Guns Of Icarus Online

Main => General Discussion => Topic started by: PixelatedVolume on March 16, 2016, 11:09:01 am

Title: How would you balance/change the game?
Post by: PixelatedVolume on March 16, 2016, 11:09:01 am
In the same vein as the Nerfing Mobula thread:  Let's pretend mighty Eric dies and makes YOU the new Hand of Balance!  What's changing? 

I'm expecting shennanigans serious suggestions here people.
Title: Re: How would you balance/change the game?
Post by: Newbluud on March 16, 2016, 11:30:23 am
Hwacha has 50 clip, shoots twice as fast, does only minor pierce damage, and every rocket applies the same force as a Minotaur shot. I can't wait for the "fuck off over there" meta.
Title: Re: How would you balance/change the game?
Post by: ZnC on March 16, 2016, 11:42:33 am
Hwacha has 50 clip, shoots twice as fast, does only minor pierce damage, and every rocket applies the same force as a Minotaur shot. I can't wait for the "fuck off over there" meta.

I like how you think. LONG LIVE LION GUN OP!
Title: Re: How would you balance/change the game?
Post by: Letus on March 16, 2016, 12:54:11 pm
Ban everyone who has been playing before 2015.
Title: Re: How would you balance/change the game?
Post by: PixelatedVolume on March 16, 2016, 01:45:51 pm
I'd give the Galleon two guns in the crow's nest.

Ihe Mob would have four engines -- two horizontal, two vertical.

Pyra would have fighter top speed and SLIGHTLY more hull.

Title: Re: How would you balance/change the game?
Post by: Daft Loon on March 16, 2016, 07:21:23 pm
-Remove burst rounds, add +30% aoe to incendiary instead
-Make heavy clip -90% jitter
-Halve the pyramidion nerf in all aspects
-Reduce heavy gun rebuild time to 80% current
Title: Re: How would you balance/change the game?
Post by: Hoja Lateralus on March 18, 2016, 09:29:30 am
Nerf the flare and harpoon.
Title: Re: How would you balance/change the game?
Post by: Kamoba on March 18, 2016, 12:10:48 pm
I'd add a heavy mine launcher that deploys five clusters of five Mines.
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 18, 2016, 07:55:30 pm
Edit: Get rid of DPS buff on guns. Then add Falloff damage. (https://gunsoficarus.com/community/forum/index.php/topic,7038.msg120845.html#msg120845) Easily the best way to balance most if not all of the guns.

Then go from there.
Title: Re: How would you balance/change the game?
Post by: Hoja Lateralus on March 18, 2016, 09:10:55 pm
Edit: Get rid of DPS buff on guns. Then add Falloff damage. (https://gunsoficarus.com/community/forum/index.php/topic,7038.msg120845.html#msg120845) Easily the best way to balance most if not all of the guns.

Then go from there.

You must be fun at parties.
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 18, 2016, 11:32:57 pm
Seeing how adding falloff damage would allow the increase of range, arcs, velocity, and accuracy of all guns, which would require that ships be sped up to avoid said abilities...

Yes.

(http://www.angelfire.com/ga2/holiday/images/manparty002.gif)
Title: Re: How would you balance/change the game?
Post by: Spud Nick on March 19, 2016, 01:54:05 am
I would give the pyramidion more acceleration and hull and increase the spread on the hwacha.
Title: Re: How would you balance/change the game?
Post by: PixelatedVolume on March 19, 2016, 09:07:11 am
Seeing how adding falloff damage would allow the increase of range, arcs, velocity, and accuracy of all guns, which would require that ships be sped up to avoid said abilities...

Yes.

(http://www.angelfire.com/ga2/holiday/images/manparty002.gif)

I can agree with that for guns that do damage by slamming into things -- Gatling. . . and uhh. . . primary damage on Lumberjack and merc maybe. . . but falloff damage on all things hurts me, knowing most weapons shoot rockets or shells which are going to explode with exactly the same force regardless of range.
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 19, 2016, 09:45:13 am
Rockets have fuel. They have less fuel the further they go. Fuel contributes to the explosion. Less fuel = less explosion = falloff. Some of the primary Explosive damage could be shifted to falloff Fire damage, changing the behavior of the gun at close range. It would still be as effective at destroying hull at mid range while losing hull damage at max range. It would lose a tiny bit of component braking at all ranges, but would gain balloon damage and a small amount of armor damage at closer ranges. However, the benefits of falloff are that now your Artemis shots can go as fast as they used to since Artspam can no longer easily destroy a hull at range.

