[WIP][Server] Dreadnought Balance Mod

Discussion in 'Work-In-Progress Mods' started by mjshorty, November 8, 2020.

  1. mjshorty

    mjshorty Well-Known Member

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    https://github.com/dreadnought101/com.pa.dreadnought.dreadnought_balance_mod

    Zip Link -https://github.com/dreadnought101/com.pa.dreadnought.dreadnought_balance_mod/archive/main.zip

    Makes various balance changes to units for testing and theory crafting, specific details on forums or in notepad info

    KNOWN ISSUES

    ARES secondary guns not using full range
    Firefly not being able to radar stealth

    CONSIDERING (some ideas that may or not be implemented)

    ~Omega (Advanced Orbital)
    (Dev Idea: Make them actually counter avengers)
    -Add splash to anti-orbital weapons (2x65 damage every 1.00 seconds)
    --Full Damage radius: 1
    --Splash: 10x2 damage, radius 3

    ~Ares
    -Ground AOE only affects structures

    ~Lob
    (Dev Idea: The lob's current role is a 1-dimensional factory, not a defensive structure, this will change its role to units that have a limited life-span but have more impact)
    -Change ammo from dox to squall (Drone from Typhoon)

    ~Jig
    -Make death explosion only affect buildings
    Last edited: February 8, 2021
  2. mjshorty

    mjshorty Well-Known Member

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    FULL BASE CHANGES (Changes from current base game) [Updated as of patch 1151447]

    ~Firefly (T1 Air Scout)
    -Added Radar Stealth

    ~Hummingbird (T1 Air Fighter)
    -reduced damage from 80 to 75.
    Dev Idea: Allows for easier partial heals from damage for both fireflies and Pheonix and reduces Fireflies impact slightly on heavy health T2 Air and Titan. May change to 70 which will have more significant ramifications for air fights.

    ~Skitter (T1 Vehicle Scout)
    -Added Radar Stealth

    ~Stryker (T1 Vehicle)
    (Dev Idea: Gives them more dart in-dart out mechanics, changes up the gameplay between them and dox and against other units)
    -Health decreased 60 to 50
    -Range decreased 80 to 75
    -Damage decreased 15x2 to 13x2
    -Movement Speed Increased 18 to 20
    -Weapon Muzzle Velocity Decreased 140 to 135

    ~Ant (T1 Vehicle)
    (Dev Idea: Matches spark vision and better supports high range+low vision units)
    -Vision radius increased 100 to 130

    ~Spinner (T1 Vehicle)
    -Rate of Fire increased 2.4 to 2.7 per second

    ~Dox (T1 Bot)
    (Dev Idea: Allows for more smooth micro and dox will have near 100% uptime when heavily microd)
    -Acceleration decreased from 180 to 50
    -Move Speed increased 19 to 20
    -Weapon Muzzle Velocity Increased 130 to 135

    ~Grenadier (T1 Bot)
    (Dev Idea: Makes Grenadiers less spammy in both unit amounts and how often they fire, and make their shots matter more)
    -Metal cost increased 100 to 140
    -HP increased 80 to 100
    -vision increase 115 to 120
    -Range decreased 145 to 140
    -Firerate decreased 2.00 to 4.20 seconds
    -dps decreased roughly to 32
    -Damage increased 40x2 to 62x2
    -Splash damage increased 30x2 to 46x2

    ~Spark (T1 Bot)
    (Dev Idea: Decrease range allows for more micro opportunities for strykers+dox to play around Sparks but still makes sparks strong if unmicrod. Also allows ants+drifters more control against them)
    -Decreased range 70 to 65

    ~New AA bot Unit - Spinner (T1 Bot)
    (Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but lower dps overall.)
    ~HP 140
    ~Metal Cost 140
    ~Vision 100
    ~Range 180
    ~Damage 95
    ~Rate of Fire 0.33 (1 shot every 3 seconds)
    ~DPS 32

    ~Locust (T2 Bot)
    -Deleted from the game
    ...kidding.
    -build cost increased 260 metal to 265

    ~Colonel (T2 Bot)
    -Metal cost reduced 7000 to 6500

    ~Storm (T2 Vehicle)
    (Dev Idea: takes 3 shots to kill bombers instead of 2, but increase range for more coverage and utility for larger armies present in later stages of game)
    -range increased 100 to 120
    -damage decreased 4x15 to 4x10
    -Splash decreased 10 to 7
    -velocity increased 100 to 120
    -lifetime increased 15 to 18

    ~Vanguard (T2 Vehicle)
    -Radar increased 260 to 300
    -Jamming removed

    ~Pheonix (T2 Air Fighter)
    -range increased 120 to 145
    -damage decreased 150 to 50
    -rate of fire increased 0.33 to 0.15 (fires 7.5 shots per second instead of 3)
    Dev Idea: Experimental changes. Will likely revert or reduce.

