[WIP] The Realm Community Balance Mod

Discussion in 'Work-In-Progress Mods' started by nanolathe, April 23, 2014.

  1. liquius

    liquius Well-Known Member

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    They do, however it takes a lot of effort to put up a bunch of llts around your base and in your expansions. Now compare that to a single bot factory producing bomb bots on area patrol.

    Being able to easily counter something doesn't automatically make it not overpowered. Just look at the Vanguard in vanilla balance for a good example.
  2. epicblaster117

    epicblaster117 Active Member

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    That is very true and I hope you guys are able to fix it...anyways if you need help with testing I'd love to join a game.
  3. nanolathe

    nanolathe Post Master General

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    Moving Booms to Advance stops the problem... but I'm not sure it "solves" it.
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  4. zweistein000

    zweistein000 Post Master General

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    oh... so my change has been reverted. I didn't get the word about this and changed them back to T1. I'm away from my computer now so I can't fix it.

    Might I ask what was the strategy and who found it?

    Also having booms at T2 is indeed not a solution in my book.

    If the problem is in booms doing massive damage when they leap. How about we present the player with an interesting choice. Have the boom bot leap and do less damage (so it takes 2 or 3 booms to kill a bot, but keep their AOE as high) and have their deathweapon do a lot more damage but in much shorter area. This means that bots on global patrol would do less damage but if you got one close enough to the enemy even a singe boom bot can do considerable damage. Additionally I would proably double or tripple their cost to reduce their numbers.
  5. nanolathe

    nanolathe Post Master General

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    Boom bots are too powerful in the early game; a single factory being able to lock-down the entire planet in very little time. Late game I feel boom bots are completely balanced and fair for cost... but when your opponent is just starting out they're overly difficult to deal with.

    Hence, Advanced.
    You can still rush them if you're committed to using them early game, but now it is at the cost of flexibility and to the detriment of your expansion.

    edit: besides, I'd call a unit that is 100% likely to die to cause a static amount of damage, a specialist.
    Last edited: July 29, 2014
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  6. zweistein000

    zweistein000 Post Master General

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    ok. They will need an icon change when I get back.


    EDIT: 1000th post. OH GOD WHAT HAVE YOU DONE TO ME!!!!
    Last edited: July 29, 2014
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  7. epicblaster117

    epicblaster117 Active Member

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    Is it just me or is naval broken? Currently you can build a naval factory but they can't build units.
  8. zweistein000

    zweistein000 Post Master General

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    That probably needs to be checked. @nanolathe @YourLocalMadSci @liquius
  9. stuart98

    stuart98 Post Master General

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    The navigation type needs to be changed from water to deepwater.
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  10. liquius

    liquius Well-Known Member

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    The latest version should be working now.
  11. stuart98

    stuart98 Post Master General

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    BTW, you might want to check your comsplosions as those are probably broken (no damage) as uber broke the splash damage attribute on PBAOE weapons this patch. Adding a regular damage field should fix it.
  12. Arachnis

    Arachnis Well-Known Member

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    Truly amazing job guys. I'm really impressed by this balance mod.

    This is how PA vanilla should play like. It's just double the fun.

    Greetings
  13. epicblaster117

    epicblaster117 Active Member

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    Hmm, will there be a tournament soon? Would love to take part in some competitive play.
  14. KNight

    KNight Post Master General

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    I haven't talked to the guys in a bit but I'd assume that the mod is still too "Volatile" with changes and we still technically don't have a "proper" Release yet.

    Mike
  15. epicblaster117

    epicblaster117 Active Member

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    Ahh of course. Can't wait for a tourny at some point though.

    Also, the holkins seems a little over powered, the amount of damage it has plus its range is way too much.
    Last edited: August 1, 2014
  16. zweistein000

    zweistein000 Post Master General

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    We will probably host a tourney once we have fully released, but as -Knight said, the balance is currently too volatile to host one and we are still improving the mod (not just balance wise).

    Holkins is indeed powerful, but have you seen the amount of energy it takes to fire that thing? 10 000 Energy and it isn't that accurate AND it needs sight or radar coverage of the enemy if it wants to fire. It is also very epensive.

    The problem is that due to distinct lack of Holkins in the vanilla means that people doen't know how to defend agasint that. I have one advice: Decoys. There is a good chance that the enemy won't have vision, only radar and walls aren't that costly.
  17. epicblaster117

    epicblaster117 Active Member

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    Eh, in late game 10,000 energy is rather easy to get expecially since a single t2 power generator, while costly, gives that insane amount of power generation. This is nice though because late game would have way too many power stalls without it. However, with all this easy power late game the 10,000 energy to fire doesn't really feel all that much.
  18. emraldis

    emraldis Post Master General

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    It always confuses me in this mod how the holkins is considered a superweapon, but not the SXX.
  19. epicblaster117

    epicblaster117 Active Member

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    Orbital needed a ground attacker weapon, a orbital super weapon would be nice but we need a anti ground first.
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  20. nanolathe

    nanolathe Post Master General

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    It does make the Holkins cost twice as much though if you add the T2 Plant on top of its cost.

    Can you explain in what circumstances you have lost to a Holkins? I ask because I've not had any trouble finding and killing them myself unless I've already lost.

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