View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023862 | AI War 2 | Balance Issue | Oct 2, 2020 11:54 am | Nov 22, 2020 3:02 pm | |
Reporter | TechSY730 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.604 A Thousand Screaming Idiots | ||||
Fixed in Version | 2.638 Why Do We Fall, Master Wayne? | ||||
Summary | 0023862: Guard posts should get some sort of strength value multiplier like turrets do | ||||
Description | They have a similar "good DPS, great tankiness" thing that made turrets need a strength value multiplier. | ||||
Tags | No tags attached. | ||||
|
Right now some of the Mk. V turrets have a greater nominal strength then the Mk. VII dire guard posts on the HW, which doesn't seem right. |
|
Due to many guard posts having a low HP compared to shields, perhaps only 1.5x or 1.75x would be appropriate instead of 2x like turrets do. |
|
Come to think of it, Citadels (for humans) and Fortresses (for AI) fall under this as well. It is starting to sound like maybe the real thing to do is to fix the underlying issue of why the strength computation undervalues these sorts of units, instead of playing wack-a-mole of entity classes to apply this workaround (the multiplier) to. |
|
Thanks! * strength_multiplier_for_turrets has been 2 since we added this, but that seems to overestimate their power a bit. ** We've adjusted this value to 1.55, per discussion on discord and a suggestion by TechSY730. * Added a new strength_multiplier_for_armed_guard_posts, which lets us adjust up the strength of guard posts to be more accurate if it seems to be undervalued. ** We're starting this off at 1.25. * We also added a new strength_multiplier_for_non_combatants, which lets us adjust down the strength of anything that doesn't have any guns. ** Sometimes things without guns still have a lot of health and shields, and that's really not something we want to consider as strongly since it can't hurt you directly. ** This would affect forcefields, any sort of captured buildings, and things like unarmed transports. ** We're starting this at 0.4. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 2, 2020 11:54 am | TechSY730 | New Issue | |
Oct 2, 2020 11:57 am | TechSY730 | Note Added: 0058898 | |
Oct 2, 2020 2:14 pm | TechSY730 | Note Added: 0058905 | |
Oct 6, 2020 6:36 pm | TechSY730 | Note Added: 0059040 | |
Nov 22, 2020 3:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 22, 2020 3:02 pm | Chris_McElligottPark | Status | new => resolved |
Nov 22, 2020 3:02 pm | Chris_McElligottPark | Resolution | open => fixed |
Nov 22, 2020 3:02 pm | Chris_McElligottPark | Fixed in Version | => 2.638 Why Do We Fall, Master Wayne? |
Nov 22, 2020 3:02 pm | Chris_McElligottPark | Note Added: 0059758 |