: Title Update #3 balance notes preview

    This is all Human Stuff what about the Overpowerd Covie Leaders and the Cheap Grav Lifts They need to do something about that its a completely out of wack. Im fine about Grav lifts though but they shouldn't be able to do it in combat its cheap! I use Guass Hogs to defend against these but know they kill that so i need a new plan to protect my bases without using so much reasourses. Plus i was using Stasis on PoR and all he did is grav away and came back every 5 min it was complety ***!
    Vegas AKA Vagascop
  •  06-10-2009, 1:41 PM 618977 in reply to 618956

    Re: Title Update #3 balance notes preview

    TrUe SkiilL TM:
    Timotron:

    Balance changes:: 

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game.

     I don't think there is a need to do this. Any adjustment in time will only affect early game, where Hogs are not OP and are essential to survival. Pumping from multiple bases with Reserves will still be viable. This change will do more harm than good, especially since you are aiming to fix the Hog with the first balance change.

    3.  Anders bonus to tech build rate reduced to further balance the leader.

    Don't listen to the people that don't know what they are talking about. Anders is not OP, she can just exploit the OP of Gauss which you are fixing. If you nerf her speed in researching Techs, where's her advantage? Saving money on researching Techs is nothing compared to Forge's.

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.

    Grenades and rockets already do a ton of damage. Plus they get to throw their Grenades again when they miss. This seems to be an addition to quieten the people moaning about Marines, but it won't fix the fact that fast units can still outmicro them. You'll never make the Infantry lovers happy, so I don't see why you should waste your time trying.

    I just hope that Anders doesn't get hit and that Gauss is repaired. I think the turret increase is a major one, which should hopefully stop the bad rushers from getting cheap wins.

     

    TrUe SkiilL TM

    GO TO HELL!

    Infantry is one of the things in this game that need the most help. From a gameplay standpoint they are almost always a loss for the player using them. It already takes an overwhelming number of infantry to counter any and all vehicles and aircraft. Crying foul for any small boost they get is unfair and completely unnecessary for all those that are asking for it. No, Robot should not quit trying to satisfy those of us who use and love infantry and play with Cutter.

     Anders is already too strong and nobody actually loses to a Forge player. Yes she should be nerfed and no Forge's Econ Bonus is not better in the long run.

  •  06-10-2009, 1:44 PM 618982 in reply to 618944

    Re: Title Update #3 balance notes preview

    Supermeep:But FJ, about 7-13 squads of flamethrowers can hold off an early PoR, and about that number can kill an arbiter, even with the first rage upgrade. Regular Marines with their grenades can do damage to the BC, and if you surround him with flamethrowers then they will put a lot of damage on him before he can vortex them all. I think that the leaders won't pose too much of a problem, but as with all things like this, one has to see it to be 100% sure.

    Your not going to get 7-13 marines before 40 seconds. The leaders can then just harass you to death and stop you making anything.

    Hogs can win against effectively kill all the leaders early, but they can run around the map, avoid fight if need be and attack your base then quicly retreat. Marines cant do that.


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  •  06-10-2009, 1:48 PM 618986 in reply to 618976

    Re: Title Update #3 balance notes preview

    TRSF Vagas:This is all Human Stuff what about the Overpowerd Covie Leaders and the Cheap Grav Lifts They need to do something about that its a completely out of wack. Im fine about Grav lifts though but they shouldn't be able to do it in combat its cheap! I use Guass Hogs to defend against these but know they kill that so i need a new plan to protect my bases without using so much reasourses. Plus i was using Stasis on PoR and all he did is grav away and came back every 5 min it was complety ***!

     

    Nobody else thinks grav lifts are OP.

     Just target their leader with your units first so they can't teleport more in. In the late game this is usually easy if you have a few anti infantry units (Or anti air, prophet)

     Finally your complaining that a leader is coming back every 5 min when your owning him with a vamp every 5 mins. Whats OP about that? Lol


    A 0 star fully upgraded cyclops instantly gains 3 stars upon killing a scarab by itself.
    Just thought you would want to know
  •  06-10-2009, 1:48 PM 618987 in reply to 618917

    Re: Title Update #3 balance notes preview

    Timotron:

    I am involving the community a little bit earlier in the process this time around and sharing the first pass balance changes that we are testing internally at the moment.  

    Your feedback and discussion are welcome as long as everyone stays polite and gracious to each other.  This thread will be heavily moderated so that we get the best feedback, so if your post gets removed, please try to rephrase it in a more constructive manner.

    Caveat: The balance items are still somewhat in flux and as such I am not posting the exact numbers we are testing but rather the general balance ideas we are testing.  note: We will share final numbers when the title update is closer to completion when we write the final title update notes.

     

    Balance changes:: 

    1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.

    by how much determins if this will do anything to main problem, couple problems that will still make warthog op is that, tech gaps will still give gauss 30% - % nerf.  but means that grenadier would be best choice so spamming them will be still probamitic.

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game.

       the restriction can still be cut down by low rps, if you raise the rps then it would controll the rate for you.  (note if you change build time down dont forget to nerf to compensate.)

    3.  Anders bonus to tech build rate reduced to further balance the leader.

      again anders wasn't the problem it is the low cost of warthog.  it made here half cost where she can grab both and upgrade faster.  very easy to get around with two production one to upgrade and other to build units.

