Kanes Wrath

Official KW 1.03 Balance Thread

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# 41TroubleMakerCnC Apr 21 2009, 16:12 PM
Hello
Fix all of that bad ass bugs and decrease shock troopers.

Thats all need 2b. THX w00t.gif
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# 42BiGSkyZE Apr 21 2009, 18:14 PM
QUOTE(Flopjack @ Apr 21 2009, 07:33 AM) *


The next patch should be dealing with the medium issues such as:

Black Hand, Steel Talons, maps (maps could be a higher priority?) Purifiers, Avatar commandeering, Titans, Rockets/Rifles, etc..



I think setting it up in 3 phases is a huge mistake ST would still be getting the shaft tell me has there ever been a ST player in the top 10 don't think so(not a part time ST player either). Maybe if they played the very first match of the ladder season and won.

Steel Talon player so only putting 2 cents in for ST fixes:

Bugs
- MRT leash range fix it please
- MRT garrisoned infantry can actually aim at something instead of driving around hoping to shoot and hit it

Balance
- Titan has 3 options to choose (cheaper to expensive for what it brings to the table, armour buff it moves like a turtle and can't catch anything give it a tougher shell then(might not need if MRT leash is fixed), or a speed upgrade so it can stomp on things instead of reverse move enemy units win)
- Mammoth tank make it veteran to help out for the late game
- EMP artillery make it cheaper and faster cool down only emp ST has
- Commando to add some kind of stronger infantry and be able to take down Avs, Tripods and I miss using the jump jet




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# 43Technique Apr 21 2009, 18:50 PM
A few things that come to mind.

- Nods/moks cloack power should not kill travs shocktroopers (i am told this is a bug?).

- Purifier laser dmg buff.

- AP ammo dmg nerfed (aka 50% or more) versus buildings/tanks and a small dmg nerf vs infantry. (cause right now they go toe to toe with scorps and when u got mass can even own mcv+obelisk...)

- Tib vein detonation dmg nerf (not fun to see a complete army die to this...).

- Juggs dmg nerf-specters price increase (the reason i say price increase instead of dmg nerf for specters is cause i dont want them to get spammy thats 1 of the few nod units that should just be good in low numbers).

- vGdi/ST Orcas cost from 1100 to 1250 (they are still way too cost effective imo).

And i would also like to see TA back in the ranked map pool and definately as a LS3 map.... i think we should not break the chain of it having been in every important cnc3-kw tournament so far smile.gif.

Update:
Mantis needs a good buff cause its starting to get annoying that anti air units (aka thats all they do) lose to air units.... they cant catch hh's and they lose to well controlled orcas... thats begging for a buff.

Some things i think should be looked at...
- Mantis shot delay/animation.... the air is usually gone by the time they finally start firing (k i over exegurate but its definately too slow)
- Mantis speed buff (so you can do more with it then just put em in between your army or tibfield)
- Damage buff (im not sure bout this 1 and highly depends if point 1 and 2 get in)

Epics:
When a epic dies you need to wait 2 minutes before your able to create a new one.

Commandos:
Prodigy
- Area control can no longer take enemy epics/undeployed mcvs.
- Teleport range decreased by 50%.

Mastermind
- Is already perfect imo.

Gdi commando
- HP buff just enuff so it doesnt get owned by base defences like obelisks (dont rlly know if they get 1 shot or not but i do know i lost commandos to obelisks often)
- Cant get hit in mid air while using jumpyet.

Nod commando
- HP buff simular to gdi's 1 (will also be BH's commando buff)
- Stealth instantly when she stops moving/attacking (so that it becomes semi usefull.... so u can shoot stealth shoot stealth)

This post has been edited by Technique: May 19 2009, 11:36 AM
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# 44gtdawg Apr 21 2009, 20:45 PM
-Kane's statue should heal inf. in radius while they are idle happy.gif

EDIT:

-Awakened gain cybernetic leggings.
-Bug: Shadow teams sometimes wont fire on enemy units. lol.

