Heat armor vs inferno #2611
Comments
Iluvalar uploaded file Heat balance mod for 2.3.7 |
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Fastdeath commented I'm on of those who think flamers are Overpowered. Hopefully this will help defending vs. flamer rushes. |
Zarel commented N.B. Increasing the price by 50% will also increase the research time by 50%. Have you accounted for this? Also, unless you've made more changes than the patch description says, this makes Thermal Armor more expensive than Thermal Armor Mk2. Is this intentional? |
Zarel commented Personally, I think the prereq for Thermal Armor should be changed to to CA3, not CA2, and its price should not be changed. I'm not sure this is the right answer, either. Flamers are intended to be extremely powerful if they can get up close. If they need to be balanced, it should be done either by increasing flamer price or decreasing flamer HP. |
Iluvalar commented Replying to Warzone2100/old-trac-import#2611 (comment:3):
Giving the heat armor sooner increase the risk of players just take the heat armor on their way without them considering if they really need it or not. I think players need to premeditate the flamer attack and react to a real menace. Players that research heat armor without any flame attack should lose something. Also we need to compensate for the price of the inferno research which is not free. In total that heat armor will cost less then CA3 + HD1 + HA. So i think the price is fair. And that's exactly because I know that the research time will also increase that I put that armor on CA2 instead of CA3. I played that balance quite a lot lately, I think the timing will be better. That way a player that wait until infernos are in his base to react will still be completly screwed (with a long heat armor to wait). The price or HP of inferno have nothing to do with that. It's a matter of timing : Having or not an heat armor when they first strike. But actually it's impossible. |
Iluvalar uploaded file |
Iluvalar commented the V02 contains 40% more cost for heat01 and the remaining 10% on heat02. This way there is MK1 cost higher the MK2. I also changed heat04 prerequisite from metal07 to metal06 because I'm affraid that plasmite will have the same effect. |
Iluvalar commented Hello, it's me again =X . I found that the penetrative weapons can do chain reaction. Look at this picture : http://public.blu.livefilestore.com/y1p2pCiPiNH1CE1urhZgImJ7msngWsmba3eCFzKufOHaZ42vv7O7PmEBVpmSx_KbyZmWDgHhrC2hAp1P8Iqae1E9Q/wz2100-20110423_005227-Sk-Wheel.jpg At least it's the case in 2.3.7 . Someone will have to check if that bug is still there in master. of course that is totally increasing the strenght of flamers. So I still recommend that change in 2.3.7 and in master if necessary. But more like a patch until someone really look at that chain reaction phenomenon. At that point we'll need to check the flamers balance again. |
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cybersphinx commented Included in #2687 I guess. |
keyword_heat_armor
resolution_closed
type_patch (an actual patch, not a request for one)
| by IluvalarVersus a true tech rush flamer build, there is actually no way to get the heat armor soon enough. Even if you know they'll do a flame rush from the lobby.
I think it's the major reason why many players say the flamers are too strong actually.
Here's a really simple proposition that move the requisite of heat armor from metal04 to metal02 but in counter part increase the price of the first one by 50%. I think with that players will get the choice if the feel there is a risk of being attacked by flamer to get that armor earlier.
Issue migrated from trac:2611 at 2022-04-16 07:56:23 -0700
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