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.

        is needed also to fix the blind spots 1 turret should be able to protect the whole base.

    5.  Elephant health increased to improve survivability and viability as a unit.

      

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.

      good but what about hornets and on top of that, what about passive abilitys that negate rockest which would make marines useless still, 

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies) 

      this is needed cnc did this for thier recsource plants since it was cheaper to build one and sell it get an harverster.

    also you might need to check odst that upgrade cost to much to get in tech 3 with out major sacerfice or if thats the way is so it will be grabbed at tech 4 without giving it tech 5 so you wouldn't have to buff flamethrowers are jackals becuase they would be fighting against 60% buffs instead of 30%.

  •  06-10-2009, 1:49 PM 618988 in reply to 618917

    Re: Title Update #3 balance notes preview

    Timotron:

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)

    Does the recycle reduction apply to Turrets as well as Regular Buildings?  If it does, for the USNC, a slight boost to a Base Turret's attack will not offset the inability to build Turrets early to guard your base, then recycle them later once you reach Tech 1-2 in order to build combat units.  The USNC needs those turrets to defend itself, for it lacks the options of the Leader and Shield Generator for early game defense.  I understand that recycling regular buildings leads to exploitative strategies, but Change 4 indicates you think that turrets are in need of a buff, rather than being exploitative.  I'm ok with the 100 you spend on a Anti-X Unit Type upgrade not being recycled, as is true currently, but applying a 50% recycle to Turrets will severely reduce their early game effectiveness.

    Then again, with the buff you give to Marines and Turrets along with the debuff to Hogs, as well as the elimination of the exploitative strategies for regular buildings, perhaps less early defense is needed.

  •  06-10-2009, 1:50 PM 618989 in reply to 618962

    Re: Title Update #3 balance notes preview

    Noctis:

    As for the infantry damage boost to medium armor, I'm satisfied with that as well.  However, would it hurt too much to boost their damage against air units as well?  As it is right now, I don't think I'm all that off in saying that main infantry are NOT a reliable soft counter to air.  I realize 100% that there are hard counters, however I don't think anyone ever got slapped on the head for using tanks against main infantry, or air against tanks.  It is only when using main infantry against air that my intelligence(and sanity) comes into question by other players.

    That is a down the line 100% fantastic note on the one kink in the RPS system that I've so struggled with as Cutter. 

  •  06-10-2009, 1:52 PM 618992 in reply to 618988

    Re: Title Update #3 balance notes preview

    I wish the Devs would listen to the people who knew their stuff, not the players that visit the forums and complain more than study the actual mechanics of the game.

     

    All the top players will tell you that Gauss needs a nerf and that is the only substantial fix this game needs to become balanced. Anything else that is done should just be polishing and refining. Extending Warthog build times is one of the worst things that could be done.


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  •  06-10-2009, 1:53 PM 618994 in reply to 618962

    Re: Title Update #3 balance notes preview

    Noctis:

    As for the infantry damage boost to medium armor, I'm satisfied with that as well.  However, would it hurt too much to boost their damage against air units as well?  As it is right now, I don't think I'm all that off in saying that main infantry are NOT a reliable soft counter to air.  I realize 100% that there are hard counters, however I don't think anyone ever got slapped on the head for using tanks against main infantry, or air against tanks.  It is only when using main infantry against air that my intelligence(and sanity) comes into question by other players.

    At the very least, basic RPS is now getting closer to being the way it's supposed to be(as advertised anyways), just one little step should make it perfect.

    Of course, there IS the tiny little detail with Grizzlies destroying their hard counters and with the Arbiter still being a one-man army, but maybe we can leave those for the next TU, as I don't have any suggestions on how to fix those yet. 

     

    I whole heartedly agree. Infantry needs to get a big damage boost against air units. I am in the same boat as Noctis when it comes to low level RPS play. I do not think anyone here has ever lost a - tank vs main infantry - or - air vs mainline tank - battle, but when Hornets/Hawks and Banshees come around it seems you cannot win the battle unless you have more than simply just Marines and Grunts. Low level RPS as far as infantry vs air goes is definitely unbalanced and as an infantry lover I have seen that first hand.

    I also agree... Grizzlies need to do less damage against Cobras and Hunters.... Arbiter needs to gain less health from kills to discourage more than one-man/Sangheili armies...

  •  06-10-2009, 1:54 PM 618997 in reply to 618989

    Re: Title Update #3 balance notes preview

    Noctis:

    As for the infantry damage boost to medium armor, I'm satisfied with that as well.  However, would it hurt too much to boost their damage against air units as well?  As it is right now, I don't think I'm all that off in saying that main infantry are NOT a reliable soft counter to air.  I realize 100% that there are hard counters, however I don't think anyone ever got slapped on the head for using tanks against main infantry, or air against tanks.  It is only when using main infantry against air that my intelligence(and sanity) comes into question by other players.

     

    Infantry already do a ton of damage to air. You're lucky they're even changing their damage at all. They're always going to be a unit for people who are using them for fun, they'll never be used consistantly in competitive play. The Devs are trying to appease people like you for whining all day, so don't try to eat the whole cake.


    zIP r i n c eIz

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