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Author Topic: S31: Magnetic tech re-worked  (Read 3560 times)
Daemon
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« on: June 17, 2012, 10:22:43 pm »

Suggested by: Tirza

Mag tech tree

The precise change you wanna see done, including exact values and item/unit names etc.
- Scattergun: increase accuracy a little, increase building pierce
- Repeater: increase accuracy from 0.8 to 0.9, lower the damage from 19.5 to 15 and increase the ammo from 110 to 150. Remove the stamina drain effect. Remove the annoying repeater shake and increase the lifetime of the bullet trails, keep siege pierce at 1.5 (repeater will be a bit worse against behes now).
Old repeater had: 162.5 DPS (Damage per second), 2145 damage per ammo load, 13.2 second shooting until ammo is empty.
New repeater: 125 DPS, 2250 damage per ammo load, 18 seconds shooting until ammo is empty
- Coil Rifle: increase ammo from from 13 to 15
- switch imobs and sensors in the tech tree
- Shield buff: decrease unit protection by 25% from 4x to 3x
- Shield tower: decrease building protection by 25% from 4x to 3x, close the holes in the surfs, so summoners never shoot through

What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Frostbolts are more useful against units due to the movement advantage, you can leap into the perfect fire position and dodge better. While nomads with scattergun are pretty much stationary. Frostbolts are also much better against towers because beasts can leap closer, while the scattergun hardly gets into a range that is useful to deal building damage.
During Stronghold level 2, Repeaters are too inacurate to effectively kill long range targets, that's why most people prefer the medium ranged flux even if they have to block 5 tempest shots to get into range. Furthermore the repeater shake is so tiring and annoying for the eyes that hardly anyone would choose repeater as his primary weapon.
Coil Rifle often isn't worth buying for tasks that require you to walk further than a few meters away from the outpost - especially without ammo pack - as the ammo is very limited and you would have to leave your team mates in the middle of the battle and reloc for ammo.
Nerfing shield towers is a consequence of nerfing sac and buffing the mag tech tree. Imobs are now available early on and allow humans to counter a sac rush without having to shield everything and camp the base. They also help to succeed at offensive strategies without getting gold starved easily. Shield buff is a bit too strong, especially chained with all the other buffs.


The predicted overall effect of your change (its PURPOSE).
Going mag will be less of a pmining + base camping strategy. The human base will be more vulnerable, but they will be better at offensive tactics. Although weaker than before, Repeater will become a viable alternative to flux due to being an effective long range weapon. The weapon choice of players will be more varied, Beasts will face less monotone flux walls. Also repeater vs tempest will be more balanced.


The impact on the game:
What will become harder (or easier) to do, and for whom (units, teams etc).
The impact will shift a bit from the commander to the players. Going mag will be more than just building up a base and spamming towers.


The ripple effect
Subsequent changes needed to tone down (compensate for) the effects of this change.
Reducing max HP of units using Sac and Frenzy at the same time by 30%
Switching snare and sixth sense in the tech tree
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Daemon
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« Reply #1 on: June 17, 2012, 10:23:25 pm »

I know you got in a re-balancing frenzy for whatever reason, but repeater doesn't have a stamina drain effect Tongue.
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H3027
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« Reply #2 on: June 17, 2012, 10:54:15 pm »

I know you got in a re-balancing frenzy for whatever reason, but repeater doesn't have a stamina drain effect Tongue.

The stamina drain effect is hardcoded as well as the 1.5 siege pierce.
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First Witch: When shall we three meet again / In thunder, lightning, or in rain?
Second Witch: When the hurlyburly's done, / When the battle's lost and won.
Daemon
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« Reply #3 on: June 18, 2012, 08:28:50 am »

What i see here is turning repeater into a kind of a weaker flux, which is already nerfed in your other suggestion. Coil, shield tower and mag buff being so nerfed, it doesn't even matter that you get imobs 1st, which is also not  sure it's an advantage, knowing how an early warning system might help a lot when defending.

Generally, you're nerfing hums so bad, that i even doubt it's you that you wrote it, cuz you know beasts already win twice as much.
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H3027
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« Reply #4 on: June 18, 2012, 09:21:46 am »

Yes, repeater is a hitscan weapon and in that way similar to flux. Flux has 240 DPS, Repeater 125 (minus unit pierce). The range of these two weapons are very different and useful in different situations. Actually repeater is more a weak an alternative to coil then flux.

The Shield tower nerf is - as stated in the ripple effect - connected to the fire nerf.

Tier 1 sensors are not that much used because when going mag the human team does nothing else but pmining and camping base (waiting for fire rush, from whatever side it may be). Furthermore mist - for what sensor is a counter - will be up later on too. Then in mid game, when humans start to leave the base, they have now sensors available which inform about enemy positions while they are busy with offensive tactics. But as long as they camp base sensor is much less useful.
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First Witch: When shall we three meet again / In thunder, lightning, or in rain?
Second Witch: When the hurlyburly's done, / When the battle's lost and won.
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