    ~Hornet (T2 Air bomber)
    -range increase 180 to 200
    -vision radius increase 200 to 210
    -underwater vision radius 200 to 210

    ~Piranha (T1 Naval)
    (Dev Idea: Piranhas with torpedo changes lock down shorelines even against defense structures and grenediar/drifter retakes, this will reduce that power but increase their early game presence in naval engagements and raiding, metal increase is to slightly slow down overwhelming an opponent)
    -range decreased 130 to 110
    -metal cost increased 150 to 160
    -damage increased 20 to 24

    ~Barracuda (T1 Naval)
    -No Longer has radar stealth

    ~Narwhal (T1 Naval)
    (Dev Idea: Allows for air to play better around Narwhals but doesn't punish players for building narwhals early and getting caught out by early naval aggression. Added weak but long range torpedo launchers to give it a small bit of presence against orcas+subs)
    -Vision+underwater increased 180 to 200
    -Health reduced 750 to 550
    -Metal cost decreased 450 to 350
    -AA Weapon firerate 3.0/s to 2.4/s
    -AA Weapon damage decerased 25 to 20
    -Added Torpedo Launchers
    - -50 damage
    - -225 range
    - -0.2 Firerate (fires 1 shot every 5.00 seconds)
    - -Velocity 5.0 (same speed as barracuda/orca)
    - -Lifetime 7 (how long the torpedo lasts before fizzling out)

    ~Barnacle (T1 Naval)
    (Dev Idea: Quality of life changes to let the Barnacle's speed match Orcas/Narwhals at 11 and allows it to repair more safely and consistently. Extra note, build range may be to big but want to try something extreme, will likely be 90 after)
    -speed increased 10 to 11
    -build range increased 65 to 120

    ~Atlas (Titan)
    (Dev Idea: General buffs to health but makes them slightly less devestating when they reach your frontline, would love to give more options of attacking later)
    -Health increased 40000 to 60000
    -full Damage radius decreased 80 to 60
    -splash damage raidus decreased 135 to 120 (damage still 8000)

    ~ARES (Titan)
    (Dev Idea: Makes killing it easier, and gives a real use to secondary guns)
    -Health decreased 80000 to 50000
    -secondary weapons range increased 220 to 350
    -secondary weapons velocity increased 140 to 225
    -secondary weapons lifetime increased 3.0 to 4.5

    ~Typhoon (T2 Naval)
    (Dev Idea: Typhoons launch squalls a little to quickly and even overwhelms units that should counter typhoons, but if enough squals build up, it should still be punishing)
    -Squal launchrate 2.0/s to 1.8/s

    ~Omega (Advanced Orbital)
    (Dev Idea: Make them actually counter avengers)
    -cost reduced 14000 to 12500

    ~Solar Array (Advanced Orbital energy producer)
    (Dev Idea: Solar-power is GREEN! and best!)
    -HP Increase 1000 to 6000
    -Metal cost increased 1600 to 5000
    -Energy production increased 2500/s to 9000/s
    -Added 100,000 energy storage (from 0)

    ~Jig (Orbital Gas Giant Extractor)
    (Dev Idea: Refocuse orbital energy production to Solar Arrays, Jigs cover to many roles and are strong for their value)
    -Removed 50,000 energy storage (to 0)
    -Removed 7,500 energy production (to 0)

    ~Energy Storage
    (Decrease cost so its easier to build earlier on and increase storage amount to be impactful)
    -HP Reduced from 7500 to 5000
    -Metal Cost reduced 450 to 250
    -Storage increased 100,000 to 250,000

    Advanced Metal Extractor (T2 Economy)
    -Metal Cost reduced 2000 to 1800

    ~Single Laser Defense Tower (1 barrel)
    (Dev Idea: Adds more support against dox/strykers early game but is vulnerable to stronger T1 units, now 2 shots dox like it 2 shots strykers)
    -Metal Cost decreased 225 to 175
    -Range decreased 100 to 90
    -damage decreased 40 to 35

    ~Lob (T1 Defense Structure)
    -Uses Squals (Drone) instead of Dox
    Dev Idea: Turns the lob into a proper defensive structure instead of a makeshift factory. Will probably change squal's effectivness or cost.

