[WIP][Server] Dreadnought Balance Mod

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

  1. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.34

    Dev notes: Ants have shown to be absolutely dominant in teamgames. This will hopefully tone them down, however if this has averse affects for 1v1 where they are unused, I will prioritize 1v1, however I think these changes are light enough that it wont shake things up too much.

    -Drifter cost 235 to 230 (Vanilla 225)
    (The metal adjustment went too high and coupled with other nerfs made drifters not effective)

    -Full damage splash radius 0.25 to 0.75 (Vanilla 2.0)
    -Partial splash radius 1.5 to 2.0 (Vanilla 5.0)
    (The full splash damage radius was simply causing problems for grens being unable to effectively damage slow moving ants/levelers. More a quality of life/consistency fix than a balance one.)

    -firerate reduced 0.55 to 0.525 (Vanilla 0.5) [Fires every 1.9 seconds instead of 1.8 seconds]
    -Turn rate reduced 120 to 90
    (-Ants a long time ago had a turn rate of 90. I intend to do 105, but want to see how this old, more predictive type of micro handles in the modern era. At the moment I believe ants are too responsive and reactive for the lumbering tank persona, and in gameplay terms they are good at kiting backwards quickly and I want to see if this helps fast units+projectiles catch out ants better)

    -Jig explosion mainly affects buildings (units take 4 damage, structures take 4000)

    -Main gun
    - -Partial splash radius 15 to 2
    - -Full damage radius 5 to 2
    (With the addition of side guns being effective against small clusters, this makes primary shots more important in what they hit, especially against T2 vehicles which struggle against Ares traditionally)
    Stomp damage does full damage to structures, and no damage to units (Its set to 2 at the moment for testing purposes, but should have no real impact, even against boombots)

    Patch 1.35

    (AoE component moved to orca. The damage was negligible in even by terms of long range, repurposed narwhals. 100 still doesn't give them that much teeth but is compensation for
    -Torpedo damage increased 50 to 100
    -AOE radius reduced 20 to 2

    (Orcas have been given a role against large swarms of barracudas but are still vulnerable in small engagements)
    -Torpedo damage increased 50 to 100 [Vanilla 250]
    -Added AOE component to torpedo. Radius 25 [Vanilla 10]

    Patch 1.36

    Adv Ship Fabricator
    -Increase build range from 30 to 50
    (Dev Note: This is mostly intended to be a quality of life change to help the adv ship build structures on land, as it does not have water-hover and can't get as close to shore as its basic naval fabricator counterpart)
    Last edited: February 3, 2022
  2. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.40 Legion Patch

    Added Legion Compatibility

    I will be adding a number of changes to Legion soon. Some initial ideas...

    Stoke light to raiding unit
    Add armor AA heavy
    Shank to soft anti T2 status

    Change patriot size, increase range, increase cost, increase damage.
    Lancer changes and reductions, increased
    Peacekeeper speed buff/projectile changes
    Purger health reduction and increased speed

    Scythe reduction
    Nova Death AOE damage changes
    Last edited: February 24, 2022
  3. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    -Patch 1.41

    (Allows commander walking to be more common and push out on the map. I also want to put wall damage to 150% but WIP.
    The torpedo change increases commander kill time for sea based engagements, due to it being significantly higher than land engagements that are around 204 dps including uber cannons, while sea based engagements are at 400 dps)
    -Increased move speed from 6 to 8
    -increased uber cannon damage against structures from 25% to 72% (Roughly 500 damage a shot. Commander vs commander 0.25 is unchanged)
    -decreased commander Torpedo weapon vs commanders from 100% to 50%

    (added quality of life changes)
    -build arm range 20->30
    -turn rate 90->180
    -remove "turn_in_place":false

    -Can now damage orbital units
    (Mostly fixes it from being unable to damage a landing astraeus

    -Decreased build range from 120 to 95 [Vanilla 70]

    (Makes it so Vanguards have a better role on the frontlines of an army, but also makes them less devestating if they are inside an enemy base)
    -Increased range 30 to 60
    -Decreased damage from 2000 to 750 (Including splash)
    -Increased fire rate from 0.5 to 1.0 (Fires 1 shot every 1 second, instead of 1 shot every 2 seconds)

    -Torpedo Fire rate increased 0.25 to 0.75 (Fires three times more often)

    (I want to differentiate the T2 fighter more from its T1 counterpart, as the T2 fighter feels like a direct upgrade upgrade without its own quirks unlike most other T1 to T2 versions)
    -Split Pheonix weapon from 2 firing points to 4, and added seperate sockets so each fires individually rather than in succession.
    -Firerate decreased from 7.5 to 1.0 x4 (each weapon gets their own firing timer now)
    -missile speed increased 150 to 250
    -Bullet lifetime 2.0 to 1.5
    -range increased 145 to 150 (Vanilla 120)
    (Under the hood dev stuff) -"nearby_target_tick_update_interval": 0.2, (Main)
    -"firing_standard_deviation": 25, (Weapon)

    >Orbital Guns (4 turrets, 2 barrels each)
    -added ammo file (it currently uses the same file associated with the Anchor)
    -Reduced Orbital gun range from 175 to 150 [Vanilla 150]
    -Added anti-ground/air/sea to orbital guns. [Adjusted Turret Pitch_Range from 60 to 90 in order to properly hit ground] (Does not attack seafloor)
    -Omega will prioritize other orbital units first.
    -Damage 65x2 to 40x2 perr turret.
    -Firerate increased 1.0 to 1.5 (fires 1.5 times a second)
    >Anti-Ground Lazer
    -Main anti-ground gun can now target seafloor units.
    -Added auto attack component

    Bug Fixes
    -Fixed Orca/Vanguard projectile effects
    -Changed from WL_LandHorizontal to WL_AnySurface for
    Ant, Inferno, Vanguard, Drifter, Leveler, Boom, and Locust.