This post has been edited by gtdawg: Apr 21 2009, 21:02 PM
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# 45WolfDragoon. Apr 21 2009, 22:21 PM
Hrm... If I had to single out the changes for the bare-minimum and most -needed- changes, it would look something like this:

-
=
* General ROCKET damage from bikes, stanks and rocketmen to all infantry decrease.
* Normalized all infantry resistance across different subfactions. (Cloaking Field)
* EPIC units can no longer be supported by Support Powers or an external Mastermind/Prodegy.
*Nerf Sonic/Laser Fences.


GDI
* Juggernaut weakening a bit to make Behemoths and ST a choice.
* Zone infantry improvement. A lot more health. Also fix their jumpjets, remove the post-delay after the jump (Promotes players to jumpjet over big units and pound them from behind).
* MRT repair leash increase.
* AP ammo needs a nerf, Wolverines excluded. (provided that cultists get a gun resistance nerf or something)


The Brotherhood of Nod
*Dozer Blade no longer allows Scorpion Tanks to crush heavy infantry.
* Tiberium vein detonation gets a significant range decrease, but also a good price decrease, that way it won't be an instant 1 click harass.
(even though I personally think it's the bug involved in TBD that makes this power OP, I'll still post this.)
* Purifier need significant buff, possible cost decrease and/or laser buff and/or aura range increase.
* Catalyst Missile significant nerf, possible cost increase and/or damage reduction.
* Venom back to 1.01 stats.


Scrin
* Growth accelerator/stimulator HP increase. (this was agreed upon in the 1.02 thread)
* Seekers back to 1.00 state. (when it comes to armor versus gun)
* Reaper tripods don't lose Rate of fire when charged.
* Make vScrin devourer tanks vulnerable to tiberium agitation.
=
-

But, aside from this list, I would really appreciate it if the devs focused more on the bugs of KW, and this lovely little list Voddy has started and built up:
http://www.gamereplays.org/community/index...435324&st=0

This post has been edited by WolfDragoon.: Apr 22 2009, 06:17 AM
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# 46TroubleMakerCnC Apr 22 2009, 03:56 AM
Devs, please just fix the bugs ( http://www.gamereplays.org/community/index...435324&st=0 ) do not touch still existed kw balance or economic .
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# 47ZeroXstaR Apr 22 2009, 06:07 AM
here's the list(without scrin)

Global:

commando won't crushed by EPIC

All EPIC warfactory cost increase:3000/30s to 4000/40s

GDI & Nod aerotransport health points increase 70%

Command Support Airfield health points increase 75%

GDI:

Juggernaut reload delay increase :3s to 3.5s

Tungsten AA Shells upgrade cost decrease : 2000/1:00 to 1500/0:45

sniper team bullet speed increase and won't shoot the structure and vehicle

Steel Talons :

Titan speed increase to 55

MRT speed increase to 72,repair drone speed double ,repair leash increase

Wolverine attack range increase 10%,health points increase

Behemoth attack range increase 600 ==> 625

Railgun Accelerators cooling time decrease 50%,cost increase 50%

ZOCOM:

ZOCOM's sonic bomb(ammo which used by zone raider & zocom orca) speed increase 50%


Nod:

avatar's skill will give back 33% cost from the unit

Tiberium Vein Detonation radius & delay decrease 10%

Black Hand:

spectre(only BH's) cost decrease: 1500/15s to 1400/14s

Purifier cost decrease : 3000/30s to 2600/26s

mantis attack range increase to 375

MOK:

Awakened won't crushed by T1 tanks

Enlightened Cyborg attack range increase 25%

Super Charged Particle Beams cost decrease to 2500





list from gametotal.org
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# 48EchoZero47 Apr 22 2009, 14:15 PM
UPDATED May 4th 2009

Pretty much agree with everything posted in this thread but I would specifically like to point out the need to tweak the Titan. If I remember correctly, the Steel Talons are supposed to have the best armored vehicles in the game but so far the Predator is proving to be a way more cost-effective unit. There are 3 possible options:

a) Cost decrease
b) Damage increase
c) Heatlh increase


Any choice would be correct in this case smile.gif

Another thing that comes to mind is the Beam Cannon. It's way too cost effective for a tier 2 artillery vehicle. Simply increase it's cost to 1100 or 1200 (MAX!).