    ~Advanced Laser Defense Tower (T2 Defense Structure - triple barrel)
    (Dev Idea: General T2 defense buffs)
    -Metal cost reduced 900 to 875
    -Range increased 120 to 140

    ~Flak Cannon (T2)
    (Dev Idea: General T2 defense buffs)
    -HP reduced 2000 to 1700
    -Metal cost reduced 900 to 750
    -Range increased 120 to 150

    ~Advanced Torpedo Launcher (T2)
    (Dev Idea: General T2 defense buffs)
    -metal cost reduced 1000 to 950
    -range increased 210 to 300
    -Rate of fire decreased 2.5 to 2.0/s
    -torpedo lifetime increased 5 to 7
    -Vision radius increased from 210 to 260
    -Underwater vision radius increased 200 to 260
    -Radar radius increased 210 to 310
    -Sonar radius increased 210 to 310

    ~T2 factories. (Vehicle/Bot/Air/Naval)
    -Cost reduced from 4800 to 4500

    ~Orbital Launcher (T1)
    -Cost increased 600 to 1000

    ~Unit Cannon (T2 Launcher Factory)
    -Metal cost reduced 10000 to 9500
    -HP increased 18000 to 40000
    Dev Idea: Increased HP to be more in line with advanced factory HP for such a significant metal investment. Allows it to survive 1 nuke in orbital games. Will try to make it buildable on water later.

    -All Advanced Fabricators [Vehicle/Bot/Air/Naval] can now build all types of Titans [Atlas/Ares/Zues]
    (Dev Idea: Quality of life change, most players just relied on orbital fabs to build the desired titan)
    Last edited: May 28, 2021
  3. mjshorty

    mjshorty Well-Known Member

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    Patch 1.1
    Added and Rejected recent 115050 changes (Parenthesis notes changes that were rejected or kept the older values in balance mod. Adjusted BASE NOTES if you get confused)

    -(Stryker speed increased from 18 to 20)
    -Ant Increased 90 to 120
    -(Grenediar vision decreased 125 to 120)
    -(Spark Range decreased 70 to 65)
    -Mend advanced combat fabricator decreased 1200 to 1000
    -(Spinner Increased Rate of Fire 2.4 to 3.0) [may adjust to 2.7 later]
    -(Pirhanna range decreased 110 from 120)
    -(barracuda Submarine no longer has stealth)
    -Horsefly cost decreased 2000 to 1800
    -Angel cost decreased 5500 to 5000
    Last edited: November 21, 2020
  4. mjshorty

    mjshorty Well-Known Member

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    Patch 1.11
    ~Solar Array
    Added 100,000 energy storage (Adjusted ingame Info text to correlate)

    ~Jig
    Removed 50,000 energy storage (Adjusted ingame Info text to correlate)
    Removed 7,500 energy production

    ~Colonel
    Metal cost reduced 7000 to 6500
    Last edited: December 13, 2020
  5. mjshorty

    mjshorty Well-Known Member

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  6. mjshorty

    mjshorty Well-Known Member

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    ~Patch 1.14
    -Fixed an issue where metal extractors were producing 24 metal instead of 16
    -Added various PewPewPew affects (thanks to mot for creating such a good mod)
  7. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.15 (Patch 115447 adjustments https://planetaryannihilation.com/news/rainbows-unicorns-updates/#115447)
    -(Accepted Orbital Launcher cost decrease from 1500 to 600 metal)
    -(Accepted Orbital Factory cost increase from 3600 to 6000 metal)
    -(Accepted Commander buildable Umbrella/Orbital Launcher)
    -(Rejected Dox move speed increase 18 to 19)
    -(Rejected Grenedier vision decrease [125] 120 to 115)
  8. mjshorty

    mjshorty Well-Known Member

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    ~Patch 1.20

    -Fixed an issue with the spinner not having proper targeting priorities
    -Fixed an issue with Advanced Torpedo launchers not able to be built on land

    -Added the T1 Spinner AA bot.
    (Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but lower dps overall.)
    ~HP 140
    ~Metal Cost 140
    ~Vision 130
    ~Range 180
    ~Damage 95
    ~Rate of Fire 0.33 (1 shot every 3 seconds)
    ~DPS 32
    (WIP increasing model size)

    -Significant Grenadier changes
    (Dev Idea: Makes Grenadiers less spammy in both unit amounts and how often they fire, and make their shots matter more)
    ~Metal cost increased 100 to 140
    ~HP increased 80 to 100
    ~Fire rate 2.00 [2.8s] decreased to 4.2s
    ~Damage increased 40x2 to 62x2
    ~Splash damage increased 30x2 to 46x2
    (WIP increasing model size)
    (possibly add ammo bar)