    Patch 1.42

    ~Locust (T2 Bot)
    -health increased from 60 to 75
    -Reduce cost from 265 to 255 [Vanilla 260]
    (Dev Note: Locust became weaker due to factory changes, this is to adjust)
    Last edited: March 22, 2022
  4. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Integration with Balance Update 115444

    Some changes were already integrated in this mod, and others had alterations or rejections, while some changes I have accepted and now integrated into my mod.
    Concurrent = New update coincides with my current numbers (I need to remove notes now that they are the same as the base game)
    Alteration = New update and original numbers are both different from my rate (thus rejected, but helpful note for myself if I changed something)
    Rejected = I need to update my notes that something is NOW different despite not needing to make actual edits to game files

    Speed reduced from 18 to 17
    Rejected (current speed 20)
    Range reduced from 80 to 75 Concurrent (current range 75)

    Fire rate increased from 0.5 to 0.55 shots/second
    Alteration (0.525)

    Damage reduced from 125 to 120
    Concurrent (current 120)
    Range reduced from 115 to 110 Rejected (current 115)

    Range reduced from 140 to 130
    Previous Integration (current 130)

    Range increase from 30 to 50
    Alternation (range 60)
    Fire rate increased from 0.5 to 1 shot/second Concurrent (1 shot/second)
    Damage/Splash reduced from 2000 to 1000 Alternation (500 damage)

    Speed increased from 7 to 10
    Accepted (new speed 10)
    Turn speed increased from 45 to 60 Accepted (new turn speed 60)
    Turn acceleration increased from 15 to 30 Accepted (new turn accel 30)

    Speed increased from 19 to 20
    Concurrent (20)
    Acceleration reduced from 190 to 50 Concurrent (50)

    Range reduced from 70 to 65
    Concurrent (65)

    Firing deviation increased from 1 to 1.5
    Splash damage REMOVED Rejected
    Splash radius REMOVED Rejected

    Speed increased from 12 to 16
    Alteration (10)

    Fire rate for torpedo increased from 0.25 to 0.75 shots/second
    Concurrent (0.75)

    Health increased from 150 to 350
    Different Baseline but accepted (325 to 350 health)

    Metal cost reduced from 7000 to 6000
    Alteration (6500)
    Health reduced from 8000 to 6000 Rejected
    Build range increased from 20 to 30 Concurrent to NEW Alteration (30 to new, even higher 35 on my end)
    (Bug Fixes)
    `turn_in_place` set to true Accepted
    `turn_speed` increased from 90 to 180 Concurrent (180)

    Health reduced from 150 to 120

    Health reduced from 300 to 240

    Health reduced from 300 to 250
    Range reduced from 80 to 60 Rejected
    Damage increased from 15 to 20 Rejected

    Health increased from 200 to 600
    Alteration (250 health)
    Metal cost increased from 1500 to 3200 Rejected
    Fire rate increased from 0.25 to 0.5 Rejected
    Range increased from 180 to 190 Alteration (200 range)
    Missile velocity increased from 80 to 160 Accepted
    Speed reduced from 40 to 30 Rejected

    Range reduced from 120 to 105
    Alteration (110)

    Torpedo weapon REMOVED
    Significant Alteration (50 damage, huge AOE)
    Updated buildbar and strategic icons accordingly ???

    Torpedo weapon ADDED (250 damage every 2.5 seconds, 100 DPS)
    Already had torpedoes integrated, alternative numbers however


    Removed radar stealth


    Speed increased from 10 to 12
    Alternative to Accepted (old 11 to NEW 12)


    Tactical missile weapon can now target air targets, prioritising Hornets and Wyrms
    Integrated targeting of air. Rejected Prioritization

    Solar Array

    Energy production increased from 2500 to 3200
    Alteration (9000)

    Side cannons can now also target Land, Air and Surface targets
    Side cannons damage reduced from 2x65 to 2x30 Alternative to Accepted (2x40 to NEW 2x30 damage)
    Side cannons fire rate increased from 1 to 2 shots/second Alternative (1.5 shots/second)
    Side cannons pitch range increased from 60 to 180 to allow them to targets units right bellow Alternative (90 pitch, makes it so 4 guns wont hit a planetside unit that is at the edge of range and increases cleave)


    Health increased from 40,000 to 60,000

    Health reduced from 80,000 to 50,000
    Alternative (40000 health)
    Close range aoe “stomp” attack removed Alternative (Stomp damage buildings only)

    Health increased from 10,000 to 12,000
    First rate increased from 0.5 to 0.55 shots/sec Accepted
    Energy draw increased from 5000 to 5500 energy/sec Accepted

    Advanced Metal Extractor
    Health reduced from 5000 to 3000
    Metal production increased from 16 to 18 Alternative (17)
    Metal cost reduced from 2000 to 1800 Concurrent

    Energy Storage
    Storage amount increased from 100,000 to 300,000
    Alternative (250,000)

    All resource storage REMOVED
    Alternative (Metal storage still included at 10,000)
    Energy production reduced from 7000 to 3750 Alternative (Removed Entirely)
    Explosion on death changed to only damage structures Concurrent

    Single Laser Tower
    Health increased from 350 to 400
    Yaw rate increased from 60 to 90 Accepted
    Damage increased from 40 to 60 Alternative (35 damage)