This post has been edited by EchoZero47: May 4 2009, 06:51 AM
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# 49Crunk 8D Apr 22 2009, 14:34 PM
Changes:

Add RA3's awesome automatch system

Powers can't be used on epics such as cloak and teleport.

Tib vein detonation given an additional 1.5 seconds of ground shaking before doing damage

Pipeline (with blue starting dry) and Arena added to ranked pool

Refinery cost decreased by 500


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# 50CaptNeo Apr 22 2009, 16:02 PM
I have some suggestions regarding the maps:
  • Remove Crosstown Conflict
  • Remove Heaven and Hell
  • Add Dockside Devastation
  • Add Missed Opportunity
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# 51Roboreaper Apr 22 2009, 20:29 PM
attenuated fore fields should have effected corruptors and dev in the first place

any way

the armory gives access to snipers. the tech center gives access to zones

but ST needs to be balanced not an new unit added
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# 52Flopjack Apr 23 2009, 15:18 PM
Hear ye hear ye!!

This entire thread consists of only changes and EA developer posts. Any and all posts which regard to rebuttals, agreements, arguments, off topic posts, whining, disagreeing, agreeing, flaming, insulting or your favorite flavor of skittles have hence been removed.

The goal of this thread is to provide a short, sweet and clear message to EA of what is on our minds related to balance, not to discuss, debate or otherwise foam at the mouth at each other. We have another uber balance thread for any and all foaming so please head it up over there and bring a few napkins along with you.

IF you feel a removed post was unjustly removed (which I doubt is the case) then please don't hesitate to PM me about it. A few posts here have some slight off topic text but contain changes and a few posts have quoted removed posts to clear up their newly made changes. Anyway, some of the posts were sort of a call that had to be made and what is here is what's here.

-Edit by X-Flame: I will personally give each and everyone of you a warning level for failing to comply with staff requests if you post any nonsense after this post.

Thank you once again, EA for allowing us to have this thread. Let us not abuse it.

This post has been edited by Flopjack: Apr 23 2009, 17:24 PM
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# 53tham007 Apr 23 2009, 17:10 PM
There are two more things to add in this KW patch 1.03:

1. If possible, include in the cloud and sun textures (day and night versions) to all maps in KW. There are far none in both TW and KW games currently. Instead it shows black skies during in a movie scenario of any custom mission, such as B8factor's KW mission map, Shaka Zulu.

2. For the Scrin Disintegrators, they need minor changes. Cost shall be increased to 500/5, attack damage decreased by 25%, pre-attack delay and reload clip time increased to 0.5 second.
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# 54-synthc- Apr 23 2009, 23:39 PM
My list:


ESSENTIAL CHANGES:

•Zone Trooper and Zone Raider health increased. Health and heal rate with Power Packs increased. LoS, range, and stealth detection range with Scanner Packs increased. Upgraded Zone infantry can detect stealth when garrisoned inside a unit.


To make Zone infantry more useful in open combat.

•Sonic Fencing armor bonus to buildings is now nullified if the fence is dissipated.


There is no reason for buildings to have double armor for the entire match even after their Sonic Fence has been destroyed.

•Supersonic Air Attack damage reduced
.

So that this cannot be used as a lame way to instantly counter large numbers of aircraft. This is a one click wonder that needs nerfing; in the way of reducing its damage so that it can no longer one-shot aircraft, but removes 60% of a stormrider's health.


•Tiberium Vein Detonation area of effect halved, tiberium destroyed in area of effect doubled. No longer damages units once they move out of its area of effect.

So that this power is actually used for resource denial, instead of the mutually assured destruction of an entire army that is unfortunate enough to be standing on a tiberium field at any time.


•Catalyst Missile damage changed to scale so that it does 80% damage to any tiberium based units/structures, but does not destroy anything. Area of effect increased to TW 1.09 value. Damage to infantry scaled to 40% (25% with Composite Armor and 10% with Infantry Field Suits). Tiberium Chain reaction radius and damage doubled. Cost increased to $2500.


To make using this a more tactical decision than just an eco-destroying, one click wonder.


