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Everything posted by real_tabasco_sauce
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[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
just did some testing with @BreakfastBurrito_007, i'll bring swordcav armor down to 2 from 2.5h and the champ spearcav armor down to 6 hack from 7hack. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
For 1 it means ranged units can just disengage before too many have been killed by infantry. In addition, it is this excessively long time to kill melee units that causes the meat shield meta. I agree that melee units could use some speed, but that would probably be a separate branch. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
look too strong. They lose vs spears in 1:1, and slightly win 1v1 (50/50 melee/ranged composition) without micro. So in battle outcomes its actually a nerf. This was one of my points of contention. 2 hack or 2.5 pierce armor. Playtests will make this more clear. How would you feel about doubling melee infantry damage and leaving cavalry unchanged? Seems like a bad idea to me. There is a cavalry meat shield although it really only happens when 2 cav armies fight. This is due to their armor, not due to their damage. Basically, they massively outlast ranged units instead of killing them quickly. True, I acknowledge this in my first post. However, the key detail is that this allows melee units to be more influential in fights. The reason they rarely rank up currently is because they contribute little damage to battles, and instead act as damage sponges. Ex. Swordsmen currently deal significantly less damage than an archer. This branch makes melee units more interesting to fight with and upgrade: If melee units are dealing significant damage, this opens up more possibilities for fights. For example, army B has fully teched swordsmen, while army A as fully teched pikemen armor. The highly effective swordsmen from B can kill pikemen much faster than they get killed and thus can break through to enemy ranged units. If this engagement happens in a26, the primary deciding factor on who wins the melee fight is actually the ranged units' damage. -
Map editor: How to change object properties?
real_tabasco_sauce replied to Den's topic in Help & Feedback
Ive never used the map editor, but a workaround could be using some number of the smaller mines. If you want the metal to supply 3000 metal resources, then you can use a clump of 3x1000 metal mines. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Halve armor, no. Just from 5 to 3 for spearmen, swordsmen. Currently, their high armor and low attack makes melee units in general more effective as a damage sponge, even including swordsmen. Doubling attack makes them more effective and interesting, something you want to invest in via upgrades. You have to decrease armor because this would make them OP. It's good that you don't have to guess about the outcomes though, because I have a download available for you to try out these changes: [see top post for both version 1 and 2] -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
@Adeimantos The objective of the branch is just to make melee globally more powerful, so the changes have to be similar for all units. Specifically so that they have a greater impact on the outcome of battles than before. Ideally, these global changes can be later refined in community mod updates to improve differentiation as you mention as well as balance. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
I think the different repeat times are a minor differentiator and they contribute slightly to the look and feel of different units. The dps calc is trivial: D/R so 5.5*1.25 or 25% more. For 12 damage swordcav, this nicely works out to 16 hack per second. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
yes, that is a good point. In my experiments swordsmen did beat spearmen, but not by a huge margin. I think their metal cost and lack of cavalry counter make this reasonable. I'd be happy to find time to test it out over the next weekend. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
yep -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Maybe I should lower 7 hack attack to 6. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
yep, here are my general findings There is a lot to test, but the main behaviors are as expected. Swords beat spearmen by a little spearmen better counter cavalry spearcav better counter cavalry ranged units can still kill melee units but take more damage when they catch up pikemen work less well as a meat shield and provide interesting fights because of their range. They are now more balanced in melee+ranged fights Melee units rank up more frequently. so far, nothing is overtly OP, but the possibility remains. -
Yes, I guess thats really the main concern. However, when differentiating units with lower armor, it works pretty well. The armor I designed for melee cav is this: spear: 3h 3p sword: 3h 2.5p axe: 3h 2p mace(not in game): 2h 2p
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[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
@guerringuerrin I re-uploaded the mod. Now it should include all the changes from community mod 0.26.4 and the new melee changes. I would still disable the real community mod before enabling this. I'd say sniping will still be good, but maybe not as important as it is now. It's hard to say for sure. -
[Community mod] Melee rebalance
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
here's the branch: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...melee_buff?from_project_id=36954588&straight=false -