    Advanced Laser Tower
    Hitbox adjusted
    Range increased from 120 to 130 Alternative (140)
    Rate of fire increased from 3 to 5 Accepted

    Fire rate increased from 3 to 4.5
    Metal cost per shot reduced from 60 to 50 Rejected
    Ammo capacity reduced from 500 to 445 Rejected
    Ammo demand reduced from 15 to 13 Rejected

    Unit Cannon
    Added Storm to the buildable units
    Can now be built on water Accepted (How the hell did they get that to work?)
    Metal cost reduced from 10,000 to 6800 Alternative (7200)

    Bug Fixes (These are more just notes to self if I need to copy the JSON if I don't understand the change, or include if I know what to edit within my JSON file as I pretty much accept all changes )
    Gil-E delay in intercepting missiles corrected Copy
    Galata can now damage Astraeus Include (was already concurrent?)
    Storm can now damage Astraeus Include
    Commander turns changed to avoid them getting stuck
    `turn_in_place` set to true
    `turn_speed` increased from 90 to 180 Include
    Kestrel guards properly Copy
    Ant, Inferno, Boom, Drifter, Leveler, Locust, Vanguard guard layers fixed to behave properly when patrolling and attack-moving Concurrent
    Beam weapons no longer stopped by water surfaces Copy?? (How was this changed)
    Last edited: April 13, 2022
  5. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.44


    Cruise Missile Lifetime reduced 60 to 15
    (Dev Comment: Massive lifetime made avoiding cruise missiles by fast air units time consuming. This is still a long lifetime)

    -health reduced 160 to 130
    -Speed increased from 10 to 13
    -Attack speed reduced 2.4/s to 2.2
    (Dev Comment: General AA speed increases to help with non-air oponer viability with health, damage, vision nerfs as compensation)

    -health reduced 140 to 115
    -Speed increased from 10 to 14
    -vision reduced 100 to 90
    (Same notes as Spinner)

    ~T2 Radar
    -Added 50 radius jamming
    (Dev Comment: Allows T2 radar to have a unique impact compared to spamming T1 Radar or having orbital radar. Also increases decision making in placement and can give consideration to building more than 1-2 of these in a game)

    Patch 1.45

    ~T2 Rader

    -Increased jamming radius from 50 to 100
    -Added a red circular jamming indicator
    -Added underwater component (Alongside Surface and Air)

    -Decreased damaged from 300x2 to 225x2
    -Decreased partial AOE radius from 3 to 2 (full damage AOE 1 radius unchanged)
    (Dev Comment: I may prefer 250x2 so that ants+drifters will still get 1 shot even if partially hit, but I want to see a lowering of leveler damage overall as their dps is insane against high health targets, but still maintain that they can 1 shot many T1s, and easily kill slammers and other soft T2. I don't like that their AOE makes them good at handling groups as well and want to reduce it slightly)

    ~Anti-nuke launcher
    -Decreased building cost from 12000 to 5000
    -Increased anti-missile cost from 5000 to 9000
    -Increased Build rate from 60 to 92
    -Increased Energy Drain from 4000 to 6120 (roughly the same 66.7 energy per metal)
    (Dev Comment: Helps decrease reaction time/cost for the first missile from 17000 to 14000 but increases fully 3 equipped from 27000 to 32000. Also buildrate is increased to keep non-boosted silo build-times the same at around 80 seconds per shot)

    [Split Laser beam into two separate weapons]

    -Ground Damage decreased from 25 to 20
    -Air Damage increased 25 to 30
    -Air gun range increased 70 to 150
    -Air gun fires 1 every 3 seconds
    -Air gun also has its own energy bar/drain rate of 100e/s but without 'banking'
    -Added Guardlayer + All to improve Icarus performance
    Last edited: May 13, 2022
  6. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.46

    -Metal cost reduced 255 to 250 [Vanilla 260]
    -Health Increased 75 to 80 [Vanilla 60]

    ~Kraken torpedo weapons
    -range 150 to 210
    -firerate 0.6 to 0.3
    -250 damage to 500
    -lifetime 4 to 5s
    (I wanted to give a little more dynamic power to their torpedos against vulnerable units, while simultaneously making them weaker against their sub counter, increasing their time to kill from

    -Health decreased from 300 to 225 (Vanilla 240)
    -Pheonix range decrease 150 to 120 [Vanilla 120]
    -firerate 1.0 to 2.8 [Vanilla 3.0]
    -missile speed 250 to 150 [vanilla 150]
    -bullet lifetime 1.5 to 2.0 [vanilla 2.0]
    (Allows them to be 3 shot by Hummingbirds, as well as revert some more experimental changes, though I'll be keeping the 4x shot in due to PAPA edits and see how it plays out)

    -Added better vertical AOE to support naval engagements.

