PTE Stream: 65048-balance

Discussion in 'Support!' started by garat, April 30, 2014.

  1. garat

    garat Cat Herder Uber Alumni

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    Ok, first off, this build is partially about balance, but mostly about destructible terrain features (aka burning trees) and a number of related changes.

    I'm not listing comprehensive build notes, and obviously, the balance is still in progress.

    Without pre-loading a bunch of conceptions about what you should and shouldn't like, the main thing we're looking for is:
    • Significant problems with pathing
    • Positive or negative ways the trees impact your gameplay
    • As always, new bugs that don't currently exist in the main production build that are a regression on behavior.
    I'm brain dead at the moment, so that's all I can think of currently, but if I think of a few more, I'll update the notes.
    drz1, LavaSnake and aevs like this.
  2. aevs

    aevs Post Master General

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    Are the T1 balance changes in there too? (2x T1 tank stats, inferno buff, etc)
  3. stuart98

    stuart98 Post Master General

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    I have an issue

    You named the Smasher...

    The grenadier...


    Y U DO DIS


    Smasher fits the naming scheme better.

    Yes.
  4. aevs

    aevs Post Master General

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    Nah, smasher should be reserved for a units that smashes things.
  5. stuart98

    stuart98 Post Master General

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    Does the slammer slam things?
  6. igncom1

    igncom1 Post Master General

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    Slam jam, thank you ma'am.
  7. Raevn

    Raevn Moderator Alumni

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    These changes are in relation to the previous PTE build.

    Summary
    • Area build separations adjusted for various units. Anti Nuke/Umbrella launcher set to sphere with a wide separation (100/75)
    • New Grenadier unit added.
    • Weapon removed from Skitter
    • Metal extractor production reduced
    • Nuclear missile leaves a scorch mark
    • Ant is now Scamper, health & damage doubled
    • Inferno Health increased
    • Uber Cannon damage reduced, Splash Damage greatly increased
    • Commander spawn removed trees in area
    • Planet Radius Experimental size now 1300 (previously 1200)
    • Naval factory and Adv. Naval factory build icons updated
    • Armory screen updated
    • Tree metal value: 15
    • Tree burning:
      • Damage: 2.2
      • Radius: 20
      • Duration 12 seconds
      • Resistance (?): 75
      • Spread Chance: 0.3

    New Unit

    Grenadier
    Grenadier: Area effect, lobbing assault bot
    Metal Cost: 90
    Health: 80
    Max Speed: 12
    Damage: 40
    Splash Damage: 40
    Splash Radius: 5
    Full Damage Splash Radius: 1
    Range: 95
    Rate of Fire: 0.5
    Low Arc
    upload_2014-4-30_12-55-52.png

    Unit Changes
    Commander

    Uber Cannon Damage: 800 -> 700
    Uber Cannon Splash Damage: 75 -> 700
    Full Damage Splash Radius: 5

    Bomber "Bumblebee"
    Health: 80 -> 100

    Gunship"Kestrel"
    Health: 240 -> 250'

    Assault Bot "Dox"
    The below changes are in comparison to the stable build.
    Damage: 10 -> 40
    Splash Damage: 0 -> 40
    Splash Radius: 0 -> 5
    Full damage splash radius: 1
    Weapon Velocity: 150 -> 50
    Fires alternating weapons instead of both at once


    Land Scout "Skitter"
    Weapon removed

    Metal Extractor
    Metal Production: 5

    Tank "Unit Cannon"
    New Name: Scamper
    Health: 125 -> 250
    Damage: 42 -> 84

    Armored Tank "Inferno"
    Health: 750 -> 1000

    Nuke Launcher
    Sea-specific model added

    Deep Space Radar
    Sea-specific model added

    Misc
    The anti-nuke functionality appears to have been made generalised, paving the way for anti-XXX units:

    Code:
    "anti_entity_targets": [
        "/pa/units/land/nuke_launcher/nuke_launcher_ammo.json"
    ],
    "auto_task_type": "anti_entity", 
    Last edited: May 1, 2014
  8. aevs

    aevs Post Master General

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    Bugs found so far:

