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Unit Balance [message #82795] Fri, 23 April 2004 18:09 Go to next message
Aircraftkiller is currently offline  Aircraftkiller
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General (5 Stars)
Figured as a member of BHS, I'd start the topic rolling. We want to do some unit balance changes. Almost certainly, we'll end up changing the "snipers" so that they're not grossly overpowered.

This way, aircraft will be usable, without being blown away five seconds after leaving their base.

My suggestions are that missile armed units (Rocket Soldier, Gunner, Recon Bike, MRLS, Mammoth Tank, Orca, Stealth Tank) track units better. This will replace the "need" of "snipers" to destroy aircraft or other light armored vehicles.

Additionally, this would also entail the use of Helicopter Pads where aircraft rearm, and only have one weapon - Orca would be armed with its TOW-2B missiles, six salvos. Apache would have 25-75 rounds of chain-gun ammunution, both would rearm back at the Helicopter Pad instead of endlessly loitering over the battlefield.
Unit Balance [message #82798] Fri, 23 April 2004 18:11 Go to previous messageGo to next message
Spice
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General (1 Star)
sounds good. No more n00bjetters Very Happy The rockets for the infantry dont need to seek.

aslo thats excellent about the aircrafts. On big maps they wont get pwned now. Wont alot of fan maps become usless. Confused


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[Updated on: Fri, 23 April 2004 18:14]

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Unit Balance [message #82799] Fri, 23 April 2004 18:12 Go to previous messageGo to next message
U927 is currently offline  U927
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Sounds plausible. I was getting tired of continuosly getting blown out of the sky by a n00bjet rifle.

The snipers and choppers seem to be the only units that need to be revamped. The rest seem fine in my opinion.


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Unit Balance [message #82800] Fri, 23 April 2004 18:12 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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Havoc/Sakura really needs to get his/her gun reduced, esp. against MRLS/Art. I'd also like to see tracking missles.

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Unit Balance [message #82801] Fri, 23 April 2004 18:16 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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Please note that ACK intended to start a discussion on what we will change if there's support for the ideas. This isn't something that will definitely happen, we are hoping you guys will brainstorm ideas for how to keep balance.

Also know that any changes we make will have to be tested. Balance is a delicate procedure and it's perfectly reasonable to expect several variations to get a balance that makes for exciting gameplay.


I'm the bawss.
Unit Balance [message #82802] Fri, 23 April 2004 18:21 Go to previous messageGo to next message
drunkill is currently offline  drunkill
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yay, well kinda, thats good then, it will become better. but how will you inforce these changes? or will the server choose?

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Unit Balance [message #82803] Fri, 23 April 2004 18:22 Go to previous messageGo to next message
warranto is currently offline  warranto
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General (2 Stars)
The aircraft should have more ammo than you prepose. Both aircraft should have enough ammunition to take out a tank. Not a Mammoth of course, but being able to take out, or almost take out, a medium tank (Nod) and a light tank (GDI) if every round hit. This would prevent the bordom factor of firing a few rounds, returning to refill, fire a few more, base becomes decimated as a group can only take out one tank at a time.

It would make them powerful, hence the need to refill, but not completely useless against armor.
Unit Balance [message #82807] Fri, 23 April 2004 18:29 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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If you've installed RenGuard 1.02, you were asked if you'd like BHS to automatically apply core updates as they become available. Saying Yes to this question will allow us to apply patches to your game files wherever a client-side fix is necessary to make the change.

I'm the bawss.
Unit Balance [message #82811] Fri, 23 April 2004 18:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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warranto

The aircraft should have more ammo than you prepose. Both aircraft should have enough ammunition to take out a tank. Not a Mammoth of course, but being able to take out, or almost take out, a medium tank (Nod) and a light tank (GDI) if every round hit. This would prevent the bordom factor of firing a few rounds, returning to refill, fire a few more, base becomes decimated as a group can only take out one tank at a time.

It would make them powerful, hence the need to refill, but not completely useless against armor.


Aircraft are support units in C&C. Renegade is based off C&C. Aircraft are meant to do quick strikes, not destroy things easily like that.

If so, that makes everyone want to get aircraft... Then it negates the use of ground vehicles. The missiles on an Orca would damage a Medium Tank 25%, and a Light Tank 50%.

Not so much with the Apache, as it would be more effective against infantry and buildings.
Unit Balance [message #82822] Fri, 23 April 2004 19:40 Go to previous messageGo to next message
Renx is currently offline  Renx
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I like the idea for the snipers, that would be a major improvement for the game.