    Demonstration can be showcased here -- --
    Last edited: June 19, 2022
  7. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.47


    -AA damage decreased 30 to 25
    -Metal Cost increased 125 to 130
    -Movement Speed decreased 50 to 45

    -Move Speed Increased 32 to 35 [Vanilla 25]

    -Increased Fire-Rate from 2.2 to 2.4 [Vanilla 2.4]

    -Increased Metal Cost from 230 to 235 [Vanilla 225]
    -Increased Damage from 125 to 160 [Vanilla 120]
    -Decreased Fire-Rate from 1 shot 2.5s to 3.2s
    (More glass cannon, heighten its strengths against T2 targets and ants+sparks but make them weaker against grenadiers and sparks+dox)

    T2 Fabricators - Increased Metal Cost
    -Bot 1650 to 1700 [Vanilla 1800]
    -Vehicle 1850 to 1900 [Vanilla 2025]
    -Air 2000 to 2075 [Vanilla 2200]
    -Naval 2150 to 2225 [Vanilla 2400]

    T3 Turret
    -Health decreased 4250 to 3750 [Vanilla 4000]
    -Range decreased 140 to 130 [Vanilla 130]
    -Firerate increased 2.5 to 4.5 [Vanilla 5.0]
    -Damage increased 150 to 175
    (Metal cost is at 875, down from 900. Adjusting turret health and increasing firerate to near new vanilla rates. Removing anti-Grenadier capabilities)

    -Added back priorities for cruiser missile against horseflies/wyrms.
    (am also considering adding horseflies for cruiser priorities)

    Nuke Launcher
    -Structure cost reduced 14400 to 9600
    -Missile cost increased 30000 to 34000
    -Metal Build Rate increased 90 to 120
    -Energy draw increased 6000 to 7500
    (Slightly reduces first shot by 400, but increases cost of follow up by 3000 as the second shot tends to nearly always finish an opponent before they can recover if the first lands. Also spiced up build rate to devalue boosting)
    Last edited: June 19, 2022
  8. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.48

    T3 Turret
    -Firerate 4.5 to 3.5 [Vanilla 5.0]
    -damage 175 to 200 [Vanilla 150]
    -Health decreased 3750 to 3500 [Vanilla 4000]
    (Dev Note:Not a fan of the T2 turret obsoleting the other turrets with both its fire-rate and damage. Encourages players to invest in a comprehensive turret line to handle swarms of units. Would like T2 turrets to be more tanky as well compared to T3)

    -Health decreased 240 to 225 [Vanilla 250]

    -Torpedo Launchers
    - -100 to 150 damage [Vanilla 250]
    - -225 to 150 range [Vanilla 150]
    - -0.2 to 0.4 firerate [Vanilla 0.4]
    - -7 to 5 Lifetime [Vanilla 5]
    (Reverting experimental torpedo changes)

    T1 naval fab
    -Move speed increased 10 to 12
    (Dev Note: Allows for faster openings to cut down on the slow nature of early naval, as well as be less punishing when killing fabs that are far away from a factory spawn point)

    T2 Naval fab
    -Changed T2 naval fab from deepwater to water-hover
    (Dev Note: movespeed 10 unchanged. The water-hover change is for pure quality of life in building on land and will likely have little impact on balance)

    Patch 1.49

    T3 Turret

    Range increased 130 to 135

    Decreased Vision from 200 to 180 [Vanilla 180]
    (Overlooked but coincides with torpedo range reduction)
    Last edited: June 28, 2022
  9. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.50 --Orbital Patch [TLDR Increases speed and attack range of many orbital units and hemogenizes movement speed between planets]

    Orbital Navigation
    (Increases arrival spread to a planet)
    -"orbital_arrival_radius": 100, to 300
    -"orbital_arrival_unit_radius": 7.5, to 22.5-"planetary_arrival_cooldown_time": has been increased from 3.0 to 4.0 for most units, and 2.0 for Avenger/Hermes/Astraeus
    -Most units have been hemogenized to have identical movement between planets with some exceptions.
    >Hermes and Nuke remains extremely fast
    >Avenger/Astraeus have been increased to be faster than normal
    >Solar array has been increased to average speed
    >Unit Cannon has been slowed to average speed
    >Orbital Fab/ARKYD/Artemis/SXX/Omega/Advanced Radar/Helios/T2 Air fighter remain unchanged

    -Movespeed/Brake/Accel 25 to 50
    -Health reduced 225 to 150 [Vanilla 150]
    -System multiplier 10.0 to 16.75
    -gravwell multiplier 5.0 to 7.0
    -Orbital Arrival delay reduced 3.0 to 2.0
    (Orbital Movement has been increased roughly 20% from slower than other orbital units to faster)

    -150 orbital range 150 to 200 (25%)

    -Speed/brake/accel 75 to 100
    -Orbital Arrival delay reduced 3.0 to 2.0

    -HP increased 50 to 90
    -Speed/Accel 65 to 90 (brake 20 to 25)
    -System multiplier 15.0 to 18.75
    -gravwell multiplier 6.0 to 8.0
    -100 weapon range to 135 (36%)
    -weapon projectile speed - 300 to 400
    -Orbital Arrival delay reduced 3.0 to 2.0
    (gets 3 shot by other avengers, 1 shot by everything else anti-orbital, next minimum is Omega at 65x2=130 [my version 45x2=90] and anchors at 200, Umbrella is 100)

    Orbital Fabricator

    ARKYD basic orbital radar
    -Speed/break/accel 15 to 20

    -Speed 30 to 50 (brake/accel 10 to 20)
    -350 range to 450 (23.3%)

    -Speed/break/accel 25 to 45

    -Speed 15 to 25 (brake 80 to 120, acceleration 30 to 45)
    -Turret Pitch Range 90 to 92.5 [Vanilla 120]
    (Turret change allows for all 4 turrets to hit things directly beneath omega, but only 2-3 turrets will attack things on the edge)

    Advanced Radar Sattelite

    Solar Array
    -Gravwell_veloc 3.0 to 6.0



    Unit Cannon
    -System Multi 20.0 to 15.0
    -Gravwell 10.0 to 6.0

    Pheonix T2 Air Fighter
  10. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.51 Missile Patch

