#increase gunslinger xp ramp.
1 messages · Page 2 of 1
After killing half enemy base
And that was only possible because enemy was making T2 armada spiders
So I couold just dodge infinite dmg
Even with gunslinger
okay im convinced gunslingers suck i just witnessed a starlight get jumped by 3 gunslingers, no radar or vision to support the starlight and it just killed each of the gunslingers one at a time
1800 metal of gunslingers getting the jump on 1200 metal worth of starlight which is a really long range unit lol thats absurd
I'm not sure what it's fast learning XP boost was ever supposed to be, assuming that it used to work at some point in the past.
But 10% would surely be too slim to be worthwhile, or truely match the description.
I'd go for something between 50% extra to double rate.
You still have to manage to keep the thing alive to benefit from it after all.
yea they are really expensive for losing to most t2 units
its currently held up by meme and morale dmg... if we don't buff this soon gunslinger will fade to dust again 😦
their only upside is they do consistent damage and just enough range and stopping power to bully t1 and short range t2 units
it feels like they are yet another unit that is having an identity crisis, a counterpick that you keep alive to scale up stats despite mostly seeming like something youd use as a body guard for more important units
they too slow and inaccurate to bully fast t1 and don't have enough range to bully slow t1
i thought they seemed decent against medium tanks and thugs but i dont see them that much so my sense on how good they are probably sucks
T1 tanks rush them down & absolutely annihilate them
A bull is good example of t1 killer unit
It has aoe, plenty of dps, is maneuverable & has plenty of hp
Gunslinger, despite being a bot is lumbering, responds poorly to micro, has no aoe & at 2/3rds of bulls price is way overpriced for what you get
Especially as it gets slaughtered by every t2 unit ppl build
thugs yes... t1 tanks no... they get run over
its about numbers
if you have enough stuff that can kill it fast, it dies fast
if you have enough stuff to just tickle it, it will keep regenning
Thugs and rocket bots feel like one of the very few units it genuinely excels at, and even those you still have to be careful since they can burst it down pretty quick if too many get in range at once.
I mean, anything with enough range and dmg excells at killing those
Get few dogs out and rockets bots and thugs are a speed bump.
Get 1 bull and you can destroy T1 armies 10x your price
Yep. And a bull would give you drastically better reward for being weird and trying to over micro it for XP gains too.
It's larger HP pool and ability to disengage means it gets far better value from xp.
Ability to survive a skirmish and escape to then efficiently repair, is a lot better than being fragile and slow with a slow natural regen.
Gotta sleep now, but maybe when I get a moment, I'll check all the relevant units speeds, and put them in order. (unless someone does it first.)
Since I'm curious what the Gunslinger can and cannot escape from.
It doesn't need to and probably shouldn't be a fast raider or anything, but even a single point of speed difference between certain common match ups, can be life or death for a unit.
sounds likes bull needs a nerf lmao.
it will start a whole chain man
so you feel that gunslingers should be as good as bull in destroying t1?
yes but nerfing bull instead of dealing with gunslinger... will start a whole chain of unwanted effect
im waiting for core alternatives too huh, strange meta on the way- rush t2 and spawn 1-2 units or just fall over and die
im just saying that comparing unit balance in same faction is outright wrong - you should compare units vs other available factions.
arm vs arm is balanced cuz well... they play the same faction. pretty simple really.
gunsliger used for memes so i don't anything besides gunslinger update will change its popularity
Morli, stop whining in every armada thread, go make cortex one if you feel there's clunky or bugged unit.
Literally last unit update was to tremor.
You can easily propose your alternative to gunslinger if you have good idea.
And if its stated in its description, is priced much higher then other bots, ye, ppl kinda expect it to not die to 6 grunts rushing it.
i am doing my part to keep it afloat
I came to realization this topic is futile because there is no will from game designers to make the change. Cause even 1 line change to boost dps eg by 30-100% is zero effort way to experiment if this makes the unit useful. So the designers probably just think current gunslinger is good enough.