But, as for the helicopters, they may not of been like that in TD, but I don't think such a big change should be made to the way they are in Renegade. I'm not saying keep the unlimited ammo, because if snipers can't damage them, everyone might suddenly seem like TankClash when they're flying one Razz

I just don't think 6 missles, and 25-75 is enough for renegade.


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Unit Balance [message #82826] Fri, 23 April 2004 19:53 Go to previous messageGo to next message
cowmisfit is currently offline  cowmisfit
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hmm this could be cool. Definitly the air craft reloading on a helipad and not having unlimted ammo is cool, but what about tanks? Tanks should have to refill to but have a larger stock of ammo than orca and apache. If tanks have an limeted amount of ammo, it would lead to much much more stratigic gameplay, which would be really cool.

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Unit Balance [message #82833] Fri, 23 April 2004 19:58 Go to previous messageGo to next message
warranto is currently offline  warranto
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Aircraftkiller

warranto

The aircraft should have more ammo than you prepose. Both aircraft should have enough ammunition to take out a tank. Not a Mammoth of course, but being able to take out, or almost take out, a medium tank (Nod) and a light tank (GDI) if every round hit. This would prevent the bordom factor of firing a few rounds, returning to refill, fire a few more, base becomes decimated as a group can only take out one tank at a time.

It would make them powerful, hence the need to refill, but not completely useless against armor.


Aircraft are support units in C&C. Renegade is based off C&C. Aircraft are meant to do quick strikes, not destroy things easily like that.

If so, that makes everyone want to get aircraft... Then it negates the use of ground vehicles. The missiles on an Orca would damage a Medium Tank 25%, and a Light Tank 50%.

Not so much with the Apache, as it would be more effective against infantry and buildings.


True enough. Though admittedly I did aim high on purpose, simply to establish a maximum. It's simply an attempt to balance realism with the fun factor.
Unit Balance [message #82848] Fri, 23 April 2004 21:21 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's not about realism, it's about C&C.

The aircraft can be made to handle better in order to make up for the loss of ammunution.
Unit Balance [message #82860] Fri, 23 April 2004 22:28 Go to previous messageGo to next message
spoonyrat is currently offline  spoonyrat
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Interesting idea... but it'll only work in big games... Small games especially 1v1 will become useless on cityfly/wallsfly without the orca's machinegun... I can't help but oppose this.
Unit Balance [message #82864] Fri, 23 April 2004 22:36 Go to previous messageGo to next message
mrpirate is currently offline  mrpirate
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Renegade is fine the way it is.

Spoony, I take offense to your signature.
Unit Balance [message #82865] Fri, 23 April 2004 22:48 Go to previous messageGo to next message
spoonyrat is currently offline  spoonyrat
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Fixed. Forgive my WOLness.
Unit Balance [message #82881] Sat, 24 April 2004 00:03 Go to previous messageGo to next message
warranto is currently offline  warranto
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Heh, by "realism" I was referring to the C&C universe.
Unit Balance [message #82903] Sat, 24 April 2004 03:10 Go to previous messageGo to next message
cokemaster is currently offline  cokemaster
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spoonyrat

Interesting idea... but it'll only work in big games... Small games especially 1v1 will become useless on cityfly/wallsfly without the orca's machinegun... I can't help but oppose this.


This explains it...
Quote:

Aircraft are support units in C&C. Renegade is based off C&C. Aircraft are meant to do quick strikes, not destroy things easily like that.


Personally I say do it, snipers are too powerful at the moment. I suggest toning them down so that they only effectively hurt men but not get mass points off tanks. Their firerate is quiet high as well....

In order to 'balance' it - rockets should track more effectively (as you said on the first post).


But If snipers aren't able to be toned down, then the artirelly and the MRLS should be less open to sniper fire.


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Unit Balance [message #82908] Sat, 24 April 2004 03:42 Go to previous messageGo to next message
spoonyrat is currently offline  spoonyrat
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I think giving stuff like rocket soldiers and the MRLS better anti-air ability is a great idea, but messing around with the air unit's weapon systems and sniper's anti-air damage will change Renegade for the worse.

One thing I would definitely support is if snipers didn't get points from attacking stuff they don't damage i.e. tanks. I can't help but cringe to see 70% of a team in a public buy ramjets just to shoot enemy tanks.
Unit Balance [message #82930] Sat, 24 April 2004 05:07 Go to previous messageGo to next message
Uberfahr is currently offline  Uberfahr
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Quote:

Almost certainly, we'll end up changing the "snipers" so that they're not grossly overpowered.



What about the points you receive for the useless sniping of stanks for example? They should be reduced in my opinion.