You should read the linked thread. It would only effect its own new, third damage. As you said, not all guns would even need it. However, it would allow a great deal of fine-tuning to balance that the game desperately needs right now.
Title: Re: How would you balance/change the game?
Post by: GeoRmr on March 19, 2016, 09:23:59 pm
I would nerf the spire  8)
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 19, 2016, 09:32:17 pm
Let's remove all movement from the Spire and secure it to the ground. Then add 4 more light guns and another heavy gun pointing to the rear. Spire OP.
Title: Re: How would you balance/change the game?
Post by: nhbearit on March 20, 2016, 12:30:47 am
Rockets have fuel. They have less fuel the further they go. Fuel contributes to the explosion.

Sorry, was heading to bed when I saw this, just wanted to chime in real quick. So, this isn't really a thing.

So rocket fuel isn't an explosive. That's kinda the core issue here. It'll burn really really hot, and really fast, but it's not what you use for a warhead. Dedicated explosives tend to be a bit more powerful than a molotov cocktail (which is essentially what that extra fuel is.) What I mean when I say that is that an explosion tends to have more energy and to happen quicker than the fireball the fuel causes. Which is good. What you generally need an explosive to do is TEAR. You need to put a hole in something. High-Velocity, High-Energy sound waves are pretty good at that. (That's the kind of explosion the warhead causes*)

Kindof a key component of an explosive is that once it's triggered, it goes off as immediately as possible**.

Fuel doesn't really do that. If it did, it wouldn't be that useful as, well, fuel. Fuel needs to be relatively*** slow burning, that's how you can control it. If it all went off immediately then it couldn't do it's job of pushing the warhead. Missiles that set their left-over fuel to explode tend to do so as a redundancy. e.g. the warhead didn't go off, so you might as well do something****.

Right, well physics isn't quite as simple as that, but I think I'll leave it there for tonight. So I'll see everyone around.



*Depending on what you want to put a hole in, you might want to do something weird; like shooting molten copper at it.

**Unless you want it to do something weird (see above)

***Relatively is a fun term to use when you're comparing super-sonic speeds to sub-sonic speeds. It's still pretty gosh-darn fast, just not as... instant.

****Someone spent alot of money and time making that thing, you know. (also, I'm exempting thermobaric weapons because they're complicated and it's 12:30 am)

TL;DR  Fuel is great for making a fireball that'll singe your eyebrows; not so great at blowing something apart.
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 20, 2016, 12:56:18 am
You are talking about uncompressed, non-atomized fuel. Fuel that is subjected to the extreme concussive force and heat of high explosives has entirely different properties than lighting a tank of fuel on fire.

In any case, minor or not, it still contributes to the the overall damage a missile will cause. So, it is a thing. There are examples of missiles that did not detonate, but still destroyed their targets as a result of the fuel explosion and fires caused. Which is why I said to move some of the damage to Falloff FIRE damage, not explosive. Maybe you did not read that far.
Title: Re: How would you balance/change the game?
Post by: nhbearit on March 20, 2016, 01:10:30 am
No it doesn't. You seem to be under the impression that a thermobaric explosion is easy to make. This is false.

And let's make something perfectly clear. If the concussive force of the warhead is what sets off the fuel in this imaginary world, the warhead has already done it's job. The explosion it's caused has already come and gone. The "damage" has already been done. Hell, the explosion might even PREVENT the fuel from creating a fireball.

Fire damage is silly because weapons in Goio have a 100% success rate. They never fail. Perhaps you didn't think that through all the way. Those examples you're drawing inspiration from were failures. Duds. Duds that managed to do something because an engineer decided to put in a redundant system.

and no I wasn't going to bring that last point up, but now I'm here, and not asleep so blah.
Title: Re: How would you balance/change the game?
Post by: Kamoba on March 20, 2016, 02:29:18 am
Keeping to the theme of balance suggestions not intended to be serious, I would keep the current Loch as it is and balance the game around current Loch gat mortar combo, because LIGHTNING DAKKADAKKA has been the most fun I've had on a Gatling.
Title: Re: How would you balance/change the game?
Post by: Skybox- on March 20, 2016, 05:24:40 am
I can easily balance the game with this balance change:

Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.

Ez changes.

Title: Re: How would you balance/change the game?
Post by: DJ Logicalia on March 20, 2016, 08:26:44 am
I can easily balance the game with this balance change:

Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.

Ez changes.
- Boarding is added
Title: Re: How would you balance/change the game?
Post by: BinaryDragon on March 20, 2016, 10:24:10 am
I would make the mine launcher function as an actual mine launcher...not some kind of weird strategic nuke.

then I would nerf the Artemis. I think it's too good compared to other small guns so I would make it deal less damage to guns

Finally I would make the guns easier to fire. I really like how some guns are skill shoot...bur right now the majority of guns is skill shoots. After the recent remake of the Hawacha, there is not a single heavy gun, you can go and fire successfully when you start playing. Sure there is heavy cannonade, but it still requires correct ammo and careful use of stamina.