EOT 😋
you could literally just do a web edit and do it yourself (or if you want to do it the authentic way download github desktop)
the best way to suggest a change is by opening a pull request because the devs only have to look over it and press 1 button to include or deny it
and each pull request has its own comment thread so the community can contemplate it
thats why i dont like that all of these balance threads are in the discord as someone coming from another game that also uses github and has balance prs open by players regularly
but im probably the biggest hippocrit because im on here talking and i have experience with github
Lmao
You clearly didn’t look at GitHub
I saw some issues with the gunslinger they are very minor things though
you mean some changes were already implemented?
implemented idk but probably a pr was opened
the only open pr with the keyword "gunslinger"
just dumping random balance patch pr's isn't productive
it is because you seperate each specific change into its own thread and each specific change can be contemplated
the act of changing a value being too time consuming for devs isn't the issue
its most certainly productive on ss13
thx so this looks like non-rebalance change that wont impact effectiveness
well it might impact gunslinger
if it previously stopped it from shooting over dt or something
i dont know the little stuff like that about gunslinger so i cant judge that i guess you can
i think i saw you play arm
(ive yet to play armada)
actually if there is no major rework needed, just tweaks, then "dumping" small change is the best way to go - eg increase 10% dps first week, then if not enough seconds week another +10% etc
most of the biggest changes to balance have come from bug fixes
this is just agile development - rapid small change, rapid feedback, fast cycles 🙂
thor, marauders
Im sure all devs know it 🙂
thats not the issue forlog, if random people just post 10% stat tweaks theyll just get rejected over and over
and the best way to do that is to have players do it and be mindful of any competing changes and aknowledge them
only if they dont make an arguement for their tweaks
this is strawman argument, i didnt say "let 30 players all make random changes" so you argue against something that wasnt suggested
thats exactly the thing that was suggested
in ss13 as soon as a big exploit or something broken is shown within an hour youll see someone make a pr that gets made to fix the situation, and its normally just a player that does it, then you have the thread where people argue and some people shitpost but the work still gets done very quickly
ss13?
fix for an exploit or something of that nature is quite different from a stat tweak
it also has reliance on github
an exploit can also be abuse of highballed stats 🙂
the game is made by countless contributors, new additions are often unbalanced and everyone attempts to work everything to the same level of reward for their opportunity costs so naturally things get balanced over time despite complex interwoven mechanics and ways to approach a problem and even asymmetrical gameplay with things like ai/robots/cyborgs vs humans
and thats because the community is well versed in github, infact one of the main things everyone says when someone complains about balance or wants a new addition is "when you code it"
To be very clear the changes in the pr are for adjusting the emitter points that are not centered correctly and the visual which is misleading
Most ppl never touched code of a game
it is technically what i suggested we let (technically an infinite) amount of people make changes on an issue but we rarely get more than one pr per balance issue at a time despite that since as platys51 said most people never touch code.
I went to college studying command and control but couldn't make heads or tails from game code
what matters is how many ppl can approve PRs
yes
that is a good thing
the thing is on github everyone`s arguements are categorized into their own prs for each change
I can program you microprocessor in 3 languages but can't program or tweak game I have no idea how to & am working man.
right now i asked some posts ago if my PR will get approved - got no answer 😄
its alot easier than going onto discord and seeing a thread asking for a solution to x issue
oaky so
the long answer is it depends
This sort of discussion is the best way for me to contribute
I can point people with existing knowledge of the system to what I think is issue & hope they want to fix it too.
my point is if you make a change on github to solve a problem its easier on the devs for multiple reasons and how it goes will depend on how the thread goes
yes and you can just comment on a pull request on github in relevance to your opinion or factual experience on the change being suggested
Or I can comment here
where it will be harder to find as the topic soft changes and it ascends into the uncaring memory of whatever is more than 2 mousewheel scrolls up discord threads
Mostly discussion takes place on discord not github, for better or worse
discussion should be on both since github allows organization on discussions about specific changes that are only a button a way from being merged
while discussion on discord is easier for the players to access and anyone can just screenshot what someone else said and post on the pr
which happens very often
On topics that are really easy to execute, like a simple change to stats, why would you want balance discussion on github? Makes no sense to me
because really easy to execute simple stat changes can easily have alternatives
with other really easy to execute simple stat changes
Yeah that's why you discuss first to decide which alternative to actually do
prs are often compared to one another you can even easily link them, but yes best case scenario everyone is united on the same solution
but momost often when two solutions compete the victor often has a better outlook from its own discussion thread
two competing solutions for this instance could look like
A. "removes impulse on gunslinger, buffs stats to compensate" vs B. "buffs gunslinger`s dps and speed slightly."
arguements against A would look like "removes a unique niche gunslinger had and makes the game more stale"
arguements against B would look like "gunslinger could easily become overpowered with all of its unique mechanics ontop of having good base stats"
and it would just go from there
when i say unique mechanic i mean rare, opps :c
the only other thing i know has impulse is the riot tank which is aoe
just generally anything that isnt a stat but has value like stealth or cloak or being hit scan or ignoring shields or all terrain or amphibious
notice marauders arnt that strong on paper but being amphibious makes them strong
first gunslingers need to not miss
they MISS?