    -HP increased 3000 to 6000
    -Cost decreased 4000 to 3750
    (Helps pad against orbital units, especially given their recent buffs where 25 avengers were able to kill a jig in 1 pass and also don't risk Jig explosion damage. Will still cost slightly more than an advanced metal mex per production point at 125/m vs 106/m [and T1 still at the great 24/m])

    Solar Array
    -Energy Production 9000 to 11000
    -health increased 6000 to 7000
    (Metal cost is 5000 in my version, so gives a 2.2 ratio of metal to energy production. Advanced energy is 1.875, and Legion's is 2.4. The slight health buff is in response to improved orbital mechanics)

    (Dev Note: I had been meaning to adjust these missiles for awhile, but the orbital speed buff has made it convenient. The hornet, while not affecting orbital, has been too fast and will be reduced as well as my hornets being half cost/half fire-rate so overkill mechanics matter less. Hemogenized missile stages to bluehawk stats as that does best in managing orbital dynamics fluidly)

    -Missile velocity increased 80 to 100 [Vanilla 160]
    -Missile lifetimes reduced 15 to 8

    -Missile velocity increased 80 to 100
    -Missile lifetime reduced 15 to 8
    -Missile Cruise Height increased 20 to 65
    (Hopefully fixes a bug where bluehawk missiles would hover over a target, as well as allows pelicans to pick up units and dodge a missile immediately as it explodes beneath rather than circles below, allowing for specific counterplay with pickup/drops)

    -Metal 2000 to 1750
    -Health 1500 to 1000
    -Missile velocity increased 80 to 100
    -Missile lifetime reduced 15 to 8
    -Firerate 0.4 to 0.2857 (Fires once every 3.5 seconds instead of 2.5)
    (Helps discourage constant catapult spam, but also allows for more strategic positions to be built with a metal cost reduction, and perhaps a vehicle push counter strategy)

    -Missile velocity increased 80 to 100
    -Missile lifetime reduced 15 to 8
    -Missile turn rate 0 to 45
    -Missile damage increased 1000 to 1250
    (5 to 4 shot typhoon and 6 to 5 leviathan. Does not change 4 shot omega nor 3 shot wyrm)

    -Bullet Velocity increased 1000 to 1250
    -Lifetime 3 to 2.4

    Basic Vehicle Fab
    -Speed increased 12 to 13
    (Dev Note: Gives vehicle 1st openers slightly better viability. Bot speed is still 16, and metal cost 150 vs 200 for distinct differences. May increase energy drain or reduce health of vehicle fabs slightly.)
  11. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.52 Legion Homogenization (These changes are for pure 1 to 1 ratio aspects that were intended between MLA and Legion. I did make some deliberate adjustments not to follow the ratio, such as the Legion build rate to be the exact same, instead of improved, over MLA, but others like the Viper I will return to)


    -Move Speed 6 to 8
    -Torpedo damage vs comms 50%
    -Uber cannon 72% against structures (25% against comms unchanged)

    Support Commander (Praetorian)
    -Cost reduced 7000 to 6500 [MLA 6000 to 6500]
    -Build range increased 30 to 35 [MLA 30 to 35]
    -Turn in place set to true [MLA True]
    -Turn speed 90 to 180 [MLA 180]
    -(Health unchanged at 8000) [MLA 6000 to 8000]
    (Interestingly Praetorian wasn't updated like the Colonel. It also shoots twice as fast for half damage, and at 110 range compared to colonel's 100 range. Added turn rate/break rate/turn in place for Quality of Life)

    T2 Legion Scout (Infiltrator)
    -Added Orbital system multi 15.0
    -Added 50 vertical speed
    (Hemogenized with T2 fighters, I think these were overlooked stats and not reported)

    -HP increased 3000 to 6000
    -Metal Cost increased 3000 to 3750 [MLA 4000 to 3750]
    -Removed 3750 Energy Production
    -Added 10,000 metal storage
    -(Shares Jig explosion)

    Advanced Mass Extractor
    -HP 3000 to 5000
    -Metal Production 18 to 17

    OmniSilo Storage
    -Energy Storage increased 75k to 200k

    Armor Fabricator
    -Speed increased 11 to 12 (MLA 12 to 13)

    Fabrication Vessel
    -Move Speed Increased 9 to 11 (MLA 10 to 12)
    -HP increased 180 to 360 (MLA 100 to 200)
    (Dev Note: I will return to these numbers later and likely decrease health of Legion vessel)

    Advanced Fabrication Vessel
    -Added Water Hover (movespeed unchanged)
    -(ignored 50 build range, MLA's is 30 to 50)

    All Advanced Fabricators
    -All Advanced Fabricators can construct the Loki/Odin/Thor
    -Adv Walker 2000 to 1900 (MLA 1800 to 1700)
    -Adv Armor 2250 to 2100 (MLA 2025 to 1900)
    -Adv Flyer 2400 to 2250 (MLA 2200 to 2075)
    -Adv Vessel 2700 to 2500 (MLA 2400 to 2225)

    Advanced Factories
    -Cost reduced 4800 to 4400

    Adv Walker Factory
    -Metal Build Rate 50 to 60 (MLA 45 to 60)
    -Energy Consumption 1650 to 1800 (MLA 1200 to 1500)
    -33 energy per metal to 30 [MLA unchanged]
    -Roll Off Time 3 to 5

    Adv Armor Factory
    -Metal Build Rate 50 to 60 (MLA 60)
    -Energy 1650 to 1800 [MLA 2025 to 1800]
    33 to 30 E/M
    -Roll off time 4 to 6.5