TLDR ; nerf mines, artemis and make guns easier to fire



Title: Re: How would you balance/change the game?
Post by: Kamoba on March 20, 2016, 10:55:59 am
I can easily balance the game with this balance change:

Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.

Ez changes.
- Boarding is added

Boom! Someone said it!
 :o
Title: Re: How would you balance/change the game?
Post by: Richard LeMoon on March 20, 2016, 11:07:52 am
nhbearit, you are reading what I wrote wrong again. I am not talking about an explosion or fireball. If I was, I would have said "move some of the Direct Explosive damage to Falloff Explosive damage."

Quote
Fire damage is silly because weapons in Goio have a 100% success rate. They never fail. Perhaps you didn't think that through all the way. Those examples you're drawing inspiration from were failures. Duds. Duds that managed to do something because an engineer decided to put in a redundant system.

And here you seem to be forgetting that we are playing a game with indestructible people on skyships suspended by the equivilent of party balloons traveling at airplane speeds firing guns with infinite ammo at each other. One of which, EXPLOSIVE, has a good chance of starting fires. This means they are already not using the type of explosive your think they are. Hell, we don't even know what type of fuel is being used. Explosive does almost no damage to armor or a flimsy balloon (but can still set fire to them). Another two damage types make no sense at all, being Shatter and Impact. Adding grease to bullets makes them shoot faster (it would be the opposite in real life) and adds extra ammo to set chamber guns.

Quote
this imaginary world

Exactly. We are not playing in the real world, so real world mechanics don't apply. I don't understand why you would even try. The mechanics only have to obey the game world rules. This is a game balance thread, not a reality check thread.

Finally, there is at least one example of real world missiles that do have a triggering device to specifically ignite the leftover fuel on every impact, drastically increasing damage (and yes, causing a fireball).

Quote
To do this, the missile's JP-10 fuel is turned into a fuel air explosive to combine with oxygen in the air and burn rapidly. The thermobaric explosion of the burning fuel acts, in effect, as an additional warhead and can even be more powerful than the main warhead itself with enough left at short ranges.

This is exactly what I am proposing to do with the Falloff Fire damage (with some hand waving, of course). It does not have to be real. It has to be believable in the game world. And something that is possible in real life is believable in this game world.
Title: Re: How would you balance/change the game?
Post by: Byron Cavendish on March 21, 2016, 05:59:13 am
I'd sack Eric, and hire an experienced veteran lead game designer.
Title: Re: How would you balance/change the game?
Post by: MightyKeb on March 21, 2016, 07:02:51 am
I'd sack Eric, and hire an experienced veteran lead game designer.

*head wiggle of demotion*
Title: Re: How would you balance/change the game?
Post by: Hoja Lateralus on March 21, 2016, 08:40:23 pm
Eric op, plz nerf
Title: Re: How would you balance/change the game?
Post by: Daft Loon on March 21, 2016, 08:58:50 pm
Nerfs op plz nerf nerfing
and then when everything becomes op, nerf the nerfing of nerfs
Title: Re: How would you balance/change the game?
Post by: PixelatedVolume on March 22, 2016, 06:20:00 am
THE CIRCLE OF NEERRFFFF
Title: Re: How would you balance/change the game?
Post by: Dementio on March 22, 2016, 12:54:02 pm
I would do the same thing I mentioned in that Mobula nerf thread, which is something somebody already wanted to do: Buff all ships, except the Mobula to create more diversity in ship stats, which is done through defining each ship's role more cleary.

If the ships have more extreme stats, like the Mobula has with its vertical acceleration, then they could also work better in Alliance Mode when fighting millions of little air planes.
Title: Re: How would you balance/change the game?
Post by: Fynx on March 22, 2016, 03:35:18 pm
I would do the same thing I mentioned in that Mobula nerf thread, which is something somebody already wanted to do: Buff all ships, except the Mobula to create more diversity in ship stats, which is done through defining each ship's role more clearly.

Squids already considered strong enough or too strong.
Hwachafish already OP, buff the heavy carro (what is in plans from what I understand) and blenderfish is viable.
Pyramidion just got buffed and the time will tell if it's okay.

Junker and galleon are balanced in some weird way, but it is some sort of reasonable balance.
Both of these ships are easily disabled from medium/long range by mobulas. I don't think anything can be done with it. Would it be better if the mobula gets heavily nerfed in close range? I don't know.

And of course there is a spire.