[REL]BettahBalance TITANS

Discussion in 'Released Mods' started by stuart98, September 29, 2017.

  1. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    BettahBalance is back! BettahBalance features a host of not too radical changes that spice up PA gameplay and improve unit viability without too high of a barrier to entry.

    Major Changes:

    Commander
    Cost lowered (25000->10000)
    Production increased (20/2000->25/2500)
    Storage increased (1500/45000->2000/50000)
    Speed increased (6->9)

    Air
    Hummingbirds are cheaper (220 -> 180) but missiles do less damage (80 -> 55)
    Phoenix RoF halved (3 -> 1.5) but missile damage doubled.
    Hummingbird, Bumblebee, Phoenix speed lowered.
    Air fab HP increased (T1 and T2) along with Pelican.
    Icarus cost, damage, energy production, and especially HP increased.
    Hornet cost and range lowered, speed and HP increased. Launches a volley of somewhat damaging missiles.
    Wyrm speed increased (20->30); slight increase to HP and slight decrease to cost.
    Angel cost lowered massively; speed increased (30 -> 50); Decreases to fab power, interception rate, HP.
    Zeus HP lowered (10000->8000), RoF lowered to 0.5 (just like Mikeyh balance)

    Bots
    Integrated Bot Attack Fix so that bots stop at range when given an attack order.
    Most bots with speed slower than 15 increased to speed 15.
    Slammer HP increased (400 -> 750), cost lowered (450 -> 350), range lowered (110 -> 90), damage increased (100 -> 125).
    Gil-E turret rotation rate doubled (easier to kite with); range increased from 180 to 200.
    Bluehawk HP increased, RoF reduced slightly but damage increased greatly to make it excel even more at killing TITAN units.
    Grenadier cost and range increased, HP slightly increased, can shoot behind itself again.
    Spark cost, range, and HP increased, splash increased a bit.
    Stitch cost reduced, HP increased massively (50 -> 250)
    Mend cost reduced massively (1200 -> 600), HP increased massively (150 -> 800), now has a light railgun with RoF 0.67, range 100, and damage 250.
    Atlas HP increased (40000->50000), stomp range lowered (140 ->110).

    Tanks
    Skitter now has an 80 damage beam weapon with range 70 and RoF 0.4, HP increased from 10 to 60, speed reduced from 25 to 18, vision lowered slightly.
    Ant damage lowered from 84 to 65; RoF increased from 0.5 to 0.75.
    Inferno speed increased from 10 to 12, HP increased from 1000 to 1200.
    Drifter speed increased from 14 to 16, damage per shot increased from 120 to 130.
    Vanguard cost decreased from 1500 to 1200, HP increased from 5000 to 6000.
    Sheller cost lowered (1200->900), range lowered (260->220), splash damage lowered (400->240).
    Leveler cost lowered (600->450), range increased (120->135), damage increased (600->700), HP lowered (1500->800), RoF lowered (1->0.4).
    Storm HP increased (300->350); range increased from 80 -> 100.
    Ares HP lowered (80000->40000), main gun damage increased from 3200 to 4000.

    Sea
    All non-sub sea units have had their speed increased by as many as 6 units.
    Orca shell damage increased from 50 to 60, range increased from 180 to 200, torpedo RoF increased from 0.2 to 0.3.
    Narwhal AA RoF lowered from 3 to 2.
    Typhoon cost reduced from 6500 to 5000.
    Barnacle cost reduced from 550 to 450; HP increased from 500 to 600; fab power increased from 45 to 60.
    Stingray cost reduced from 3200 to 2800; range increased from 260 to 400 on main weapon.

    Orbital
    Omega anti-orbital weapon now fires 25% faster and does a slight amount of splash.
    Solar array is now equally cost effective as an advanced energy plant.

    Defenses
    Single laser defense now fires on air.
    Double laser defense range increased (110->130).
    Pelter no longer uses energy.

    Legion (If enabled)
    Odin HP reduced from 50000 -> 32500
    Last edited: October 6, 2017
  2. eyhey34

    eyhey34 Member

    Messages:
    38
    Likes Received:
    31
    Your mod suffers from something that legion also does, the need to add things to specialized units or further broaden the effect of units.
    Scout having a weapon
    single laser firing at air
    mend getting a weapon


    Those things reduce the complexity of unit compositions and i do not see how they improve the game in any way.
    Why make a galata if your laser turret can shoot air as well?
    Why send units forward with your scout when it can fire itself already?
    MrTBSC and ezahiel like this.
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Skitter gives Vehicle first viability by giving them a raiding option and its weapon is penetrative, meaning obstructions like trees or buildings in the way don't affect it. It loses to dox in a straight-up fight and is slower than them, so it in no way invalidates them.

    A Galata has 50% more range than a single laser turret and its shots home in, whereas a single laser turret will miss a fair bit, in addition to the Galata having nearly three times as much HP, for the exact same cost.

    Mend straight up sucked. By the numbers, it was completely inferior to the stitch (Cost 7 times as much and only had twice as much fab power). Giving it a weapon (which its model indicates it has already) allows me to make it more different from the stitch rather than making it straight-up better. A stitch is more cost-effective than a mend at repairing, but a mend can also strengthen compositions by the nature of its weapon.
    Last edited: September 30, 2017
  4. eyhey34

    eyhey34 Member

    Messages:
    38
    Likes Received:
    31
    Mends can make walls and other basic turrets which is their advantage, improving on that seems like a better option like allowing it to quickly build something like a wide wall with limited lifespan to allow it to still be a unique unit.

    Vehicle first isn't any more viable if the skitter is still slower and loses to dox, what you have is a worse unit to raid with that will straight up lose to dox raiding parties and is less viable for scouting with it's lower vision. Vehicle first isn't viable because of how important expansion and speed is.

    Most galata turrets that are being build at expansions are not to defend against air but to make people not want to bomb them. Also the fact that single laser defense turrets are the go to defense against dox indicates they don't need a buff and there is no reason to.
  5. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Basic turrets aren't that great; even advanced turrets are bad when fighting something like Levelers.

    Vehicle first has other advantages. Skitters offer some raiding capability, which they lacked before, and ants are slightly better against dox than in vanilla, not to mention the ability to escort expansion with spinners from the get-go. (The improvements to bots kiting abilities with Grenadier changes mean they can stay competitive with the vehicle buffs).

    As far as I'm concerned air is too dominant in the vanilla game; making it simpler to cover your bases when expanding and reduce the power of air is very much intentional. Galatas are still superior at area denial and killing air for the cost.
  6. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    BettahBalance v2.5

    Fixed a bug where Skitters and Mends didn't have the attack order.
    Integrated More Pew Pew mod.
    Hornet - Missile damage lowered from 325 to 240; RoF increased from 2.5 -> 3.5; ammo capacity increased from 7 -> 9.
    Skitter - RoF reduced from 0.6 -> 0.4; range reduced from 80 -> 70.
    Storm - Splash radius increased from 80 -> 100 to better deal with Kestrels.
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    v2.6: Now works with Legion, fixed me being an idiot and breaking the single laser turret.
  8. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    v2.7
    Fixed a bug where Skitters and Icaruses weren't selected under all combat units.
    Skitter can now be built by the UC.
    Commander can build radar.
    Sheller now has only 240 base splash damage.
    Leveler nerf - HP 900 -> 800; RoF 0.5 -> 0.4; range 140 -> 135.
    Grenadiers should have an easier time hitting their targets at max range.

Share This Page