A lot
it's very noticeable because you should only be making one maybe two, and it misses a fuckton on things moving parallel to it
And they derp around if you try microing them, can't keep guns on target
not as noticeable on like, thugs, who miss but you have like 20 so you dont notice
in ta i think their projectiles hit nearly as fast as a laser but lasers wernt hit scan in ta they were very fast projectiles, actually ive only seen lasers miss air units
i've seen lasers miss ticks
Gunslinger used to have a much faster stats rampup with experience, maybe just use the old values, it felt good in BA
^
Replace the weapons with sniper weapon, slap like a 25% xp modifier on it and lets see how it goes from there
(this would include removing the accuracy deduff on it)
back when i actively played BA, this ability wasn't added in yet... but iirc it had a lot stronger impulse
Impulse is still broken in BAR actually
I think we didn't address it yet
Or maybe it did get fixed in engine somehow as I'm not seeing the weird behaviour anymore (not sure)
Broken in what way? impulse definitely pushes units around, like from pounder or janus. Gunslinger does too, but its a bit weaker and seems to depend on a lot on what direction a unit is moving
what does predictboost = 0.3 mean in the units weapon def? trying to figure out why it can't hit anything moving mildly obliquely to it...
When units get hit face-on, the impulse doesn't get applied
This is BA 4.96 vs some early version of BAR, I think we didn't fix it yet, you might wanna confirm
Out of PC right now
(This is the culprit)
And reverting it fixed this
I have definitely seen pounders stopping (as in dropping momentum to zero) my tanks in a head on engagement like this
But it made units stuck in labs for some reason so we dropped that fix
Perhaps some engine change fixed it later
just tested not fixed
Nice so I'm not tripping
Just recreate my video
I've even seen units sped up with the impulse towards the riot tank in some cases
if impulse tries to push unit in direction unit moving or in opposite direction it just doesn't apply
Huh
I'm pretty sure it's just how accurate the prediction is, based on some previous comments from @fading rover. In theory setting this to 1.0 would give it near perfect tracking, minus some prediction bugs (also documented by @fading rover). 1.0 is probably overdoing it, but I would like to see this increased by a fair bit, a unit whose ostensible role is dealing with t1 units should be able to reliably hit pawns and grunts.
at the moment I swear it has trouble hitting grunts moving perpendicular to it over terrain: I'm inclined to say some combination of increasing projectile speed, increasing prediction, nerfing damage, increasing fire rate, fixing/increasing Impulse might help it. from experience it feels like it does almost nothing to stouts running at it. a bit of fire rate increase might make it a bit more John wick as opposed to borderline drunk yokel...🤷♂️
it also has trouble hitting fiends running perpendicular to it.
I think it needs an overall stat increase, not just offensive potential. Just a bit more speed, just a bit more HP, just a bit more per-shot damage with some more impulse would work better, than punching it all into damage. In fact, I rather see it buffed in HP department over damage, because it will make both of its perks work better, but buffs pointed into a single stat often causes imbalance swings. Still, its low durability, especially compared to something like a Cortex Tiger, is just absurd.
cor tiger just has a lot of HP for the cost
and speed
also higher range
so literally anything you can do with 10 Gunslingers, you can do better with most other units for the same cost.
tigers are terrible at hitting moving targets though...
Not really. They're at least better at it than Bulls. Definitely not worse than Gunslingers themselves
they are pretty inaccurate and have very little AoE
i haven't watched gunslingers closely enough to compare, but tigers are really bad at hitting fast moving targets
bulls are stronger in that regard
I don't understand your point. Does any of that compensates for the fact that Tigers have more than 3 times the durability and speed and can rush through almost any defense lines at the given game stage and wreck economies, while Gunslingers can be slaughered like sitting ducks with units twice as cheap as them?
that's because they have different jobs
tiger is a durable raider and a frontline whereas gunslinger is a skirmisher that's good in battles of attrition
i'd like to see a microed tiger fighting t1 get as much value as a microed gunslinger
gunslinger has way higher DpS
and will be able to outrange tigers eventually with XP
I think the point is that Gunslingers does NOT have a job to do. Hounds can kite and skirmish with their far greater range and mobility. Welders can tank and push. Sprinters can rush through weak spots and hit vulnerable economies.
