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CBG Balance report thread ( April 22 update)
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Nakamura

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hungary
PostPosted: Sun Feb 17, 2013 4:22 pm    Post subject:  
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I'll do the touching to the files in event you agree to use them in the mod.
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hungary
PostPosted: Mon Mar 04, 2013 6:59 pm    Post subject:  
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Updated this in the light of the new change log updated by Beghins. Most of the things previously mentioned seem to have been taken care of. We'll see if that's true after 8.4 is out!

Here is Beghins' change log btw.

8.3.3->8.4
LOG:
---NEW FEATURES:
UI Battle Capital Ships splitted in Capital and Super Capital Ships
New background for maps with planets
Hgn Suppression Turret added
Vgr Lance Platform added
Vgr Rattle added
---BUGS:
Vgr "rank retrocession" bug fixed
Criptical bug (out of sync and CTD) caused by Hgn Mobile Gravity Well Generator fixed
Criptical bug (out of sync and CTD) caused by crew cell destruction fixed
Evacuation Cell UI icon bug fixed
Hgn Crew Cell wait bug fixed
Button events missing in multiplayer fixed
Hgn Command Fortress and Orbital Station parade bug fixed
Vgr now can use the Ping ability (Scout)
Criptical bug, Hiigaran now can build the Balkan Cannon on Gujking
---IMPROVEMENTS/BALANCING:
Hgn Fleet Selector layout improved
UI build/research info window width enlarged 250->300
Vgr Carrier cost increased 1700->2000
Scavengers build family moved to Capital
Hgn Capital Ships (CS, RS, PS, Cruisers/Destroyers), launching/docking operations speed increased (from Mothership)
Fighter docking repair rate + 20%
Corvette docking repair rate +30%
LAG optimization, RAM load -15%
Hgn Evacuation System improved
Hgn Recruiting System improved
Hgn Flak attack vs fighter increased by 50%
Hgn Bomber/Heavy Bomber attack vs Capital Ships increased by 20%
Hgn Gunship attack vs fighter/corvette increased by 20%
General research speed increased by 3%
AI platforms/turrets max capacity added
Minor code improvements




Looking really good so far.

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hungary
PostPosted: Thu Mar 28, 2013 1:24 pm    Post subject:  
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Updated for 8.4.1
Lots of problems were solved, but Hiigaran early game is terrible because of the lack of available crew - a too early crew station is forced : this is exactly what needed improving, and it just got worse after this update.

Pretty nice job on the new stuff. The lance platform needs a bit more firepower, though.

Soon I'll do an analysis on maps too.

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hungary
PostPosted: Sat Apr 06, 2013 2:44 pm    Post subject:  
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Apparently I've made a mistake in my test games. The available crew is maximal at the start of the game. I must have lost some of my ships there. Ignore my previous comment on initial crew limit for Hiigarans.
Thread updated.

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rorik

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russia
PostPosted: Sat Apr 06, 2013 4:53 pm    Post subject:  
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I've noticed one thing with hiigaran crew in 8.4.1 - i had three games and in 2 of them i saw in crew window: 60/80/150 - why? is it bug or feature?

Also vaygrs have a bug - sometimes it shows that crew limit is full for(like 150/150/150) but really crew use was about 80. this bug appears for 5-10 seconds.

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Nakamura

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hungary
PostPosted: Sat Apr 13, 2013 7:30 pm    Post subject:  
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Updated. New change log is really exciting and will probably bring decent balance. As a next task I will prioritize finding under-powered ships in both fleets. After that the reports will focus on suggested features and mechanic changes.
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hungary
PostPosted: Fri Apr 19, 2013 9:04 am    Post subject:  
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Updated. Finding lots of issues resolved thanks to other changes.
New issues arise though, especially with Hiigaran crew recruiting.

On anything but Complex tactical, the game is in a playable state now.

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hungary
PostPosted: Sat Apr 20, 2013 9:42 pm    Post subject:  
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The following two MUST be in the next release. I can provide you with full resourcing calculations if you need a reason, but it would take long to write down and for you to read too. To make the game more dynamic, these MUST be implemented.

CRITICAL : Starting resources need to be : 3000 for tactical, 5000 for normal, 8000 for deathmatch, 11000 for carnage

Increase crew recruiting speed of Hiigarans by 20%

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hungary
PostPosted: Mon Apr 22, 2013 4:41 pm    Post subject:  
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I'll include CBG mentions into the "new feature beta" modification I'll make.

Also, CRM is way more fun now than Complex... we need to steal some of their adjustments. See first post.

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hungary
PostPosted: Wed Apr 24, 2013 12:14 pm    Post subject:  
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I have completed the inclusion of most of the CBG reports, as well as some new features and bugfixes into the game, and present them as a patch to the current complex here :
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My comments on the effects :
Quote:
The effect of the changes is intense. Not only does the game play completely differently, the expert AI almost crushed me in the opening(I haven't had a tough game against the AI since 7.4.4 . You probably know that currently the AI would arrive at your doorstep very early with some harmless interceptors... now here the AI came with a mix of corvettes, fighters and frigates. I struggled with power so much, that all of it got drained before I got my economy going properly and got a power buildup again.

Long story short - the rank restrictions on smaller ships is probably the core change, and should really be in complex. I wasn't expecting anything spectacular, but this worked out super well.


With this implemented, we'd be almost ready to release the final version of the 8 series (at least from a balance perspective)

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canada
PostPosted: Thu Apr 25, 2013 6:27 pm    Post subject:  
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I still have to say that Flak Frigates are sorely lacking in anti-fighter power. For the price, there's no point in using them - they fall too quickly to bombers, and an Interceptor is more effective. They need another 40% damage boost to fighters, IMO. Actually, boosting the range of the explosion would also be helpful. Currently, the Flak burst doesn't actually affect the whole squadron. It only affects 3-4 ships. A increase of 40-60% in explosion radius would be very helpful.

I need to do more specific tests in order to be sure of the exact change needed, but I'll get around to that when I have time. I'm still fairly busy.

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hungary
PostPosted: Thu Apr 25, 2013 7:56 pm    Post subject:  
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Yeah, please test it with the upgrades and all that. I don't exactly know which one to change either.
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ireland
PostPosted: Fri May 04, 2018 10:17 pm    Post subject:  
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