To the sniper-heli interaction: I like the idea of having a counter unit against helis and these counter units are definately Havocs/Sakuras. The same as an APC counters a Sniper. Counter units are a classical element of RTS games, so why weaken it?
And of course, if you have 5 helis in your teams, and the enemy has 5 Snipers, then thats your own fault. You could change easily to tanks and rush their base. Snipers are not overpowered. They leave the base defenseless.
But I agree: if the map is really large, then you wont reach your target with helicopters. I never played on this kind of maps though. However, on City_Flying you can easily group with an APC and eliminate the enemy snipers. As you have to balance mainly for the main maps, please take that into account.


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Unit Balance [message #82947] Sat, 24 April 2004 06:43 Go to previous messageGo to next message
cowmisfit is currently offline  cowmisfit
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General (2 Stars)
Everyone wishes to be a sniper, few actually are. Look at all the n00bies who run around doing nothing but bodyshots with there havoc, and get it just to get hte points for shooting tanks, then there are people like me that buy an 500 sniper, aim for head, does not shoot tanks or buildings at all, because i have the skill to get top 5 just by killing people.

I think that headshot should still be 1 shot 1 kill, but i body shots should be less powerful.


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Unit Balance [message #82950] Sat, 24 April 2004 06:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

I think we should cut back on snipers and instead make rockets (for example, the Rocket Launcher and the MRLS and others, also the recon bike if its put back in) the main anti-aircraft weapons.
Snipers should be for taking out people and should do lots of damage (and get lots of points for attacking) people. They should do almost no damage (and get almost no points for attacking) vechicles and buildings.

Every unit should have a speciality.

For example, snipers are great for taking out infantry.
Engineers are great for repariing shit and stopping beacons.
Rocket Launchers are great for taking out armoured stuff (including aircraft)
Machine guns are good at taking out lightly armoured stuff
Tanks are great at taking out medium armoured stuff
etc


Jonathan Wilson aka Jonwil
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Unit Balance [message #82997] Sat, 24 April 2004 11:42 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
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I was thinking the same thing as spoony at the start of this topic. In the best interests of this game, yes, by all means tone down the amount of damage ramjet rifles do to aircraft. But the weapon arms on the aircraft should not be changed. If we armed all orcas and apaches with small arms made for a "quick attack and back", that wouldn't work in smaller games. This would be a good idea, if we were playing a 50 v 50 game. Which will not happen. Games like tiberian sun and red alert enabled you to built tons and tons of units. In Renegade, lets say the average game is going to be a 10 v 10.

Now, if we keep the weapon arms on the aircraft the same, I strongly think the balance would come in the fact that rocket soldier officers / MRLS / stealth tanks / mammoth tusk missiles etc done "a lot" of damage to aircraft. How about 1 rocket does the same amount of damage as a ramjet would have? Which is, 2 squares of damage per rocket hit. This would keep the pilots cautions (especially of MRLS -- 2 or 3 of the 6 rocket barriage always homes in at the moment) but it would also prevent the "instant hit" crap that comes from ramjets.

Also, if possible, keep the chance of a missile homing in at 50%, otherwise travelling straight ahead. This would prevent you happening upon an aircraft and taking it out too quickly with your 6 missile barrage.
Re: Unit Balance [message #83013] Sat, 24 April 2004 15:16 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
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General (2 Stars)
Aircraftkiller

Figured as a member of BHS, I'd start the topic rolling. We want to do some unit balance changes. Almost certainly, we'll end up changing the "snipers" so that they're not grossly overpowered.

This way, aircraft will be usable, without being blown away five seconds after leaving their base.

My suggestions are that missile armed units (Rocket Soldier, Gunner, Recon Bike, MRLS, Mammoth Tank, Orca, Stealth Tank) track units better. This will replace the "need" of "snipers" to destroy aircraft or other light armored vehicles.

Additionally, this would also entail the use of Helicopter Pads where aircraft rearm, and only have one weapon - Orca would be armed with its TOW-2B missiles, six salvos. Apache would have 25-75 rounds of chain-gun ammunution, both would rearm back at the Helicopter Pad instead of endlessly loitering over the battlefield.


i like the first part but the second part about rearming back at the pad i dont like.. tanks dont need to rearm so why should the orca / apache

just give them decent reload times
Re: Unit Balance [message #83018] Sat, 24 April 2004 15:32 Go to previous messageGo to previous message
Slash0x is currently offline  Slash0x
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Aircraftkiller

Almost certainly, we'll end up changing the "snipers" so that they're not grossly overpowered.

But can you make it where they get the same amount of points...because everyone has their forte and like mine, it's sniping. I shouldn't get docked 120 points because snipers are too useless to use and I'm at the bottom of the ladder list in points. Confused


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