    -Vanguard
    ~Radar increased 260 to 300
    ~Jamming removed

    -Ant
    (Dev Idea: Matches spark vision and better supports high range+low vision units)
    ~Increase Vision 100 to 130

    -Advanced Torpedo Launcher
    ~Decreased range from 350 to 300
    ~Decreased Vision from 320 to 260
    ~Decreased Radar from 340 to 310
    ~Decreased Torpedo Lifetime 8 to 7
    ~Decreased Rate of fire from 2.5 to 2.0

    -Spinner
    ~Decreased Firerate from 3.0 to 2.7
    Last edited: January 16, 2021
  9. mjshorty

    mjshorty Well-Known Member

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    Patch 1.21

    ~Stryker
    -Weapon Muzzle Velocity Decreased 140 to 135
    -Health Decreased 60 to 50

    ~Dox
    -Weapon Muzzle Velocity Increased 130 to 135

    ~Narwhal
    (Dev Idea: Added weak but long range torpedo launchers to give it a small bit of presence against orcas+subs and pressure on torpedo launchers)
    -Vision+underwater increased 180 to 200
    -Added Torpedo Launchers
    - -50 damage
    - -225 range
    - -0.2 Firerate (fires 1 shot every 5.00 seconds)
    - -Velocity 5.0 (same speed as barracuda/orca)
    - -Lifetime 7 (how long the torpedo lasts before fizzling out)

    ~Grenadier
    -Added ammo bars for visual clarity (no gameplay changes...yet)

    ~Skitter
    -Added radar stealth

    ~Firefly
    -Added radar stealth (seems like something doesn't work when adding radar stealth to air units though)
    Last edited: February 11, 2021
  10. mjshorty

    mjshorty Well-Known Member

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    Patch 1.22

    -Angel can now counteract T1 Bot-AA Stinger's shots.
    -All Advanced Fabricators [Vehicle/Bot/Air/Naval] can now build all types of Titans [Atlas/Ares/Zues]
    (Dev Idea: Quality of life change, most players just relied on orbital fabs to build the desired titan)

    ~Stinger
    -Reduced vision radius from 130 to 100

    [Accepted all Patch 15529 changes including Orca/Catapult/Holkins/Orbital Fabber and excluding grenadier range decrease is already incorporated]
    Last edited: March 9, 2021
  11. mjshorty

    mjshorty Well-Known Member

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    Patch 1.23

    ~Hummingbird (T1 Air Fighter)
    -reduced damage from 80 to 75.
    Dev Idea: Allows for easier partial heals from damage for both fireflies and Pheonix and reduces Fireflies impact slightly on heavy health T2 Air and Titan. May change to 70 which will have more significant ramifications for air fights.

    ~Pheonix (T2 Air Fighter)
    -range increased 120 to 145
    -damage decreased 150 to 50
    -rate of fire increased 0.33 to 0.15 (fires 7.5 shots per second instead of 3)
    Dev Idea: Experimental changes. Will likely revert or reduce.

    ~Stryker (T1 vehicle)
    -Range increased 70 to 75 (base game 80)

    ~Dox (T1 bot)
    -speed increased 18 to 20 (base game 19)

    ~Narwhal (T1 Naval)
    -Metal cost reduced 400 to 350 (base game 450)
    -health reduced 750 to 550

    ~Grenadier (T1 bot)
    -Removed cosmetic ammo bar to reduce visual clutter.

    -Fixed bug with firefly air scout and radar stealth.
    Last edited: May 27, 2021
  12. mjshorty

    mjshorty Well-Known Member

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    Patch 1.24

    ~Lob (T1 Structure)
    -Uses Squals (Drone) instead of Dox
    Dev Idea: Turns the lob into a proper defensive structure instead of a makeshift factory. Will probably change squal's effectivness or cost.

    ~T2 factories. (Vehicle/Bot/Air/Naval)
    -Cost reduced from 4800 to 4500

    ~Orbital Launcher (T1 orbital constructor)
    -Cost increased 600 to 1000

    ~Unit Cannon
    -Metal cost reduced 10000 to 9500
    -HP increased 18000 to 40000
    Dev Idea: Increased HP to be more in line with advanced factory HP for such a significant metal investment. Allows it to survive 1 nuke in orbital games. Will try to make it buildable on water later.

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