    Adv Flyer Factory
    -Metal Build Rate 50 to 60 (MLA 45 to 60)
    -Energy 1650 to 1800
    -33 to 30 E/M
    -Roll off time 2 to 5

    Adv Ship Factory
    -Metal Build Rate 65 to 72 [MLA 60 to 72]
    -Energy 1900 to 2015
    -29.2 to 28 E/M
    -Roll off time 6 to 9

    (I decided to hemogenize all factories to 60, instead of increase Legion's by a factor of 25% which would have brought it to 62.5)

    ~Anti-nuke launcher
    -Decreased building cost from 15600 to 6000 [MLA 12000 to 5000]
    -Increased anti-missile cost from 5000 to 9000
    -Increased Build rate from 60 to 92
    -Increased Energy Drain from 4000 to 6120

    ~Nuke Launcher
    -Structure cost reduced 14400 to 9600
    -Missile cost increased 30000 to 34000
    -Metal Build Rate increased 90 to 120
    -Energy draw increased 6000 to 7500

    Centurion (Orbital Defense)
    -Orbital range 150 to 200

    Chariot (transport)
    -(Changed Orbital movement, see orbital notes for more details)
    -System_Multi 10.0 to 16.75
    -Gravwell 5.0 to 7.0
    -Speed/brake/accel 25 to 50
    -Orbital arrival delay decreased 4.0 to 2.0 (base game 3.0 to 4.0)

    Spectre (Scout)
    -(Changed Orbital movement, see orbital notes for more details)
    -Speed/brake/accel 75 to 100
    -Orbital arrival delay decreased 4.0 to 2.0 (base game 3.0 to 4.0)
    -System Multi 15.0 to 22.0
    -Gravwell_veloc 50.0 to 9.0

    Viper (fighter)
    -(Changed Orbital movement, see orbital notes for more details)
    -Speed/Accel Increased 65 to 90 (Break 20 to 25)
    -Projectile speed increased 300 to 400
    -Range increased 100+200 to 200+280 [Viper has 2 weapons of the same type, different range] (avenger 100 to 140, same ratio)
    -Orbital arrival delay decreased 4.0 to 2.0 (base game 3.0 to 4.0)
    -gravwell 6.0 to 8.0
    -System_multi 15.0 to 19.0

    Sputnik (Orbital Radar)
    -Speed/break/accel 15 to 20

    Paladin (Advanced orbital railgun)
    -Speed 30 to 50 (brake/accel 10 to 20)
    -350 range to 450

    Black Knight (Orbital to ground laser)
    -Speed/break/accel 20 to 40 [MLA 25 to 45]
    -(Interestingly, the black-knight has a dedicated cooldown time of 5.0 seconds above regular default 3.0. My default is 4.0)

    Imperator (Orbital battleship)
    -Speed 20 to 30 (brake 80 to 120, acceleration 30 to 45)
    [MLA Speed 15 to 25, brake/accel same]
    -Metal Cost 14000 to 12500
    -Orbital Beam Weapons damage (3x) 65x1 damage to 45x1 [MLA (4x) 65x2 to 45x2]
    -Orbital Beam Weapons Firerate decreased 1.0 to 1.5 [MLA 2.0 to 1.5] (MLA was updated 1.0 to 2.0, but was ignored for Imperator)
    -Orbital Beam Weapons can target ground targets (Will prioritise orbital first)
    -Orbital Beam Weapons pitch range increased 60 to 92.5
    -Main anti-ground beam-gun can now targets seafloor units.
    (May increase range of the large orbital gun and figure out what its purpose is)
    Last edited: July 7, 2022
  12. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.53 More Legion Hemogenization and some MLA/Legion tuning, with better air fabs and lower mex vision range


    Orbital Factory
    -Metal Buildrate increased 60 to 72
    -Energy demand increased 2000 to 2400
    -Factory cooldown increased 4 to 6
    (Dev Note: Reduce Boosting)

    -Decreased health 1000 to 800
    (Speed changes and general power requires a tone down)

    Advanced Radar Satellite
    -Increased health 5000 to 5600
    (No speed changes, coupled with increased orbital delay means it needs to survive longer on well defended planets)

    -Removed damage nerfs coupled with health buffs and return Atlas to its original state

    Basic Air Fabricator
    -Health increased 25 to 80
    (Can take 2 fighter shots, hopefully this gives air openers a slightly better use case without taking over)

    Basic Metal Extractor
    -Vision decreased 100 to 80
    (Helps with raiding/snipes and extractors covering too much area to sneak things in)


    Thor (Walker Titan)
    -Thor health increased 60000 to 95000
    -Thor Movespeed increased 11 to 13
    -Cannon range reduced 400 to 270
    -Cannon damage reduced 2x600 to 2x200 (+splash)
    -Cannon firerate increased 3.03 to 2 seconds per shot
    -Cannon splash radius reduced 15 to 5
    -Laser range reduced 250 to 200
    -Laser damage reduced 175 to 100 (+splash 150 to 100)
    -Laser splash radius reduced 5 to 0.5
    -Laser spread fire set to true
    -Missile Range increased 170 to 180
    -Missile splash radius reduced 12 to 5
    -Missile damage increased 100x16 to 140x16 (+splash 100 to 140)
    -Missile Firerate increased from 11.11 to 8.0 seconds per shot
    -Crush damage (Stomp) reduced 500 to 400
    -Crush damage only damages buildings.
    -Crush damage fire rate increased 0.76 to 0.5 (fires more often
    (Dev Note: I want to increase Thor's ability to survive and tank on the frontline as an assault bot, and in turn reduce its damage so a singular thor cant wipe out armies but allows supporting armies to do the damage for it)

