Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
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Dark Riku
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Tue 06 May, 2014 9:01 pm

sebi.costa wrote:Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.
A 10 power cost increase is a very big thing! That's almost enough for another power upgrade. Not to mention the timing as mentioned before.
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Re: Patch 2.3 Balance changelog

Postby Broodwich » Wed 07 May, 2014 3:08 am

yeah suppression teams would def be countered by karskins with the courage bonus. The new gl will do it alone, im thinking that kb is going to be ridic
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Wed 07 May, 2014 4:35 am

Dark Riku wrote:
sebi.costa wrote:Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.
A 10 power cost increase is a very big thing! That's almost enough for another power upgrade. Not to mention the timing as mentioned before.


Probably ur gonna be late by +/-20 sec. It really isn't the end of the world. It doesn't make the beacon bad, it just slows u up a bit. I really don't think anybody is gonna have a hard time for 10 extra power!
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Wed 07 May, 2014 4:37 am

I know space marines are a power hungry race, so maybe with the 10 extra power, players wont auto-buy a beacon. Well see when the patch comes out.
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Re: Patch 2.3 Balance changelog

Postby Raffa » Wed 07 May, 2014 8:45 am

Beacon is the classic example of something tremendously broken in 3v3, and still very strong in 2v2. Fortunately I play with decent people for the most part and if you ask nicely, they won't use the beacon. Besides now I play GK, so I can always use the Global Silence if they use beacon, therefore out-bullshitting the bullshit, to put it one way ;)

Couldn't the beacon just be changed to its new cost of 200/30 and be made unable to be used by anyone but the TM player? And no you're not always able to play around it, since most people like the easier, smaller 3v3 maps where a well-placed beacon can lockdown vital chunks of the map.

Also I'd like to revise my position on GK global silence now that I am maining GK. Its totally barranced. No nerf plx.
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Re: Patch 2.3 Balance changelog

Postby David-CZ » Wed 07 May, 2014 8:49 am

In 1v1 10 power seems as quite a lot. In team games though it's no big deal. Hard to say how things will turn out, so yeah, we'll see.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Wed 07 May, 2014 2:05 pm

Raffa wrote:Beacon is the classic example of something tremendously broken in 3v3, and still very strong in 2v2. Fortunately I play with decent people for the most part and if you ask nicely, they won't use the beacon. Besides now I play GK, so I can always use the Global Silence if they use beacon, therefore out-bullshitting the bullshit, to put it one way ;)

Couldn't the beacon just be changed to its new cost of 200/30 and be made unable to be used by anyone but the TM player? And no you're not always able to play around it, since most people like the easier, smaller 3v3 maps where a well-placed beacon can lockdown vital chunks of the map.

Also I'd like to revise my position on GK global silence now that I am maining GK. Its totally barranced. No nerf plx.


I agree. Its really annoying in a 1v1 to push a SM player who is hunkered up in a vital position. Specially in IG vs SM, if u kill models or make the sm retreat u done a great job. But if they just retreat to a beacon with turret support, well that sucks. U cant break that, that's why i think people play on big 1v1 maps where camping in the mid doesn't insure victory.
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Wed 07 May, 2014 2:41 pm

Raffa wrote:Also I'd like to revise my position on GK global silence now that I am maining GK. Its totally barranced. No nerf plx.


That's the right idea :mrgreen:
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Re: Patch 2.3 Balance changelog

Postby Torpid » Wed 07 May, 2014 3:01 pm

I never found it overpowered tbh. It costs the same red as creeping basilisk barrage and more than ToN. Knee-jerk reaction or...?
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Re: Patch 2.3 Balance changelog

Postby Sub_Zero » Wed 07 May, 2014 4:15 pm

Will there be no changes towards ogryns?
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Re: Patch 2.3 Balance changelog

Postby Swift » Wed 07 May, 2014 4:31 pm

Sub_Zero wrote:Will there be no changes towards ogryns?

Apart from a small req decrease, it sems not. I a still in favour of Bullgryns, but then this whole thing about Vehicle armour Ogryns just swallowed up what I thought was a useful topic.
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Re: Patch 2.3 Balance changelog

Postby Black Relic » Wed 07 May, 2014 6:21 pm

Swiftsabre wrote:
Sub_Zero wrote:Will there be no changes towards ogryns?

Apart from a small req decrease, it seems not. I a still in favor of Bullgryns, but then this whole thing about Vehicle armor Ogryns just swallowed up what I thought was a useful topic.


Probably mentioned before in its thread but Vehicle armor Ograns would STILL keep there melee resistance aura. That is already broken. No need to explain the rest of wat the squad can do.

How about this instead, give Ograns a commissar upgrade in t3. Where all he does is add hit points to each member in the squad by x amount, as well as decreases courage damage taken by an X%. That seems reasonable to me since it makes them a tad hard to control/force off.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Thu 08 May, 2014 3:52 am

Black Relic wrote:
Swiftsabre wrote:
Sub_Zero wrote:Will there be no changes towards ogryns?

Apart from a small req decrease, it seems not. I a still in favor of Bullgryns, but then this whole thing about Vehicle armor Ogryns just swallowed up what I thought was a useful topic.


Probably mentioned before in its thread but Vehicle armor Ograns would STILL keep there melee resistance aura. That is already broken. No need to explain the rest of wat the squad can do.

How about this instead, give Ograns a commissar upgrade in t3. Where all he does is add hit points to each member in the squad by x amount, as well as decreases courage damage taken by an X%. That seems reasonable to me since it makes them a tad hard to control/force off.


