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UPDATED x2: Patch 1.11: Proposed Balance Changes  XML
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EA_Shadow
C&C Developer

Joined: 10/26/08 7:36:38 PM
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((Posting on behalf of the legendary Greg Black))

Hello Forums,

UPDATED: 5:30 PM Thursday PST.

Below are a set of balance changes that we are considering for the 1.11 patch. Please give us your thoughts on them as soon as possible. We had four goals in changes below:

- Remove some unintended, strange and exploitative behavior around walls, vision and line of sight
- Re-arrange the powers menu to create more interesting choices for players on their 2nd, 3rd and 4th point
- Encourage use of underused units
- Fix bugs

The inevitable outcome, of course, will also be to shake up the metagame. When you respond, please keep your posts succinct and targeted to the changes you have comments on or issues with. The bug fixes and exploit changes are not reflected in this list, but there are many.

Global Changes:

Garrison Range bonus reduced to 75% from 100%.
Walls / Structures no longer block line of sight while being constructed.
Parachute drop time increased.
Oil Derricks now explode when destroyed. Keep your distance.
Observation Post health increased to 10000 from 3000.
Due to the recent downturn in the global economy, all Super Weapons are now half price.

Faction Balance Changes:

Allied Javelin Soldier cost reduced to 300 from 400.
Allied Aircraft Carrier drone speed increased to 225 from 150.
Allied Aircraft Carrier drones no longer give WTFOMGBBQ amounts of XP when killed.
Allied Aircraft Carrier reload time reduced to 10s from 15s.

Allied Assault Destroyer Black Hole Armor bonus increased to 50% from 25%.
Allied Outpost now gains additional health when upgraded. 25% per level.
Allied Athena Cannon no longer requires line of sight to attack. It can fire over walls now!
Allied Cryocopter health reduced to 650 from 750.
Allied Chronorift cast delay reduced to 1s. Rift time changed to 5s , 10s, and 15s, depending.
Allied Defense Bureau build time increased to 30s from 10s.
Special Agent Tanya Adam’s now requires the Defense Bureau to be built.
Allied Apollo Fighter heath increased to 300 from 250.


Soviet Hammer Tank’s can no longer leech while moving.
Soviet Apocalypse Tank grinder DPS halved.
Soviet Flak Trooper Cost increased to 400 from 300.
Soviet structures will no longer refund 100% of their cost if canceled after taking damage. Refund value reduction is equivalent to the damage taken by the building.
Soviet Super Power Plant energy production reduced to 350 from 500.
Soviet Stingray health increased to 450 from 360.
Soviet Dreadnaught Missiles now scatter against units.
Soviet MiG Fighter health increased to 240 from 200.

Japan Jet Tengu now much less deadly against each other in air form.
Japan Tsunami Tank now auto-heals while it’s secondary ability is active.
Japan Honorable Discharge power no longer deals any friendly fire.
Japan King Oni health increased to 3000 from 2250.
Japan Emperor’s Rage powers now limit the speed debuff to 75% for all levels.
Japan Wave Force Artillery no longer requires line of sight for attacking. I.e. it can shoot through walls, buildings, and anything else dumb enough to get in front of it.
Japan Naginata Cruiser Spread-Torpedo damage halved.
Japan Naginata Cruiser health reduced to 1200 from 1400.
Japan Shogun Battleship speed reduced to 50 from 75.
Japan Shogun Battleship cannons now properly scatter against other units.
Japan Shogun Battleship rate of fire now reduced by 40%.
Japan Point Defense Drones now have an expiration date of 2 minutes.
Japan Final Squadron Power damage reduced in accordance with the new power tree design.

Vision Changes:

Vision changes were incorporated from Red Alert 3: Uprising in order to improve unit behavior.

Allied Multigunner Turret Vision Range increased to 310 from 300.
Allied Prism Tower Vision Range increased to 360 from 350.
Allied Hydrofoil vision range increased to 325 from 300.
Allied Javelin Soldier vision range increased to 200 from 175.
Allied Guardian Tank vision range in Target Painter mode increased.
Special Agent Tanya Adams’ shroud clear range increased to 500 from 400.

Soviet Apocalypse Tank vision range in Harpoon mode increased.
Soviet Hammer Tank vision range in Leech mode increased.
Soviet Terror Drone vision range in Stasis Ray mode increased.
Soviet Base Defenses vision ranges increased slightly.
Soviet Bullfrog vision range increased to 325 from 300.
Soviet Sickle vision range increased to 170 from 150.
Soviet Commando vision range increased 175 from 150.
SovietCommando shroud clear range increased to 500 from 400.

Japan Seawing vision range increased to 225 from 200.
Japan Tengu vision range increased to 225 from 200.
Japan Commando vision range increased 175 from 150.
Japan Commando shroud clear range increased to 500 from 400.

Player Power Changes:

These are best explained with images. Have a look:
http://www.flickr.com/photos/37863688@N03/

Thanks for your feedback!

Sincerely,
Greg "Platinum" Black

This message was edited 3 times. Last update was at 5/7/09 9:31:48 PM


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simpleforce
Veteran Infantry

Joined: 12/15/08 12:38:50 AM
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Allied anyone? Ya.

Here's my thoughts:

allied jav soldier price decrease unnecessary, just this will make a huge difference.
making soviet power plant 350 from 500.... WOW, too big and unecessary. I would have rather liked to see something about tesla push.

Protocol tree's look much better.

overall, id keep this patch 1.10 instead of this comming patch except the paradrop and protocol stuff.

