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Open discussion about balancing tactic costs

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Re: Open discussion about balancing tactic costs

Postby Waylander » Tue Feb 23, 2010 12:40 am

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.
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Re: Open discussion about balancing tactic costs

Postby Psychout » Tue Feb 23, 2010 4:56 am

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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...
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Re: Open discussion about balancing tactic costs

Postby Chaoslock » Tue Feb 23, 2010 6:32 am

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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.


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

Postby Name_Violation » Tue Feb 23, 2010 9:07 am

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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.
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Re: Open discussion about balancing tactic costs

Postby Waylander » Tue Feb 23, 2010 11:12 am

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.
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Re: Open discussion about balancing tactic costs

Postby Name_Violation » Tue Feb 23, 2010 1:26 pm

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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Re: Open discussion about balancing tactic costs

Postby Spectral Dragon » Tue Feb 23, 2010 9:40 pm

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.
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Re: Open discussion about balancing tactic costs

Postby clover » Sat Feb 27, 2010 11:57 pm

Weapon: Energy Shurikens
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

Postby Absolute Zero » Wed Mar 03, 2010 9:16 am

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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

Postby Name_Violation » Wed Mar 03, 2010 5:36 pm

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?)
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Re: Open discussion about balancing tactic costs

Postby Waylander » Wed Mar 03, 2010 6:24 pm

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.
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Re: Open discussion about balancing tactic costs

Postby Name_Violation » Wed Mar 03, 2010 7:28 pm

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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Re: Open discussion about balancing tactic costs

Postby Redimus » Wed Mar 03, 2010 7:47 pm

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I'm not sure the game in it's current guise could handle that.
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Re: Open discussion about balancing tactic costs

Postby Psychout » Thu Mar 04, 2010 6:23 am

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."
Weapon: Black Magic
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...
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...

Waylander wrote:in truth i would like to see 3 tactic cost groups added for most of the groups
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.

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?
Thats one for Mkall really. In theory it should work, but in practice things are never quite that simple...
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Re: Open discussion about balancing tactic costs

Postby Absolute Zero » Thu Mar 04, 2010 8:43 am

Weapon: Corrosive Slime Shooter
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!
Did I miss something? test stats?

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?
Thats one for Mkall really. In theory it should work, but in practice things are never quite that simple...


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

Postby Psychout » Fri Mar 05, 2010 6:19 am

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."
Weapon: Black Magic
Absolute Zero wrote:
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!
Did I miss something? test stats?
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.
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Re: Open discussion about balancing tactic costs

Postby Psychout » Fri Mar 05, 2010 6:21 am

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."
Weapon: Black Magic
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

Postby Redimus » Fri Mar 05, 2010 11:33 am

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Psychout wrote: by the cons.

There's little chance of any other outcome.:P
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

Postby Name_Violation » Fri Mar 05, 2010 1:04 pm

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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 :WHISTLE:
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Re: Open discussion about balancing tactic costs

Postby Burn » Fri Mar 05, 2010 1:35 pm

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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 :WHISTLE:

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. :WHISTLE:
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Re: Open discussion about balancing tactic costs

Postby Name_Violation » Fri Mar 05, 2010 10:37 pm

Motto: "It is pitch black. You are likely to be eaten by a grue."
Weapon: Multi-Function Sword
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 :WHISTLE:

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. :WHISTLE:

:shock: remember that whole "stats over 10" thread. i fixed them after that. :grin:

and i only used them in 1 on 1's with RoS
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Re: Open discussion about balancing tactic costs

Postby Psychout » Mon Mar 08, 2010 5:20 am

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."
Weapon: Black Magic
Redimus GTS wrote:
Psychout wrote: by the cons.

There's little chance of any other outcome.:P
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

Postby Waylander » Wed Mar 10, 2010 9:42 am

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.
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Re: Open discussion about balancing tactic costs

Postby Name_Violation » Wed Mar 10, 2010 12:12 pm

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
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Re: Open discussion about balancing tactic costs

Postby Redimus » Wed Mar 10, 2010 5:38 pm

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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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Transformers Podcast: Twincast / Podcast #348 - Uno
Twincast / Podcast #348:
"Uno"
MP3 · iTunes · RSS · View · Discuss · Ask
Posted: Saturday, April 20th, 2024

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