    • Ash decal does not disappear when changing back to before trees ignited in chronocam, and the decals appear to stack on each playthrough (not 100% certain of that however).
    • When fabricators that are set to area reclaim forests run into brushes such as mountains, they often freeze. They also appear to get stuck on brushes when set to build mex in a forest.
    • Dox and grenadiers both appear to fire low-arcing projectiles. The dox rounds travel slower, but that appears to be the only difference on initial inspection. Hard to test this without access to cheat commands, I'll do so more extensively later.
    • (possibly in live build) Units are able to fire at land mines without radar coverage, rendering land mines completely useless.
    Edit: Also, a tip for metal sliders. Their values have changed, so that 0 density now means 0 mex points on that planet (a spawn point creates 3 additional mex spots where it is located, however, so keep that in mind).
    Last edited: April 30, 2014
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  9. nixtempestas

    nixtempestas Post Master General

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    Selection icons are on but do not work.

    also, an inferno would be a logical choice to set a forest on fire. Or atleast start a tree on fire, but this poor fellow
    upload_2014-4-29_20-54-28.png

    has been going at that tree for about a minute. The other fire was started by the uber cannon. Not sure if its a bug, oversight or some weird logic. Whatever the reason, I want a flame throwing tank to burn things.
    aevs likes this.
  10. Raevn

    Raevn Moderator Alumni

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    The Dox does not have an ARC value set for it's weapon - I assume low arc is the default. The velocity of the Grenadier weapon is variable, depending on the range to target (min 25, max 50).

    Just look at the game files ;)
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  11. Raevn

    Raevn Moderator Alumni

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    I'd also add that most things just kill trees outright (they only have 10 health). It would be good if they could take a hit or two (or more).

    Edit: It appears it was intended the health to be changed to 25 (in base_feature.json), however this is overwritten in the individual feature blueprints back to 10.
    Last edited: April 30, 2014
  12. aevs

    aevs Post Master General

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    Forgot about that one, I have the same issue.
    Yeah, probably should have done that :rolleyes:.
    Still, it seems odd that the dox will have a higher arc than the grenadier fairly often.
  13. stuart98

    stuart98 Post Master General

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    Seems to me like someone forgot to revert the changes. Dox still shoots a grenade that does splash damage. :-|
  14. aevs

    aevs Post Master General

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    Minor bug: the move-command line draw feature is not fully visible when drawn in a forest.

    Major exploits:
    The weird permanently empty health bar over commanders is visible even with radar coverage. (possibly even without any kind of intel coverage. at least that's how it is with chronocam)
    The starting point of the enemy commander is visible on the start of the match (the trees where commanders land are cleared, and this clearing is visible at the start).

    Also, noticed units getting stuck on structures a lot. The enemy commander in my last match had energy queued up, and kept trying to walk straight through a metal extractor for several minutes to get there.

    EDIT: Also, mex point density still doesn't make much sense. Setting it to '1' for a size 350 planet still generates over 50 mex points (not counting the ones generated from spawning).

    EDIT 2: Also seems that changing your team colour while the planets are loading may cause the game to freeze, at which point the program has to be force-quit. Happened to me 3 or 4 times already.
    Last edited: April 30, 2014
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  15. stuart98

    stuart98 Post Master General

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    Just played a match vs Gandalf (Which I ended up winning because Infernos... :p) on it where we were unable to see the in progress structures of the other player. This affected both of us. Planet was a desert.
  16. Devak

    Devak Post Master General

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    you weren't supposed to pass!
  17. superouman

    superouman Post Master General

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    Are there any fixes to the AO and lighting bugs for radeon gfx cards in this pte build?
  18. wondible

    wondible Post Master General

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    The client is also no longer checking water height. The designer still labels high values experimental, but I was able to start a 100 against AI with just stock system designer and create game.

    Server side I don't think anything changed - I was able to use high water with code driven games before.
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  19. cola_colin

    cola_colin Moderator Alumni

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    I could imagine that is part of the changes to fix the server side limit of the planet size: They removed pointless client side limits as well.
    aevs likes this.
  20. wondible

    wondible Post Master General

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    Oh noes - selection icons broke - I can hardly tell what I'm doing ;^)

    Bots and air under construction appearing below the factory icon. Didn't see it on a vehicle factory. Probably needs more testing to see if the pattern is accurate.

    From previous PTE (Scathis had said don't report bugs, probably just talking about bug tracker) Building an orbital factory will crash the game as soon as the orbital fabber arrives at the construction site. If I try to reconnect to the game, it immediately crashes again.

    Com got stuck trying to build power:

    Screen Shot 2014-04-30 at 07.28.18 .png

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