This message was edited 5 times. Last update was at 4/29/09 2:19:40 AM


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Nahilus
Kane's Disciple

Joined: 11/4/08 10:48:41 PM
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1. Why isn't the V4 buffed? It's damage is pathetic compared to the other artillery units, and it's only advantage before is that it could fire over walls.
2. Why hasn't the early-game been changed? PKs seriously need a nerf, Conscripts need a buff. Early-game tweaking is sorely needed, and not just those two changes.
3. Soviets are still going to be totally useless vs Empire on the seas. Unless stingrays can now counter Naginatas.
4. Seawings still need to be able to be attacked while surfacing/submerging.
5. Flak trooper probably shouldn't be nerfed.
6. Does the Oni really need a buff now that the Apoc's harpoon been nerfed to half?

You've nerfed the only 3 things the Soviets were ever good at, lol.

This message was edited 3 times. Last update was at 4/29/09 2:21:48 AM


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ChopperDown
Peacekeeper

Joined: 12/14/08 2:40:56 AM
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Excellent changes. Pretty much covers most what I have perceived to be the balance issues facing RA3. The Soviet Super Power Plant has been needed since the game was released. I am glad to see it has finally happened. This one change will make it much more difficult for soviets to expand all over the map.

I am an ally player, but these changes might make allies overpowered. I would at least buff Natasha by reducing the amount of time it takes for her to destroy vehicles (not buildings). Flak trooper change might be too severe. I would just reduce their mine damage to buildings and be done with it.
Kyang
Commando

Joined: 11/3/08 10:19:37 PM
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EA_Shadow wrote:
Soviet Apocalypse Tank vision range in Harpoon mode increased.
Soviet Hammer Tank vision range in Leech mode increased.
Soviet Terror Drone vision range in Stasis Ray mode increased.
Soviet Base Defenses vision ranges increased slightly.
Soviet Bullfrog vision range increased to 325 from 300.
Soviet Sickle vision range increased to 170 from 150.
Soviet commando vision range ...



Soviet commando vision range... What?

This message was edited 1 time. Last update was at 4/29/09 2:14:46 AM


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TheWorms
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Somehow I agree on some changes.

But it looks like hammer tank leech micro will be gone now.


Btw. The Apocalypse also does the same, sometimes when they move they still pull their victim like a dog on a leash.
And will a new batch of xml files will be given to the SDK that matches the changes?

This message was edited 1 time. Last update was at 4/29/09 2:20:55 AM


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Arachnid
Peacekeeper

Joined: 11/15/08 3:00:47 AM
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Awesome Changes, I love it.

of course i'm a Japan player, my brother is a soviet player and he's crying right now.

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dky.tehkingd.u
Commando

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EA_Shadow wrote:
Player Power Changes:

These are best explained with images. Have a look:
http://www.flickr.com/photos/37863688@N03/


Interesting...

http://tinyurl.com/2f5eww4

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Crimsonsolaris
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Nahilus wrote:1. Why isn't the V4 buffed? It's damage is pathetic compared to the other artillery units, and it's only advantage before is that it could fire over walls.
2. Why hasn't the early-game been changed? PKs seriously need a nerf, Conscripts need a buff. Early-game tweaking is sorely needed, and not just those two changes.
3. Soviets are still going to be totally useless vs Empire on the seas. Unless stingrays can now counter Naginatas.
4. Seawings still need to be able to be attacked while surfacing/submerging.
5. Flak trooper probably shouldn't be nerfed.
6. Does the Oni really need a buff now that the Apoc's harpoon been nerfed to half?

You've nerfed the only 3 things the Soviets were ever good at, lol.

pk's don't need a nerf.

This message was edited 1 time. Last update was at 4/29/09 2:25:38 AM


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Kyang
Commando

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dky.tehkingd.u wrote:
EA_Shadow wrote:
Player Power Changes:

These are best explained with images. Have a look:
http://www.flickr.com/photos/37863688@N03/


Interesting...


Indeed.

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Nahilus
Kane's Disciple

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Crimsonsolaris wrote:
Nahilus wrote:1. Why isn't the V4 buffed? It's damage is pathetic compared to the other artillery units, and it's only advantage before is that it could fire over walls.
2. Why hasn't the early-game been changed? PKs seriously need a nerf, Conscripts need a buff. Early-game tweaking is sorely needed, and not just those two changes.
3. Soviets are still going to be totally useless vs Empire on the seas. Unless stingrays can now counter Naginatas.
4. Seawings still need to be able to be attacked while surfacing/submerging.
5. Flak trooper probably shouldn't be nerfed.
6. Does the Oni really need a buff now that the Apoc's harpoon been nerfed to half?

You've nerfed the only 3 things the Soviets were ever good at, lol.

pk's don't need a nerf.


And conscripts are OP.

http://i48.tinypic.com/30u5kdz.png

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Joined: 12/8/08 3:49:39 AM
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Really good idea for the Soviet Super Reactor.
Great balance changes so far.
johndabeast
Commando

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Wow, EA actually listened to almost everything we've been saying, what a surprise.

Saying that, a couple might of gone too far, like the soviet's Super Reactor getting a 150 power decrease.

Overall though, Superb Job EA.

This message was edited 1 time. Last update was at 4/29/09 2:33:32 AM


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Kyang
Commando

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EA_Shadow wrote:Soviet commando vision range


Obviously its been increased, but by what?

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johndabeast
Commando

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Kyang wrote:
EA_Shadow wrote:Soviet commando vision range


Obviously its been increased, but by what?


Guys, lets use some context, the allied AND Japanese commados got it from 400 to 500
So, what might the soviet one be?

Hmmmmmmmmmmmmm, Ima guess 400 to 500

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