In several previous discussions, forum participants have expressed discontent with the current role of melee in 0ad a26. In general, melee units do substantially less damage than ranged units, while having far greater armor. Because of this, melee units are often more effectively used to "shield" ranged units from other ranged attacks. Crucially, it is melee units durability which makes them strong versus ranged units and not their actual attack. Because of this, many players place low priority on melee upgrades to the point of skipping them entirely. Hack armor is researched to make melee attacks on ranged units weaker, but it is also a low priority tech. The "meat shield" meta is epitomized by the pikemen unit: 2 hack + 3 pierce in 2 seconds is a childish 2.5 dps on an unarmored enemy. Even the champion version is harmless. Meanwhile they have an absurd 10 hack 8 pierce armor before upgrades. It is time for a large scale rework of melee units, and try to name a better place to test this than the community mod. To summarize: infantry melee CS units "standard" armor is 3 hack, 3 pierce (more specialized units deviate slightly from this) Champions are 6h, 6p, with exceptions (ex pikemen) across the board damage has been doubled (extra for pikemen, and special case for macemen) Cavalry melee cavalry deal slightly more damage than their infantry counterpart (in keeping with current design) armor is similar to current values, but with less pierce armor. Ranged cav hack armor is decreased so they still lose vs melee cav. Try it as a mod: Current version: (50% more melee damage, 25% less ranged damage, 3h 3p melee inf armor, +0.5 m/s move speed) Get it on mod.io, might not work for a27. This is based on the community mod (edit: 0.26.4 now), so it is larger than necessary. My apologies. Keep in mind that melee units will still die first due to UnitAI, as they always have. This proposal seeks to enable melee units to be more impactful in battles, so that investing in their upgrades might allow you to defeat enemy melee units first and force a retreat. Stat chart (this is version 1): version 2 is this with -25% all unit damage, and +0.5 melee inf movespeed. melee rebalance CS infantry attack previous armor previous Champion attack armor spear 6h 5p (1.0s) 3h 2.5p (1.0s) 3h 3p 5h 5p spear 12h 10p (1.0s) 6h 5p (1.0s) 6h 6p 8h 8p sword 11h (0.75s) 5.5h (0.75s) 3h 3p 5h 5p sword 22h (0.75s) 11h (0.75s) 6h 6p 8h 8p pike 5h 9p (2.0s) 2h 3p (2.0s) 5h 5p 10h 8p pike 10h 18p (2.0s) 4h 6p (2.0s) 8h 8p 13h 11p axe 12h 4c (1.0s) 6h 2c (1.0s) 2h 3p 4h 5p axe 24h 8c (1.0s) 12h 4c (1.0s) 5h 6p 7h 8p mace 7c 7h (1.0s) 7c (1.0s) 3h 3p 4h 5p mace 14c 14h (1.0s) 14c (1.0s) 6h 6p 6h 6p cavalry (ranged armor) 2h 1p 3h 1p CS cavalry attack previous armor previous champion attack armor spear 7.7h 6.5p (1.25s) 4h 3p (1.25s*) 3h 3p 5h 3p spear 15.5h 13p (1.25) 8h 6p (1.25s) 7h 6p 8h 7p sword 12h (0.75s) 6.5h (0.75s) 3h 2.5p 3h 4p sword 24h (0.75s) 13h (0.75s) 6h 5.5p 7h 9p axe 14h 4.5c (1.0s) 8.7h (1.25s)(cm) 3h 2p 3h 2p axe 28h 8c (1.0s) 13.8h 4.6c (1s) 6h 5p 7h 7p mace 7.5c 7.5 (1.0s) 8c (1.0s) 2h 2p 4h 2p mace 15c 15h (1.0s) 16c (1.0s) 5h 5p 7h 6p
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1, 1.5, 2, 2.5 Not sure if you are in favor or not. It seems to me that for some units 1 armor difference is quite a lot, so using .5 makes balancing easier. If you are curious, I am working on the melee rebalance patch. I will probably show some details in a new topic or in the community mod discussion.
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I am asking if it is ok by principle, not anything specific.
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When designing units, should units always have discrete armor levels, or is it ok to allow units with "2.5" pierce armor. in my mind it seems fine to allow half armor levels, but maybe others think differently?
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This was not merged. There is a voting process for community mod merge requests, and some get turned down by the community.
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Fire Technical discussion.
real_tabasco_sauce replied to Lion.Kanzen's topic in Game Development & Technical Discussion
I would say this is ideal as simply an indicator of something taking fire damage. 1. allowing the fire gaia entities to deal damage and spread to other units is in conflict with the existing role of fire damage. 2 concurrent fire systems would be confusing. 2. Starting a forest fire might sound cool on paper, but remember there is only 1 unit that can do this, and it would be incredibly annoying to destroy all your enemy's forests. Basically griefing on steriods. 3. This kind of damage model for fire (spreads between units, ship, buildings and trees) is quite hard to balance and also hard to reconcile in comparison to other mechanics of the game. It seems out of place in other words. -
Its not really a build, but a strategy. A very funny strategy. But you are right, it has to be successful or else gg. A success would be destroying the cc and at least fairing well enough against your enemy's forces. If they have enough army and beat you, they can win by immediately attacking u lol.
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New Civ for Alpha 28+?
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in General Discussion
I find it amusing how, with the resources at their disposal, they made such a graphically terrible game. 0ad outdoes AOE4 by a mile in this regard. Allegedly, you have to play with graphics on low if you want good performance too. -
New Civ for Alpha 28+?
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in General Discussion
Probably not the level of differentiation you are calling for, but these are two upgrades I designed for slingers. Slinger 1: "Lead Shot" P2 30% more pierce damage 25% more crush damage 20% longer repeat time. Slinger 2: "Longer slings" P3 +5 Range 10% longer prepare time