•Laser Fences armor bonus to buildings is now nullified if the fence is dissipated.

Same reason as Sonic Fences.


•Cloaking Field damage to infantry now decays from normal damage at the center of the AoE to almost no damage at the edges.


Because it is a very lame way to counter infantry, and is, in every way, a one click wonder that needs nerfing.


•Super Charged Particle Beams cost reduced to $2000.


It can hardly be considered a more useful upgrade than the Laser Capacitors, so it should not cost more. Also to compensate for the above changes.

•Nod mines are no longer triggered by infantry.

To prevent the Mine Drop from being another instant counter to virtually an number of any kind of infantry.


•Purifier laser damage increased slightly.

To make it more effective against vehicles, and not just a giant walking Flame Tank.

•Seeker movespeed increased slightly.

Since it was nerfed in 1.01 to make it more of a scout vehicle than a tank, it needs this change to complete its role change to scout/harassment vehicle.

•Ravager health increased, unupgraded movespeed increased, damage increased significantly. Tiberium Agitation now damages all tiberium based units/structures. Ravagers can now be garrisoned into buildings.


To make them useful.


•Enlightened unupgraded damage increased. Cost reduced to $1000.

Enlightened don't really do anything more than tickle tanks before they are upgraded, they are only really useful for EMP; their main attack is no real threat to anything.

Full list here.

This post has been edited by -synthc-: Apr 23 2009, 23:45 PM
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# 55HuNteD Apr 23 2009, 23:50 PM
QUOTE(-synthc- @ Apr 24 2009, 09:39 AM) *

Upgraded Zone infantry can detect stealth when garrisoned inside a unit.


No, absolutely not. Zone Heads would RAPE stealth tanks with this change, which are nod's no1 counter to them.

1 change i would like to see:

Dozer Scorps no longer crush heavy infantry.

And obviously bug fixes like cloaking field wrongly killing heavy infantry from certain factions.

This post has been edited by HuNteD: Apr 23 2009, 23:54 PM
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# 56Crescent's Shadow Apr 24 2009, 08:03 AM
Improvements Suggested:

Nod & Nod's all sub-faction

The Secret Shrime should be able to heal infantrys

Bean Cannons' beam attack should combine as soon as possible ( when a group of beam cannons are selected to attack the same unit, all the beams must be combined instead some beam cannons attack on their own. )

Increase Venom's vision & reflecting beam range to make the beam reflecting ability more useful, but slow the moving down a bit instead.

The Marked of Kane

The Awakened and the Enlightened should be resisted to tiberium radiation without upgrades

The slowing effect of the Tiberium Troppers should be buffed.

When selling a Shredder Turret, a full hp of The Awakened sould be produce instead of only 1 man appears.

Black Hand

Increase the fire rate of Mantis or increase the no. of rockets shot per attack

Decrease the Confessor Cabal's combat effectiveness affect area. It should not be as same size as the Purifier.


GDI & GDI's all sub-factions

Increase the cost of APCs to 900 per each ( I forgot the original cost, if the cost is 900 already, make no changes than lol )

Reduce the fire rate of the infantrys which garrisoned in APCs and Hammerheads ( Imagine a group of garrisoned Hammerheads or APCs rush into base... LOL )

Steel Talons

Titan's speed should be increase a bit faster than the Predator Tank.

Make Wolverines able to clear garrison because there are too few units for Steel Talons to clear garrison

Increase the accuracy of the Behemoth (at least better than the Juggernaught )

Specially decrease the energy consumption of war factory to 6

ZOCOM

Increase the splash damage area cause by the Orca.

Reduce the CD time of Zone Shatterer using Overload Beam to 1.5 sec.

Specially decrease the cost of the Barracks a bit ( Black Hands can't do it because its infantrys are already quite strong...)


Scrin & Scrin's all sub-factions

Increase the speed of the Buzzers for easier to clear garrison or approching enemies.

Stormriders should have a bullet limit just like what RA3 Mig-Fighters did.

The Ion Storm created by the Planetary Assult Carrier should be smaller than the Storm Columns did.