    Odin (Armor Titan)
    -Health 50000 to 45000
    -Main gun damage decreased 5600 to 4900
    -Main gun AOE reduced 30 to 20 (partial damage 600, full damage radius reduced 10 to 5)
    -Odin stomp/crush now deals full structure to buildings, and aprox 0.1% or 2-3 damage to nearby units.
    -Increased crush fire-rate from 1 to 2 attacks a second [Same as Ares, and now matches its dps as well]
    (Note 1: I enjoy the crush mechanics of the Ares and Odin. I think it should do inconsequential damage to nearby units, but be significant against structures.
    Note 2: I also decreased its health, but tweeked damage as compensation for Ares vs Odin matchups so that the Ares wins when using secondary guns but loses when it does not. Note 3: I decreased main damage radius and partial damage so that targetting high health targets matter more, but increased partial damage radius for now as compensation, however I may nerf it if the Odin performs too well against T2 compositions compared to Ares)

    -Changed from Deepwater to water-hover
    -Torpedo damage reduced 250 to 150
    (Allows Legion to function on maps with shallows, as well as handle stoke spam that plagues Legion v Legion games. Torpedo reduction is compensation)

    -Firing arc increased 60 to 360
    -Torpedo turn rate reduced 120 to 75 (Lifetime 4.0)
    (This helps Akulas be utilized as the model is difficult to view at a glance where it is pointed and if its firing. The turn rate and lifetime makes it difficult to hit things that are behind the sub)

    -Adjusted turret positions to face directly left/right
    -Adjusted yaw range from 120 to 135 [turrets can turn further]

    Add Lynx as an anti-air armor
    -Health 155
    -Metal Cost 170
    -Speed 13
    -Vision 100
    Lynx Weapon fires a salvo of 2 shots near instantly, then 1 shot every 0.5 seconds
    -25 damage (Splash radius 1.5)
    -Range 110
    -Velocity 200
    -Ammo capacity 1
    -Ammo drain per shot 0.5
    -Rate of fire 4.0 (fires 4 shots a second [however ammo recharge makes the Lynx fire twice a second after initial salvo])
    -Gave Lynx standard Air Targetting priorities (focuses transports, bombers, gunships first)

    Orbital Launcher
    -Metal cost increased 600 to 1000

    Orbital Factory
    -Metal cost reduced 6000 to 4000
    -Build rate increased 60 to 72
    -Energy demand increased 2000 to 2400
    -Factory cooldown increased 4 to 6

    -Reduced health from 180 to 80 [Base 100 health]
    -Increase Main weapon Yaw-Range from 75 to 90 (180 degree firing arc) [base 280 range weapon]
    -Increase Secondary Weapon yaw_range from 75 to 360 [base 140 range weapon]
    -Decreased turn rate from 200 to 100
    (The 180 health was a pure hemogenization moment. This is an actual balance change. Gets 2 shot by avenger, 1 shot by omegas/imperators. More changes may come to make the matchup more dynamic, but for now this will be a simple reduction to get things in shape)

    Patriot (Walker AA)
    -Metal cost 100 to 150
    -Health 100 to 120
    -Move speed 15 to 14
    -Vision Radius 100 to 90
    -Increased Model size by 50%
    -Damage 25 to 35
    -Bullet Lifetime 1.0 to 1.2
    -Added 1.5 splash radius
    -Rate of fire increased 4 to 5
    -Fires 3 shots a salvo. Takes 3.6 seconds to recharge. Does not recharge while firing
    -Range 100 to 190
    -DPS aprox 32

    Overseer (T2 Radar)
    -Added 100 radius jamming

    -Firing arc increased 89 to 105
    -Health increased 120 to 150 [MLA 120 to 150]
    -damage increased 29x2 to 32x2
    (Helps maintain the 3 shot ratio of Scythe against Corsair and added slight QOL in arc radius with regular Legion arc overhaul)

    -Health decreased 240 to 225 [MLA 240 to 225]

    -Partial Splash radius reduced 10 to 5
    -Full Splash radius reduced 2 to 1

    Basic Air Fabricator
    -Health decreased 85 to 80
    -Speed increased 30 to 35 (+30 brake/accel to 35)
    (While I generally still want differences between Legion and MLA fabbers, the case of air fabs needs to be very narrow)

    Basic Metal Extractor
    -Vision decreased 100 to 80
    (Helps with raiding/snipes and extractors covering too much area to sneak things in)
    Last edited: July 12, 2022
  13. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.54 A lot of these next changes for Legion specifically were helped by Taiga's Sunrise mod which pointed out things that flew under my radar. I will do a defense structure pass next time.


    -Reverted all Lob changes and brought it back to its original Vanilla state
    (While the changes for the lob were interesting for me in testing, it was hard to follow for general players and I'll be changing it to a T1 Unit Cannon variant)


    Legion Air Fab
    -Health 90 to 120
    -speed 35 to 32 (+accel/break)
    -Metal cost 225 to 245
    -Build rate 9 to 11
    -energy draw 800 to 975
    (Makes it more unique compared to MLA air fabs with the general concept of concept of costing more, building better. However I think I'll be looking at speed across the board as that can massively impact a unit and pacing in the early stages)

    Purger (T1 Boombot)
    -HP 20 to 10
    -Speed 30 to 35
    -Metal 50 to 60
    -Vision 50 to 85 (+85 vision in ammo utility+death)
    -Death Jump range 40 to 30 (Utility jump untouched)
    (Legion having vision on units where the other factions dont? Lets go!)

