Open discussion about balancing tactic costs
Re: Open discussion about balancing tactic costs
Posted by Waylander Tue Feb 23, 2010 1:40 am
also to help get the word out about this subject, maybe a news post in the game will help get more input here from others whom are not forum active, i know i went years without posting 50 posts myself.
just a idea. if those tools are still working that is.
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Re: Open discussion about balancing tactic costs
Posted by Psychout Tue Feb 23, 2010 5:56 am
Avoid/ram – 1000/2500
Avoid/strafe – 1000/2500
Avoid/repair – 1000/2500
Ram/avoid – 1000/2500
Ram/repair – 1000/2000 (int 2 to unlock)
Strafe/avoid –1000/2500
Strafe/repair – 1000/2000 (int 2)
Repair/avoid – 1000/2500
Repair/ram – 1000/2500
Repair/strafe – 1000/2000 (skl 2)
(Special)
Strafe/Ram – 1000/2500 (skl 3 int 3)
Ram/strafe – 1000/2500 (skl 3 int 3)
I also toyed with the idea of dropping avoid's cost as a secndary by 500, which would allow more players to level up faster in the lower levels but that advantage would be negated from mid level onwards as avoid became less effective. This hoqwever is just an idea.
Now, we can try and take into account the frequency of tactic activation and see where that takes us...
Comments please...
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Re: Open discussion about balancing tactic costs
Posted by Chaoslock Tue Feb 23, 2010 7:32 am
Base:
- Strafe: 1600 (1 int and 3 skill to unlock)
- Repair: 1600 (1 skill and 3 int to unlock)
These classes, while heavy on the needed unlocking stats, would really show their power around mid-high levels.
Psychout wrote:Now, we can try and take into account the frequency of tactic activation and see where that takes us...
OK, but the beefing stats (if there is one) could make the number crunching hard (as I know, courage is supposed to heighten the frequency of tactics...)
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Tue Feb 23, 2010 10:07 am
personally i'm not a fan of requiring skill AND int to unlock tactics that really dont need it, and it shouldn't cost more than 2 or 3 skill points to unlock a tactic.

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Re: Open discussion about balancing tactic costs
Posted by Waylander Tue Feb 23, 2010 12:12 pm
never was a fan of the locked tactics, skill is not that bad for a strafer, but sucks for a all others, INT is only good for repairers, but trial and error like in life is how things are tested out, i know my 5 repairers will love the new costs in any case, and seeing more than a hand full of alt classes in missions will be a nice,well over due change for me at least.
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Tue Feb 23, 2010 2:26 pm

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Re: Open discussion about balancing tactic costs
Posted by Spectral Dragon Tue Feb 23, 2010 10:40 pm
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Re: Open discussion about balancing tactic costs
Posted by clover Sun Feb 28, 2010 12:57 am
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Re: Open discussion about balancing tactic costs
Posted by Absolute Zero Wed Mar 03, 2010 10:16 am
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Wed Mar 03, 2010 6:36 pm
Absolute Zero wrote:I don't know if this has been asked before, but how difficult would it be to add some of those tactics that were thought up before, like fireblast? Could an existing tactic, like ram, be copied-paste-edited for it, changing the name of ram to fireblast, and the feeder stat to whatever the feeder stat for fireblast would be?
Thats exactly what i would love to see done. but it was said no new tactics (for now?)

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Re: Open discussion about balancing tactic costs
Posted by Waylander Wed Mar 03, 2010 7:24 pm
as for even tactic costs, i was thinking for all the combos except STRAFE/RAM, of getting one of even cost. or even make a new alt group with said costs, action masters,gastalt or something , and see how they work, but now i got to get back on subject. with most combos there is about 8 if not more of each tactic combo, and if single tactic alts get one added, all the numbers increase, "that is another reason why i think having the option would not be a bad idea", and the number fun begins, in truth i would like to see 3 tactic cost groups added for most of the groups, but thats just me i guess.
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Wed Mar 03, 2010 8:28 pm

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Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
disruptor96: I forgot how insane you were.
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Re: Open discussion about balancing tactic costs
Posted by Redimus Wed Mar 03, 2010 8:47 pm