Reaper 17

Reaper Tripods & Shard Walkers should be started with veteran level

Or only the Devourer Tanks started with verteran level

The shield act on the Shard Walkers and the Seekers should be stronger than Scrin did.

Traveler 59

The speeding-thingy for infantrys should include the Prodigy and Cultists ( if it is included already, skip this one )

Ravagers & Disintergrators should start in veteran level





That's what I wnat to suggest in patch 1.03
Anyway this is the first post I wrote in this forum, hope you guys would like it

Should the sell refunds from the anti-infantry towers ( eg. Watchtower ) reduced?

Cuz' many expert's replay use this strat to build up a group of scouts in a way that cheaper than producing in Barracks, especially with the Black Hand.

( Shredder Turret costs 600, and a Confessor Cabal costs 400. By selling Shredder Turret, you get back 300 AND a team of Confessor Cabal !!! )

Although you have used 6 more secs to produce, but in this way the primary building procedure

( I don't know what it called, I mean the place where you build normal buildings) would not be affected.

This special benifit should be nerf or buff ( well, the Scrins' Buzzers are more expensive in this way. ) , you know, balance the three sides.


Really really, this is the end. If you have really read the whole passage, I am fully thankful with

it. Plz skip (or filter out) the grammatical mistakes in your brain automatically thumb.gif Thanks.

This post has been edited by Crescent's Shadow: Apr 24 2009, 08:19 AM
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# 57UberMormon Apr 24 2009, 13:20 PM
Crescen shadow IF Secret shrine heals inf then stasis should too.
i disagree about buffing venoms reflect. theyre allready good enough, and abused alot.
*remove bug where once targeted reflect has infinite range
*reflect can no longer target aircraft
the behemoth is fine, juggs just need a ROF nerf to 5 sec again
ravagers need all th buffs synthc mentioned
except, as well as a damag eincrease, range buff and the shards move faster and they shoot them about every .5-.75 seconds to have less overkill vs infantry
and the seeker need gun damage armor buffed to 1.01? as well as a speed increase
DESINTS DONT NEED NERF, THEYRE FINE

This post has been edited by UberMormon: Apr 24 2009, 13:23 PM
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# 58ThUgs_OwNs Apr 24 2009, 14:16 PM
1st-No support powers on Epics.
2nd- Titan build time reduced by 3 seconds, Speed increased 3%.
2rd-Steel Talons Mammoth tanks built at vetran.
3rd-Behemoth Health increased by 5-10%.
4th-Steel Talons tier 4 support powers-they should have ZONE TROPPERS.
5th-Shadow Teams-once they loose 1 member in a squad they loose 25% tnt damage(if they loose 2 50% etc).These are getting abused by top 200 players.
6th-Nod support powers-cat missile nerfed to do 85% damage to refs and harvs(price the same) Tib vein det- area affected reduced by 15%, damage decreased by 10% price increased 1000.
7th-obsleisks damaged reduced by 15%.
8th-GDI/Zocom commando speed increased 5% no delays.(makes then more enjoyable)
9th-Scrin support power BUZZER SWAN price increased to 2000.these can take out commandos in seconds-commandos cost 2000 - buzzer swam cost 1500?
10th-Purrifier damage increased to same as avatar, auroa increased by 25%, price the same.
11th-Dozer blade upgrade cannot squash heavy infantry.

Balance then de-bug
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# 59B00M Apr 24 2009, 16:20 PM
Fixing shadowteam not shooting bug would be helpfull for gameplay
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# 60Flopjack Apr 24 2009, 18:22 PM
v0ddy Mutant Maurader suggestion + Kane's and price at $300.

Edit: Can we make harvesters treat all tib as a single source? right now harvester will not combine fields and bring back partial loads. you can use Tib seed or Ichor Seed and harvs will treat it like a separate field even though there is more tib right next to them on your main field. Same goes for when a harv dies and spills tib or Overlords Wrath.

Often times you can have like 5 or 6 harvs waiting on a dry field while there is a perfectly full field in your control. I often times see harvs bringing back small loads. They will go to a fresh field and scoop up just a partial load and start to come back.

This post has been edited by Flopjack: Apr 24 2009, 19:03 PM
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