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Balance


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Posted
21 hours ago, ArcticPrism said:

Necro post  I guess but on the topic of balance can we look at infantry units that are completely or nearly useless? I think infantry are easier to adjust without causing massive GDI vs NOD balance swings.  Not sure if it's realistic for a Renegade server to pull off but the A Path Beyond mod had something I thought was a good idea. That is, low tier infantry you can buy with credits without a Barracks.

I think the main problem with most infantry comes down to 2 problems:

-Too weak at the role they are meant to fill.

Basic rocket soldiers for example cost too much to rush with early on, do little actual damage to anything and the rocket is so slow you can barely hit vehicles(homing would help a lot). Gunner is way better but even he rarely gets purchased outside of an attempt to Gunner Rush on Mesa. Patch is just the NOD laser chaingun except he doesn't do any damage to tanks and his shots have travel time. 

-Snipers are oppressive.

There is no reliable infantry based answer to snipers except more snipers. You have very little chance of beating a sniper with any other infantry in almost any situation unless the sniper is bad and can't hit anything(like me). Exception would be PIC or Rave because they can instantly kill with head shots too.

Not suggesting snipers be nerfed. I just think other infantry should be buffed with reduced cost, effectiveness or availability(being able to buy without Hand/Bar).

 

Infantry I personally think should be looked at :

-GDI/NOD Officer

Expensive for just being slightly better basic soldier.

-Basic Rocket soldier

Low damage, expensive, can't really hit vehicles due to slow projectile and no homing.

-GDI Sydney

Low damage, expensive, projectile too slow to reliably hit infantry except at close range.

-GDI Patch

Just a Nod laser chaingun but does no damage to tanks.

-Mobius/Mendoza

Low range, doesn't do enough damage to buildings, especially the exteriors. Expensive for how niche they are. 

 

It is possible to do that but I think for Rencorner, we tend to stick with vanilla stuff for the most part (except like hotwire/tech having grenade launcher/flamethrower). However on a map by map basis, you can add these things in, like I've added some slight balancing to Sand_XL and Snow_XL for example. Like MRLS having 50% more velocity for rocket, stanks being 5% slower, etc. Nothing major but usually helps make the maps more enjoyable.

Posted
23 hours ago, ArcticPrism said:

Necro post  I guess but on the topic of balance can we look at infantry units that are completely or nearly useless? I think infantry are easier to adjust without causing massive GDI vs NOD balance swings.  Not sure if it's realistic for a Renegade server to pull off but the A Path Beyond mod had something I thought was a good idea. That is, low tier infantry you can buy with credits without a Barracks.

I think the main problem with most infantry comes down to 2 problems:

-Too weak at the role they are meant to fill.

Basic rocket soldiers for example cost too much to rush with early on, do little actual damage to anything and the rocket is so slow you can barely hit vehicles(homing would help a lot). Gunner is way better but even he rarely gets purchased outside of an attempt to Gunner Rush on Mesa. Patch is just the NOD laser chaingun except he doesn't do any damage to tanks and his shots have travel time. 

-Snipers are oppressive.

There is no reliable infantry based answer to snipers except more snipers. You have very little chance of beating a sniper with any other infantry in almost any situation unless the sniper is bad and can't hit anything(like me). Exception would be PIC or Rave because they can instantly kill with head shots too.

Not suggesting snipers be nerfed. I just think other infantry should be buffed with reduced cost, effectiveness or availability(being able to buy without Hand/Bar).

 

Infantry I personally think should be looked at :

-GDI/NOD Officer

Expensive for just being slightly better basic soldier.

-Basic Rocket soldier

Low damage, expensive, can't really hit vehicles due to slow projectile and no homing.

-GDI Sydney

Low damage, expensive, projectile too slow to reliably hit infantry except at close range.

-GDI Patch

Just a Nod laser chaingun but does no damage to tanks.

-Mobius/Mendoza

Low range, doesn't do enough damage to buildings, especially the exteriors. Expensive for how niche they are. 

 

These are solid ideas. But like Fori mentioned, RenCorner succeeds because people love how close it is to vanilla Ren. I personally in favor to bump up some of the inf you mentioned to make them more useful (especially patch). But I don't think any of the changes will make the other inf able to really repel snipers

 

  • Like 1
Posted

Don't make the mistake of over-tinkering this server.  We all know the likelihood of Nod winning most matches, period.

City as GDI is a challenge BECAUSE you know Nod is coming with stanks.  GDI usually loses because as a team they lose focus of defense. 

Leave things alone I say.  Otherwise, the 50 tops players should vote on it ;)

 

  • Like 1
  • 1 month later...
Posted
On 2/4/2024 at 1:11 AM, GetPastMe said:

Leave things alone I say.  Otherwise, the 50 tops players should vote on it ;)

 

Smart man...listen to gramps guys

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