STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
Gerfand Nov 25, 2019 @ 12:43pm
Ground Rework Suggestion
I gonna make some Suggestion based on my changes to the Mod on my own, and also some experience w/ both playing and modding RTS... they however not focused on Unit balance, and while I see some problems w/ that which I tried to fix on my own submod, I think its something that U can make in anway trying to get different feels for the mod

1-Constant damage vs different Armor types
This one is basically going to "gameconstants" and changing everything to 1, but there is a thing, I'm not saying to make Inf recieve 1x damage from AT-AT, what I'm saying is to make a ATST_Damage not do 1.5x damage against 2M_Armor and then do 1.1x to T2b_armor, as this adds a lot of variables that are unecessary.

What I did in my submod was to make it based on "caliber" and "armour 'size' "

2- Use a DPS and TTK calculator
This is not a change is just so one can calculate the power of a unit, and will works better if everything deals the damage that is written

3- Boost Acceleration
The way the mod is today units are extremely slow at accelerating, and that creates a problem where units will complete halt if they lose track of the unit they are attacking, or are forced by micro terrain to do so, which makes then bad at fighting, and also creates a situation where light tanks will take the same to accelerate than heavy tanks... and also units will take too much to get to full speed

What I did in my submod was to make heavy units have an Accel of 0.02, which is still slow, but they can get go after a few seconds.

4- Smaller Innacuracy against Infantry
The T2b is one of the worst unit in the mod, as it has low health, its slow bc of the acceleration, and it cannot hit either vehicles or Infantry... which means U will lose then before they deal any damage.
In this case just reduce Innacuracy from 10 to 5 or 4 (I use 4 in this case) which will make then cut infantry but not to the point where U will not have to worry, specially because of the rockets.
Also bc of this same reason Anti-INF turretes are useless, specially against shielded Infantry

5-better fire arcs for hull mounts
AAC have the ATST cannon that fires only 2.5 degrees each side which is something U would not notice because the way they fire their weapons, changing from 5 to 20 or 30 will make the unit more usefull, and that apples for other hull mounted weapons units.

6- Fire Restrictions
The worst thing that can happen is to have a Century tank charging a weaken T-4b, but before it can fire at it, a NR soldier gets close and for no reason the gunner fires an powerfull projectile to kill one person only, wasting the shot and making you lose the tank.
That would not happen if they are forced to fire only on Vehicles, structures and heroes

7- Diversify units that are similar but from different tiers.
A problem that one will see w/ the ATST vs ATPT, ww/ the AT-ST being clearly superior, or better, the T-4b vs T-3b, in which T-3b is just less costly, but still ot worth buying

What I done to T3b was to make it into a Medium tank w/ T4b being the Heavy Tank, like a T34 and KV1.
Last edited by Gerfand; Nov 25, 2019 @ 12:44pm
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Showing 1-3 of 3 comments
Corey Loses  [developer] Nov 25, 2019 @ 5:38pm 
1. Our damage matrix updates have started having 1.0 as the baseline and maximum, but it's not going to *ONLY* be 1. There are certain types of weapon and armour combinations that definitely require having varying damage.

2. We've always had spreadsheets that track this, though they're not public-facing. They include basically every stat a unit has, including not just weapon and health calculations but also speed.

3./4 - These, as they stand now, are simply the first steps in those reworks, where they went from not mattering to having gone too far in the other direction in some cases. Don't worry, they're still being worked on.

6. There are some cases where this is being done, but not many, especially where it would sometimes prevent certain units from firing at all if they only have one primary type of weapon.

7. Again, this is something that has been progressively worked on for quite some time, and part of it is also making units that are too similar not commonly available to the same factions, which we also have to keep in mind when balancing them (something may be the lesser unit within one faction, but the only or primary thing available for that role in another).
Gerfand Nov 25, 2019 @ 8:26pm 
Thx for the response, on the first point I wrote it badly, I agree on that it should not be 1 in all cases, its just that I find strange that some cases theres numbers that are all over the place, so its something that makes more sense being 1 for those 2 examples, tho against a T4b or ATAT they get reduced damage

and for my 7th point I understand when its a different faction, my problem is more the T3b and T4b being too similar
Gerfand Nov 25, 2019 @ 8:34pm 
Also, the only Unit that has only one Weapon that the shoot must count is the MegaMaser tank, so I think its better to add a Secondary gun for that, than using the 13s reload canon in a single Infantry... That or instead having it do AOE (which would probably defeat the unit idea)
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