    Peacekeeper (T1 Bot)
    -Movespeed 15 to 18
    -vision 105 to 100
    -damage 19.5 to 18
    -Projectile speed reduced 150 to 130 (Muzzle/Max Velocity)
    (Peacekeepers were balanced towards 18 speed dox originally, and now have to keep up with 20 speed dox, as well as whatever bugs is throwing around)

    Lancer (T1 Bot)
    -Health reduced 120 to 90
    -vision 100 to 130
    -166 damage to 165 (???)
    -Fire-rate 0.61 to 0.38 (Fires 1 every 2.63 secons - 105 dps to 63)
    -range increased 70 to 75
    (100 dps on a 150 metal unit is insane. Making it more burst orientated. I want range higher than peacekeeper's 70 in order to maintain the combo identity and help lancers stay behind peacekeepers)

    Orbweaver (T2 Bot AA)
    -HP 400 to 300
    -4x20 damage to 4x12 (20 to +12 splash)
    -range 140 to 110
    -AOE increased 10 to 20
    (These seem like giga-nerfs until you realize this unit costs 750 and is hitscan AOE. I would like to increase its AOE, but sacrifice raw punching damage)

    Panzer (T2 Armor...something)
    -Move Speed 14 to 10
    -cost 1200 to 1900
    -Health 200 to 1300
    -Vision 100 to 200
    -Removed Weapon Ground/Sea. -Added AA.
    -Removed 0.5 Orbital damage modifier
    -range 180 to 240
    -Projectile lifetime increased 5.5 to 7.5
    -damage 50x6 to 75x6
    -Changed Ammo type from time to energy (essentially added two 0s to capacity/demand/ammo_per_shot)
    -Reduced fire-rate from 1.5 to 1.0
    -Ammo_capacity 6 to 2000
    -Ammo_demand 1 to 200
    -Ammo_per_shot 2 to 1000
    -Switched Carpet modes off
    -Gave it air targetting priorities (it will target transports+bombers+gunships+titans, but will randomly choose between orbital and air afterwards)
    (Weapon works by firing 2 shots within 2 seconds, but then fires 1 shot every 5 seconds, can bank 2 shots)
    (I want to try a tanky single target T2 AA. I also think Armor has so many units that attack ground, and this just cluttered their roster. Its also at 1900 metal cost, much higher than any other T2 AA)

    Marauder (T1 Gunship)
    -Health 50 to 20
    -Vision 250 to 200
    -Range 60 to 50
    (The fact this gunship has 100 speed with huge vision allows it to operate independently is crazy, however its 240 cost [compared to Icarus 125] is significant but this will still allow fast and attentative Legion players to pick off undefended fabs/raiding forces and hopefully not nerf it too much but keep it balanced)

    Comet (Demi-Titan teleporter)
    -Metal cost 4000 to 8000
    -HP 1900 to 4000
    (Delays the timing of Comets for invasions but makes them last longer when they actually arive to a planet. Interestingly, their planetary arrival cooldown is 8.0 seconds, far above the 3/4 seconds of everything else)
  14. mjshorty

    mjshorty Well-Known Member

    Likes Received:
    Patch 1.55 Updating Lob/Starcannon + adjusting a little to the Legion changes. Some tests on Orca+Bowhead to see if I can improve naval navigation, especially Legion.


    -Increase Commander AA AOE from 0.75 to 1.5
    -No longer auto targets icarus
    -[Added general PEWPEWPEW effects]

    Lob (Transformed into a Unit Cannon)
    -Range 240 to 480 (no orbital. Will likely be 360 after buffed testing)
    -Metal Cost 1200 to 900 (Will likely be 1200 after buffed testing)
    -Vision 100
    -Health 1000
    -Metal Draw 13 to 20 (Will likely be 18 after buffed testing)
    -Energy Draw 0 to 900
    -Unit Capacity 13 to 20
    -2.0 Factory roll off timer added
    -Buildable Units > Skitter, Stryker, Dox, Boombot, vehicle fab, bot fab, grenadier, spinner, stinger, stitch (No Spark, Ant, Drifters, Infernos)
    (I want an OP state to see what makes players hurt, and tone back to given numbers above afterwards. In terms of Unit Capacity, I will likely be buffing Starcannon and maybe the Unit Cannon to similar Lob numbers)

    -Increased idle aim delay from 3 to 5

    -Increased idle aim delay from 3 to 5

    -Increases turn_accel from 15 to 60
    (Some tests to improve Naval navigation)


    -Energy storage increased 200,000 to 225,000
    (Matches recent Legion patch)

    T2 Air Stealth Scout
    -Removed my own changes to update with Legion's recent base changes

    Orbital Fab
    -Metal Cost 1300 to 1100
    -Metal build rate reduced 45 to 37
    -Energy draw reduced 1500 to 1250
    (Helps Legion get into Starcannon tech. Build rate reduced below 38 equivelent number as compensation)

    -Remove all T2 units (Fabs+Scorpion+Orbweaver)
    -Remove Some T1 units (Shank, Maul)
    -14 Capacity to 20
    -Metal Cost reduced 2400 to 650
    -Health reduced 3000 to 600
    -Roll-off delay reduced 4.0 to 2.0
    -Ground Vision reduced 150 to 100
    -Metal Build rate 45 to 18
    -Energy Draw 2250 to 700
    (The cheaper cost compared to the Lob's 1200 is due to orbital launchers costing 1000, and orb fabbers at 1300. I also feel starcannon power will be reduced over time so late game spamming isn't as big an issue)

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