T2 bots : Slammer Vs GLE

Discussion in 'Balance Discussions' started by SatanPetitCul, May 13, 2014.

  1. SatanPetitCul

    SatanPetitCul Active Member

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    Slammer
    • 400 Health
    • 75 DPS

    GLE
    • 400 Damage
    • 100 DPS

    First : the Snipers have more DPS that Assault bots... Am i the only one to think that it is madness ?
    Second : the snipers exactly One Shot the Slammer... GLE are the perfect nemesis of the slammer.

    I'm not a game designer, and i never balance a game. But it seems really weird to have so powerfull sniper ? At least it explains why nobody build slammer.
    stormingkiwi likes this.
  2. igncom1

    igncom1 Post Master General

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    I feel games never replicate aiming time on snipers.

    Even a robot would need to sit still to account for the rotation of the planet and wind speeds for their snipers.
    warrenkc likes this.
  3. zaphodx

    zaphodx Post Master General

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    kayonsmit101 and drz1 like this.
  4. SatanPetitCul

    SatanPetitCul Active Member

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    Thank you
  5. brianpurkiss

    brianpurkiss Post Master General

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    I'd argue that you can't balance pacing and economy without balancing combat since combat dictates the two – pacing moreso than combat.

    Kinda like that gif that was shared not too long ago – push one button and all the other buttons change. You can't balance just one aspect of the game at a time.

    But that's just my opinion.
  6. destravous

    destravous Member

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    Maybe, but I see balancing as more like solving a rubix cube: change one thing, everything else changes, but make the right sequence of changes, and you solve it.
    I think you can balance individual aspects, you just have to try and anticipate the side affects.

    Starting with the economy is a good start I think, because it determines the overal balance moreso then the units. while the units do this to some extent, the main thing that changes is the tactics you use when you use them, as opposed to "when to spam t1" and "when to go t2".

    But yeah, thats my opinion as well, I have high hopes though for the final balance :D
    we will see I guess.
    PeggleFrank and zaphodx like this.
  7. thetrophysystem

    thetrophysystem Post Master General

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    Might have to do multiple passes at it then.

    But it is probably better to get one close, then adjust another closely, then adjust them both slightly, than to just adjust them both at the same time every single build.
  8. brianpurkiss

    brianpurkiss Post Master General

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    Multiple passes are a given no matter what process you go through.

    I think the combat side of things simply has some major obvious fixes needed that are quick and easy to at least bring a little closer to better.

    Peregrines and Gunships are an excellent example. They were waaaaaayyyy broken for... a month at least.
  9. thetrophysystem

    thetrophysystem Post Master General

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    Peregrines were so obvious they got a pass. Gunships were given one but even that pass felt akward to try to do along with a different balance simultaneously.

    What I am saying, is it is hard to buff and nerf 7 various different things at once, and know how that will land. They balanced SMNC. They probably had that problem there, where one update has nerf duration assassin cloak, buff cooldown cheston barrel, nerf cooldown vet klaw, buff knockback gunner missile, buff gunner headshield duration, nerf spark teleport cooldown. How can you tell exactly what ended up falling in what tier, because when you nerf 2 of the commado class characters you practically buff enforcers so buffing gunner twice might have been unnecesary, or when you buff 2 enforcer damage skills maybe a nerf on an enforcer hardcounter (klaw) is unnecesary? And there is literally no way to know, because you balanced all of them for their individual reasons because those classes did too much with them, but because too much changed at once it rendered everything different. If something is too strong, and you nerf it AND buff all of it's main opposition, then it can quite possibly be too weak.

    Best to take one thing at a time. I think peregrines were a good start. Grenadiers next. Several other t2 units if they want to take a shot afterwards. They already took a shot at t1 units since the eco change puts them in the spotlight. It is a process, if it bring this much stress to the table it is merely the waiting and impatience and wanting all these great ideas happening tomorrow.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Why did they get a "pass" if they were so obvious? And a pass for so long for that matter? It was breaking the game, making it terrible to play and caused a ton of player, myself included, to stop playing the game.
    Last edited: May 15, 2014
  11. thetrophysystem

    thetrophysystem Post Master General

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    You basically just played Jepoardy with me just now. That question literally is answered by the quote. They usually nerf/buff the thing that has been jacing the game the hardest in the last builds. That was obviously peregrines. Honestly, didn't they bring gunship health down then back up? Also, I am sure when they released a PTE they thought it would put off some player bother over the balance issues in stable build.

    Actually, the stable build is both so old and complained about, that is probably why they released PTE into Stable even with OP grenadiers. There are three terrible options. One, keep Stable and discontent grows more and more for it. Two, release PTE to Stable and have people hate something entirely new. Three, tweak PTE balance for stable, with every "oh so obvious balance request" and balance literally goes braindead random with so many adjustments at once ending up doing god knows what all at once and its worse knowing you have no clue what made what get better or worse. Really, the last build lasted too long, and random tweaks would actually cost Uber time since it would set off their systematic approach up to now.
  12. Mereth

    Mereth Active Member

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    Regarding the OP thread, I think you are missing some values :

    Slammer
    HP: 400
    Build cost: 1400 metal
    Vision radius: 85
    Range: 110
    Damage: 100.0 DPS: 25 damage every 0.25 seconds (4.0 shots per second)

    Gil-E
    HP: 200
    Build cost: 2160 metal
    Vision radius: 100
    Range: 140
    Damage: 100.0 DPS: 400 damage every 4.00 seconds (0.25 shots per second)

    Same physics
    Max speed: 12
    Acceleration: 720
    Braking rate: 120
    Turn rate: 720

    I know that Gil-E are a big threat for COM, because you can kit it to death, but does 15 slammer (+10 stingers) really have no chance against 10 Gil-e (+10 stingers) without too much micro ?
  13. thetrophysystem

    thetrophysystem Post Master General

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    15 slammers can't walk up to range of gil-e before recieving 2 salvos of shots.

    The stingers/dox absorb spare damage, sure, but the gil-e can do that too.

    Matter of fact, I suck at this, but most "better than me players" mass produce dox and stingers both for the gil-e deathblob. They do this, so things shooting have something to shoot at. They do this because OTHER players with EVEN MORE gil-e might lose out to less gil-e if the gil-e get caught up shooting random dox while their gil-e actually shoot the gil-e.
  14. stormingkiwi

    stormingkiwi Post Master General

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    Scathis however could habe changed that balance by changing combat balance in any build.

    Not really happy with the ludicrous expense of T2 now.
  15. ace902902

    ace902902 Active Member

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    show the gif please.
  16. stuart98

    stuart98 Post Master General

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    A guy mass producing Gil-Es and doxen will lose against a player mass producing slammers and doxen unless he's quite careful with his micro. A player mass producing Gil-Es and nothing else will beat a player producing slammers and nothing else if he's paying the slightest attention.
  17. igncom1

    igncom1 Post Master General

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    Yeah, snipers be less like snipers, and more like rifle infantry.

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