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 Post subject: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 7:52 am 
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Balancing Bear

Joined: Fri Dec 02, 2011 2:16 pm
Posts: 1054
As you all might have noticed, Carbon is taking a more aggressive stance on balancing the game by allowing the player input to be put into effect in a much more rapid fashion. As your Balance Bear, I get to collect your suggestions and forward them to devs. This saves a TON of time for them, letting them work on the game, while also letting you get the changes you desire.

I would like to keep things well documented and focused. To that end I will implement a rule on how you can submit balance suggestions.

-Each player only gets to suggest one conceptual change to one unit in each one of the change threads.
You don't have to be limited to just one stat, but do keep it limited to one concept. For things like HP etc you can also include weight changes etc. Just don't go too nuts on changing everything. We want to see the exact effects of every stat change before we apply more changes.

You get infinite +1's on other people's changes and are welcome to discuss them. In fact, you are encouraged to +1 suggestions you like as this will make it more likely for them to be included.
The reason for limiting how many changes you can do in one thread is to keep things from changing too quickly. This will also keep players more focused on the units that need balancing most. So only suggest changes to units you REALLY want changed. And remember, do not suggest changes in excess of 10% to a single unit more often than once a patch.

Since this is a new process, I'd like to take it slow. To begin with I will accept at most 3 changes from this thread. So make sure they're the changes you REALLY want :D

For this first round of changes, I will be closing out the list sometime this Friday, so be sure to suggest and vote on some stuff.

This will be the template for change suggestions

Unit:
Stat:
Previous Amount:
Desired Amount:
Reasoning:

Unit: Name of the unit you want to change
Stat: The specific stat you want to change
Previous Amount: How much it was before
Desired Amount: How much you want it to be
Reasoning: Why should this change be included

As you might notice, the balancing will be limited only to stats. Any kind of structural or mechanical changes will take a lot more time and will not be considered at this time. Some stats will require a more involved patching process than others, so if the changes I accept don't go through immediately, don't panic. Also, while reasoning for your changes is not necessary, it is appreciated and will make it far more likely that the change will be accepted.

After all changes are collected and aggregated, I will post patchnotes in here and James will paste them ingame to keep everyone up to date on all changes.

Let science be done!

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CarbonJames: these dumb players with macs and one button
CarbonJames: It's Alpha, just roll with it. ;)


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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 9:46 am 
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AirMech Ambassador

Joined: Sat Jun 30, 2012 10:45 pm
Posts: 2407
Location: Metal Gear Rex
Unit: FF2000 (generic melee units)
Stat: Dps vs Ground / Movement / Build Time / Weapon Type / Hit Points
Previous Amount: 50 / 3.5 / 4.0 / Light / 150
Desired Amount: 66 / 5.8 / 3.5 / Medium / 215
Reasoning: For Science!

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 10:04 am 
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Joined: Sat Jan 26, 2013 2:33 pm
Posts: 96
Liquidsnake3 wrote:
Unit: FF2000 (generic melee units)
Stat: Dps vs Ground / Movement / Build Time / Weapon Type / Hit Points
Previous Amount: 50 / 3.5 / 4.0 / Light / 150
Desired Amount: 66 / 5.8 / 3.5 / Medium / 215
Reasoning: For Science!


+1

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 10:25 am 
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Joined: Sat Dec 03, 2011 9:09 am
Posts: 257
Location: Soaring The Skies
Liquidsnake3 wrote:
Unit: FF2000 (generic melee units)
Stat: Dps vs Ground / Movement / Build Time / Weapon Type / Hit Points
Previous Amount: 50 / 3.5 / 4.0 / Light / 150
Desired Amount: 66 / 5.8 / 3.5 / Medium / 215
Reasoning: For Science!



+1

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 11:40 am 

Joined: Sat Nov 10, 2012 5:43 pm
Posts: 140
Unit: Moneymaker
Stat: Power consumed
Previous:4.0
Desired: 10.0
Reasoning: Moneymaker is insanely good with almost no downside
Also you should think about increasing base income by 30/sec if this happens


Oh and +1 to liquid

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 12:25 pm 
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Joined: Sun Dec 18, 2011 7:19 pm
Posts: 1638
Liquidsnake3 wrote:
Unit: FF2000 (generic melee units)
Stat: Dps vs Ground / Movement / Build Time / Weapon Type / Hit Points
Previous Amount: 50 / 3.5 / 4.0 / Light / 150
Desired Amount: 66 / 5.8 / 3.5 / Medium / 215
Reasoning: For Science!


+1

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 12:32 pm 
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Joined: Sun Nov 18, 2012 12:14 am
Posts: 317
Location: Searching...
Liquidsnake3 wrote:
Unit: FF2000 (generic melee units)
Stat: Dps vs Ground / Movement / Build Time / Weapon Type / Hit Points
Previous Amount: 50 / 3.5 / 4.0 / Light / 150
Desired Amount: 66 / 5.8 / 3.5 / Medium / 215
Reasoning: For Science!

+KittenAqua

It might finally be able to anti ground mech...

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 1:10 pm 
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Balancing Bear

Joined: Fri Dec 02, 2011 2:16 pm
Posts: 1054
Artikash wrote:
Unit: Moneymaker
Stat: Power consumed
Previous:4.0
Desired: 10.0
Reasoning: Moneymaker is insanely good with almost no downside
Also you should think about increasing base income by 30/sec if this happens


Oh and +1 to liquid


Are you suggesting that with knowledge that its income was nerfed by 33% last patch? Fort credit income was also increased by 20% last patch.

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CarbonJames: these dumb players with macs and one button
CarbonJames: It's Alpha, just roll with it. ;)


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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 1:23 pm 

Joined: Sat Nov 10, 2012 5:43 pm
Posts: 140
I still feel like economy will always be the #1 way to go unless there is a fairly large downside to having it. In fact, my initial suggestion was -15 power, but when i looked at the patch, -10 seemed fair now

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 Post subject: Re: Balance Changes 8/9/13
PostPosted: Thu Aug 08, 2013 2:51 pm 
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Joined: Sat Jan 26, 2013 2:33 pm
Posts: 96
Artikash wrote:
Unit: Moneymaker
Stat: Power consumed
Previous:4.0
Desired: 10.0
Reasoning: Moneymaker is insanely good with almost no downside
Also you should think about increasing base income by 30/sec if this happens


Oh and +1 to liquid


-999999

You must be trolling. How are money makers insanely good? They're fine as they are. And they've already been nerfed enough.

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