Im okk with ogryns getting only a cost reduction, 425rec is ok, 410rec might be a bit to much of a cost decrease! I dont think ogryns need a commissar upgrade in t3, because u can smoke shell and rush ogryns in. Extra courage wont change much.
And god forbid no vehicle armor for the ogryns!
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Re: Patch 2.3 Balance changelog

Postby Tex » Thu 08 May, 2014 4:06 am

Ogryns at 425 is already really good man. I already think that they are nutso. A really well balanced unit that can go apeshit with primo support, but also has reasonable counters from every race.

Another cost decrease is just going to encourage me to use them even more lol. GOGO AoD!!!!!!!
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Thu 08 May, 2014 12:00 pm

Does the cost decrease of the ogryns, mean that their cheaper to reinforce? Or it is the same as before?
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Re: Patch 2.3 Balance changelog

Postby Indrid » Thu 08 May, 2014 1:16 pm

They will be cheaper to reinforce yes.
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Re: Patch 2.3 Balance changelog

Postby Raffa » Thu 08 May, 2014 2:45 pm

Reinforcement cost is a fraction of the total cost, although it sometimes varies, it's usually something like:

Natural unit cost/2(Number of Models) = Cost to reinforce each model

Don't take that as gospel, I just worked it out from banshees :lol:
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Re: Patch 2.3 Balance changelog

Postby Sub_Zero » Thu 08 May, 2014 5:08 pm

A long time ago I proposed two changes. To line up the squad leader's cost with similar upgrades (25 power instead of 30 power) and to decrease the cost of reinforcements for standard models (something like 12 power instead of 15 power). One of the proposed changes actually was taken into consideration. I expected to see the other one coming into reality as well. I don't think it is that hard to kill an ogryn. And even one replacement slows your teching significantly.
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Re: Patch 2.3 Balance changelog

Postby Nuclear Arbitor » Thu 08 May, 2014 7:25 pm

Raffa wrote:Natural unit cost/2(Number of Models) = Cost to reinforce each model

i think you mean

squad cost/2/number of models.

it's like that in coh2 as well.
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Re: Patch 2.3 Balance changelog

Postby Bahamut » Thu 08 May, 2014 7:38 pm

squad cost/2/number of models.

wtf? that's either squad cost*#models / 2 or what Raffa said

so... terma squad would be 270*8 / 2 = 1080 per model xD

it its squad cost / 2*#models like Raffa said correctly

270/ 2*8 = 17
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Thu 08 May, 2014 8:14 pm

wat.

Use parentheses dammit.

Squad cost/(#models*2)

or

(Squad cost/2)/#models

You're both right. You misinterpreted each others' equations because the order of operations was impossible to interpret.

Edit: Oh also, there are a couple squads that have 60% reinforce rate. Can't remember which at the moment. Not very many.
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Re: Patch 2.3 Balance changelog

Postby Nuclear Arbitor » Thu 08 May, 2014 9:59 pm

nm. really tired, really hungry.
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Thu 08 May, 2014 10:47 pm

Wise Windu wrote:You're both right. You misinterpreted each others' equations because the order of operations was impossible to interpret.
The order of operation is not up for interpretation. Math doesn't have an opinion ;)
What Raffa posted was correct and can only be looked at in one way. A number without any sign before brackets is also the correct way to write down multiplying.
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Re: Patch 2.3 Balance changelog

Postby Vapor » Thu 08 May, 2014 10:55 pm

270/2*8

https://www.google.com/#q=270%2F+2*8

270/2/8

https://www.google.com/#q=270%2F2%2F8


OK let's get back to the topic now :|
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Thu 08 May, 2014 11:09 pm

Yeah, I just meant that what he meant was right. I said it poorly. :oops:

But right, back on topic.
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Thu 08 May, 2014 11:22 pm

fv, what you did on Google the first time was 270:2*8 aka 270*0.5*8
and not 270/2*8 aka 270: (2*8)

Unless math is different where you are :p
But I thought notations were the same across the globe.
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Re: Patch 2.3 Balance changelog

Postby Lulgrim » Thu 08 May, 2014 11:25 pm

Raffa wrote:Reinforcement cost is a fraction of the total cost, although it sometimes varies, it's usually something like:

Natural unit cost/2(Number of Models) = Cost to reinforce each model

Don't take that as gospel, I just worked it out from banshees :lol:

Well, to get technical, actually squad cost is a sum of individual model costs (and build times), which are the base stat. The total price is calculated automatically.

Reinforcement cost is a fraction of model cost, typically 50% resources and 75% time.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Fri 09 May, 2014 3:53 am

* Added in Kilgarns latest Imperial Guard portraits for Imperial Guard

I hope there is some new catachan portraits in there. Stormtroopers and ogryns wouldn't hurt either.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Fri 09 May, 2014 4:23 am

sebi.costa wrote:I hope there is some new catachan portraits in there. Stormtroopers and ogryns wouldn't hurt either.


Only GM, Spotters, and HWT portraits were added.

Look at Kilgarns post to see what he's posting/adding soon
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Fri 09 May, 2014 1:53 pm

Discreet wrote:
sebi.costa wrote:I hope there is some new catachan portraits in there. Stormtroopers and ogryns wouldn't hurt either.


Only GM, Spotters, and HWT portraits were added.

Look at Kilgarns post to see what he's posting/adding soon


Thats odd, the HWT portrait from retribution, is pretty good. As well as the GM one. And i prefer the retail HWT portrait.

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