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Re: Open discussion about balancing tactic costs
Posted by Psychout Thu Mar 04, 2010 7:23 am
Now onto your letters...
Name_Violation wrote:what about dual same tactics? i.e. a avoid/avoid. make them cost 1k and 3k, but it gives more chances for tactics to fire off. a ram/ram or a strafe/strafe would be interesting
Im awaiting a response about that currently, having gone through all the con alts (as they are the only ones I can see) there are some that just wouldnt work with a different secondary tactic so doubling up on the lead one makes more sense, Im just waiting to work out where the pitfalls are likely to be. They wont be cheap though...
Im looking at the possibility of some specialist 3-tactic groups, however IF they make it into the game they will be statted for the highest levels only.Waylander wrote:in truth i would like to see 3 tactic cost groups added for most of the groups
Thats one for Mkall really. In theory it should work, but in practice things are never quite that simple...Absolute Zero wrote:Could an existing tactic, like ram, be copied-paste-edited for it, changing the name of ram to fireblast, and the feeder stat to whatever the feeder stat for fireblast would be?
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Re: Open discussion about balancing tactic costs
Posted by Absolute Zero Thu Mar 04, 2010 9:43 am
Did I miss something? test stats?Psychout wrote:For those of you waiting for the test stats, I still need a 'bot volounteer to help so if you know one who would be good please give them a shout, ill be watitng til after the tourney has finished to start this as I dont want to crash Reds party. go cons!
Thats one for Mkall really. In theory it should work, but in practice things are never quite that simple...Absolute Zero wrote:Could an existing tactic, like ram, be copied-paste-edited for it, changing the name of ram to fireblast, and the feeder stat to whatever the feeder stat for fireblast would be?
Yeah. I wish I could say I've never run into "Why wont this work! Everything is there and it's where it should be!"
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Re: Open discussion about balancing tactic costs
Posted by Psychout Fri Mar 05, 2010 7:19 am
For the tactic recharge times (its apparently why tactics on some alts seem much more expensive). Ill explain all after Reds tourney has been won by the cons.Absolute Zero wrote:Did I miss something? test stats?Psychout wrote:For those of you waiting for the test stats, I still need a 'bot volounteer to help so if you know one who would be good please give them a shout, ill be watitng til after the tourney has finished to start this as I dont want to crash Reds party. go cons!
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Re: Open discussion about balancing tactic costs
Posted by Psychout Fri Mar 05, 2010 7:21 am
Psychout wrote:Now onto your letters...Name_Violation wrote:what about dual same tactics? i.e. a avoid/avoid. make them cost 1k and 3k, but it gives more chances for tactics to fire off. a ram/ram or a strafe/strafe would be interesting
Im awaiting a response about that currently,
And unfortunately its a no due to the way the game is written. I have instigated 'plan B' and will get back to ya'll as soon as I know.
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Re: Open discussion about balancing tactic costs
Posted by Redimus Fri Mar 05, 2010 12:33 pm
Psychout wrote: by the cons.
There's little chance of any other outcome.
And unfortunately its a no due to the way the game is written. I have instigated 'plan B' and will get back to ya'll as soon as I know.[/quote]
I suspected it wouldn't work, wasn't there a stink about the game not being able to handle stats with more than 10 a while back?

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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Fri Mar 05, 2010 2:04 pm
Redimus GTS wrote:I suspected it wouldn't work, wasn't there a stink about the game not being able to handle stats with more than 10 a while back?
the game handled stats over 10 just fine

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Re: Open discussion about balancing tactic costs
Posted by Burn Fri Mar 05, 2010 2:35 pm
Name_Violation wrote:Redimus GTS wrote:I suspected it wouldn't work, wasn't there a stink about the game not being able to handle stats with more than 10 a while back?
the game handled stats over 10 just fine
Then i'm sure players will be able to handle their characters being reset to zero if they're discovered to have stats over 10.
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Fri Mar 05, 2010 11:37 pm
Burn wrote:Name_Violation wrote:Redimus GTS wrote:I suspected it wouldn't work, wasn't there a stink about the game not being able to handle stats with more than 10 a while back?
the game handled stats over 10 just fine
Then i'm sure players will be able to handle their characters being reset to zero if they're discovered to have stats over 10.
and i only used them in 1 on 1's with RoS

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Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
disruptor96: I forgot how insane you were.
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Re: Open discussion about balancing tactic costs
Posted by Psychout Mon Mar 08, 2010 6:20 am
Redimus GTS wrote:Psychout wrote: by the cons.
There's little chance of any other outcome.And unfortunately its a no due to the way the game is written. I have instigated 'plan B' and will get back to ya'll as soon as I know.
I suspected it wouldn't work, wasn't there a stink about the game not being able to handle stats with more than 10 a while back?
Ahhh, but that wasn't what caused the problem...
Still, there is still hope, this project is nowhere near dead yet.
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Re: Open discussion about balancing tactic costs
Posted by Waylander Wed Mar 10, 2010 10:42 am
have seen the Allicon,and Sharkticon in the Help/Tactics page for some time now. now i see it is being tested, nice to see some things moving forward.
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Re: Open discussion about balancing tactic costs
Posted by Name_Violation Wed Mar 10, 2010 1:12 pm
Waylander wrote:Sharkticon
have seen the Allicon,and Sharkticon in the Help/Tactics page for some time now. now i see it is being tested, nice to see some things moving forward.
00:15 Sharky transforms into a Sharkticon and Bites Danbot.
I WANT ONE !!!!!! SICK!!!!!
I was hopin they'd be a strong sea creature or a predator, but hey, whatev's

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Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
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Re: Open discussion about balancing tactic costs
Posted by Redimus Wed Mar 10, 2010 6:38 pm
Waylander wrote:Sharkticon
have seen the Allicon,and Sharkticon in the Help/Tactics page for some time now. now i see it is being tested, nice to see some things moving forward.
That's an entirely unrelated thing. If you check the official rules of my tournie, you'll notice the Sharkticon is one of the two prizes for the winning faction. Mkall needed to check that Bite (Ram, with a different name) still worked first.
EDIT
Name_Violation wrote:I WANT ONE !!!!!! SICK!!!!!
The rate the bots are going, you'll be able to have one (as long as stuff gets fixed back stage from the Hardware failure), but as I said, it's only Ram with a different name. Same tactic, same feeder, same effect.

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