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CBG Balance report thread ( April 22 update)
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Nakamura

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hungary
PostPosted: Fri Sep 21, 2012 1:35 pm    Post subject:  CBG Balance report thread ( April 22 update)
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Red = huge problem/imbalance, almost game breaking. Deviation from the suggested change is not advised.

Orange = "medium" imbalance, deviation from the suggested change is acceptable.

Yellow = Other requests

8.x- next version

Design :

CRITICAL : Starting resources need to be : 3000 for tactical, 5000 for normal, 8000 for deathmatch, 11000 for carnage
For this to work, vaygr need their 1st level of RU storage research unlocked in deathmatch and carnage



Each game mode needs the construction speed multipliers increased by 10%


Introduce a crew recruiting system to vaygr that is faster than the hiigaran one. They should NOT get maximum capacity right away.

Give the Vaygr command fortress 3 build-able perforation bomb launchers, a heavy fusion missile set and a heavy mine layer set.

Prerequisites

Fighters, corvettes and frigates MUST be available at the start.You're destroying the dynamics of the game. Capitals can be available at lieutenant rank.

GAME BREAKING IMBALANCE: Missile bombers and Multi-Role fighters need a commander prereq


Stats :

Increase assault craft accuracy by 10 %. They are USELESS in the opening

Increase crew recruiting speed of Hiigarans by 20%

Increase the speed ships dock at by 30%

Increase speed on mortar missiles so that they can't be outrun so easily.

Increase lance platform damage by 20%

Increase xbomber anti subsystem damage by 30% (do we really need this ship?)

For C9
Design/overall :


Modular destroyer for Hiigarans (use the rebalance mod)

Power: completely rework the mechanic based on this : :
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Experience : Increase the speed of gaining it by 30%

Give the Hiigaran command fortress, the drone and the patcher a new model each .

Economy :
Trade convoys must have a fixed profit based on distance.

Reduce the RU power up to +300% boost


Last edited by Nakamura on Tue Apr 23, 2013 7:43 pm; edited 87 times in total
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ALC

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ireland
PostPosted: Fri Sep 21, 2012 4:52 pm    Post subject:  
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Stickied.
As usual, any updates to be integrated into the first post.

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Nakamura

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hungary
PostPosted: Mon Sep 24, 2012 9:31 am    Post subject:  
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Thread updated.
Separated urgent tasks from stuff to be done for C9.

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Nakamura

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hungary
PostPosted: Tue Sep 25, 2012 7:24 am    Post subject:  
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I read the log, you did a pretty satisfying job.
Made good points, like nukes being counter-able very easily.
I may not agree on the ping thing, but I decided to investigate it some more before saying anything.

About the increased resource and collector numbers for the starting fleet :
I'll make a separate thread, showing my exact calculations.
Complex, as an RTS game must hit one criteria : you MUST be able to constantly build collectors.

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Nakamura

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hungary
PostPosted: Fri Sep 28, 2012 8:18 pm    Post subject:  
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Found EXTREME problems with the vaygr booming followed by cruiser + flagship rush.
It can be done at 8 gameyears, when Hiigarans hardly have anything to beat the perforation pods.
That weapon is truly ridiculous, simply overpowered. It keeps launching pods for over 2 minutes. Why the hell?
Provide upgrades, if you think it's not good enough against late game anti-missile systems, but this is really overdone.

Hyperspacing the mothership/flagship needs to cost twice as much as it does now. They are too good offensive weapons.
Other ships need a 20% hyperspace cost increase too. The upgrades help this anyway.

the changes in the original post are very urgent, the early game is still broken.
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hungary
PostPosted: Tue Oct 02, 2012 11:42 am    Post subject:  
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Hello?
There is nothing to test until those things are in the way. We can't set up a midgame.

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Beghins

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italy
PostPosted: Tue Oct 02, 2012 12:11 pm    Post subject:  
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OK, we will work on them one by one
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canada
PostPosted: Tue Oct 02, 2012 8:23 pm    Post subject:  
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I have to add that Multi-Role fighters and Missile Bombers are still much too effective against their intended target. Missile Bombers have not only the missile launchers, but also Plasma Bomb Launchers. 1 salvo from 2 squadrons can destroy 1 or more frigates with ease.

The Multirole Fighters are just a bit too versatile IMO, they need a nerf to their main weapon.

In addition, the Drones buildable from the light shuttle and regular shuttle fail miserably against fighter class ships. They're also not that great against Corvettes, but that is listed as their specialty in the description for the ship. They are actually pretty good at defending, as they soak up a lot of damage. But they don't dish it out at all. They need a considerable boost to accuracy.

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hungary
PostPosted: Tue Oct 02, 2012 10:13 pm    Post subject:  
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Missile bombers, definitely.
I haven't seen enough multirole fighters in action. Can you describe how well they do atm?
And I have the same observations about the drones. They were too good once, but now they are just bad at what they are supposed to do.

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canada
PostPosted: Thu Oct 04, 2012 1:34 am    Post subject:  
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Nakamura wrote:
I haven't seen enough multirole fighters in action. Can you describe how well they do atm?
The AI uses them extensively. They're like the Shiry but with Plasma Bomb Launchers attached - I haven't done specific tests, but that is the best approximation I can give.

As for Drones, yes; they just don't fit the role anymore. I had 5 or 6 of them (LITERALLY) chasing 1 missile bomber for a whole minute and they never took it out.

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hungary
PostPosted: Thu Oct 04, 2012 7:36 am    Post subject:  
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I'll look into all for specific numbers when i get some time.
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ireland
PostPosted: Thu Oct 04, 2012 12:03 pm    Post subject:  
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Walkop2011 wrote:
As for Drones, yes; they just don't fit the role anymore. I had 5 or 6 of them (LITERALLY) chasing 1 missile bomber for a whole minute and they never took it out.
could we lose the Drones altogether then?
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italy
PostPosted: Sun Oct 21, 2012 5:12 pm    Post subject:  
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Updated
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hungary
PostPosted: Sun Oct 21, 2012 6:09 pm    Post subject:  
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Me too, just a few problems.
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russia
PostPosted: Tue Nov 06, 2012 1:11 am    Post subject:  
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I cant edit first post, need rights.

VGR Missile Bomber is overpowered, its attack power must be decreased by 50%. Today VGR can win with only hordes of this unit.

VGR Missle BC is too weak - all it can do on battlefield - its to die incredible fastly. Maybe it needs more armor and strike power?

VGR still have too small energy level in late game. Its impossible to fight against hi-level hiigaran, when you have -50 energy with all energy upgrades done (ofcourse you have huge fleet, many buildings, research,cloac etc BUT hiiganans have not this problem)

HGN Defender drone is overpowered, its attack power must be decreased by 30%

HGN Mothership Ion Cannon is incredible overpovered. need -50% nerfing.
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