Open discussion about balancing tactic costs
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Re: Open discussion about balancing tactic costs
- Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
good to hear, not that it stopped many lvl bullies.
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.
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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Waylander - Combiner
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Re: Open discussion about balancing tactic costs
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The more I think about this, the more im agreeing with Burn. As the tactics advantage vary so heavily from level to level; ram is useful all the time, strafe from ~L4+, repair from ~L6+ and avoid only helpful until ~L5, there isn’t really a way to balance them (that I can think of anyway.) So, after writing the groups out a few times, I tried to apply Burns pricipal; what about forcing strafe and repair to be unlockable if you want them as a secondary tactic? They would still be available as normal as primary toctics, but to have them as a secondary skill will require more stats but marginally less tactic costs.
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...
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
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I still think there should be some classes that use both of their tactics at same costs, like:
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.
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...)
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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Chaoslock - Faction Commander
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Re: Open discussion about balancing tactic costs
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i think secondary costs coukld stay at 3000. 2000 or 2500 paired with a 1000 cost tactic seems too cheap.
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.
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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People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
- Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
looks ok to me, but i kinda liked the option to have 3 different tactic cost for each alt class setup-or even 2-, they all cost the same at the end but it gives you more play room in the lower and mid lvls with tactics, high lvls can afford whatever is set, and would not matter much to them. plus would limit the cloning a bit. plus the unlock costs would aid the strafe repair build and limit the others.
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.
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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Waylander - Combiner
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Re: Open discussion about balancing tactic costs
- Motto: "It is pitch black. You are likely to be eaten by a grue."
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could a few weapons be overhauled to make skill and fpr more worth it? to make weapons not pointless in mid levels and let skill do something more useful than be a requirement for tactics

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People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
Maybe either allow or increase the bonus from strength for skill weapons? Especially considering the fact that your skill only weapons tend to be hand held things like maces and swords.
- Spectral Dragon
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Re: Open discussion about balancing tactic costs
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oh and for weapon ideas== i hope the- heart of cybertron - is a 10/10 one,if a 10/10 is ever needed, kind of a G1 fan . ty for your time.
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Re: Open discussion about balancing tactic costs
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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?

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Re: Open discussion about balancing tactic costs
- Motto: "It is pitch black. You are likely to be eaten by a grue."
- Weapon: Multi-Function Sword
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?)

Fun Toy Banned Because Of Three Stupid Dead Kids

People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
- Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
yeah , a lot of the new tactics -sorry ,best word i could think of-would be nice to have, but back on the subject.
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.
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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Waylander - Combiner
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Re: Open discussion about balancing tactic costs
- Motto: "It is pitch black. You are likely to be eaten by a grue."
- Weapon: Multi-Function Sword
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

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People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
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I'm not sure the game in it's current guise could handle that.

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Redimus - Guardian Of Seibertron
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Re: Open discussion about balancing tactic costs
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
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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!
Now onto your letters...
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...
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
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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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Absolute Zero - Faction Commander
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Re: Open discussion about balancing tactic costs
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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
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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
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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
- Motto: "It is pitch black. You are likely to be eaten by a grue."
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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


Fun Toy Banned Because Of Three Stupid Dead Kids

People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
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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
- Motto: "It is pitch black. You are likely to be eaten by a grue."
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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

Fun Toy Banned Because Of Three Stupid Dead Kids

People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
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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
- Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
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.
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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Waylander - Combiner
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Re: Open discussion about balancing tactic costs
- Motto: "It is pitch black. You are likely to be eaten by a grue."
- Weapon: Multi-Function Sword
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

Fun Toy Banned Because Of Three Stupid Dead Kids

People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
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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Name_Violation - Matrix Keeper
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Re: Open discussion about balancing tactic costs
- Motto: "Better than Michael Bay..."
- Weapon: Null-Ray Rifle
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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Redimus - Guardian Of Seibertron
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