So Tiger is better for the same cost because you don't even need to micro it much. It can do just fine with its massive HP pool and produce better DPS because its DPS simply lasts longer.
gunslinger is a defensive unit that excels at battles of attrition
what @shadow matrix said, plus:
Tigers cant handle spam running towards it, they just miss a lot of the shots and get tickled to death by ticks.
Also, if you want compare equivalent units, compare tiger to bull.
I compare them because they have an equivalent cost.
that's not how that works
Well by that logic there's nothing to cpamre Fiends or Hounds with.
hounds are compared to sheldons
fiends are either compared to welders or sprinters
although i'd say sumos are better compared to welders than fiends
but fiends can also perform the same duties as welders in a pinch
And also Fiends and Hounds aren't equivalent in cost either.
why would you compare hound to a fiend i dont understand
it's like comparing unit to a mine
fine, compare ducks and hounds
I don't. I compare Gunslingers with Tigers, which both cost 650m and ~10000e
but we are telling you that's not how this works
and I try to make the case than one gets a LOT less utility for its cost than the other one.
It doesnt matter that these units have different roles. Its that one unit fulfill its role greatly, while another one doesnt really have a role, because it doesnt have parameters to have one and is overpriced for the perks it have, which do not work in practice.
Hounds, Welders and Sprinters do have their specific roles because they possess the parameters needed to fulfill those roles. Gunslinger does not.
So if you need to rush through, you use Sprinters. If you need to kite and apply attrition, you use Hounds. If oyu need to push or hold the line and slaughter ticks, you use Welders. At no point you may say "the Gunslinger will do This job better than the other ones". Same goes for Cortex analogues.
gunslingers excel at defending in small numbers against a t1 opponent
if you had 10 hound yes those are going to perform better than 5 gunslingers
but at holding against a force of spread out pawns 1 gunslingers can hold out for longer than 2 hounds
2 welders would work just fine
2 welders would die quicker
because unlike the gunslinger they can't heal and they have a shorter range meaning they are in the line of fire for longer
2 welders are worse in a battle of attrition than 1 gunslinger
I never saw hound or wielder with 100 kills, but hey gunslinger sometimes managed to do it. Is it weakness rushing straight at it? Sure, its the same weakness most of the units have. Does it need some tweaks? Yeah the unit could get some stats adjustments, but stat adjustments are not equal to making it into some sort of monstrosity. What ptaqu proposed might be enough, might be not - has to be tested in the field.
2 welders will have 4 times the health pool, and shorter range is compensated by chain-damage increasing their DPS.
you ignore the auto repair function
And how much HP/s does auto repair provides?
i want to say like 2-3% HP/s
maybe more
unless they get killed quickly they will last a long time
Yeah. This unless is what happens 9/10 of the time.
That's the whole issue pretty much.
are you making the gunslinger at 6 minutes or at 12, because that makes a big difference
against spread out t1 the gunslinger will not die quickly
especially if it's the slower t1
Again, it does not make that much difference for other units.
it makes a massive difference if you're using welders to fight pawns or to fight sheldons
Meaning that you have to conjure extremely specific, niche use scenarios to make the unit do anything.
what's the issue with niche use cases
or are you also implying that scuttles need a buff so they can always be used effectively?
It isn't, but just killing T1 units can be better done with Welders, Hounds or a Fatboy.
Scuttles can be used effectively already.
im pretty sure you will soon start comparing gunslingers to bombers
No. Scuttles cannot be used effectlively in niche cicrumstances. That's the point.
having radar or AoE isn't niche
I'm pretty sure you're going personal at this point.
you are ocmparing apple to oranges just because they are fruit
this entire debate started when i said that you shouldn't compare the HP of a gunslinger to a tiger because most of the tiger's cost is tied up in HP
Where is Gunslinger costs is tied to?
the increased range from XP and the auto repair function (which is % based i believe so it gets stronger with XP as well)
and in its relatively high DpS/m
So a T2 unit needs to get into the battle early enough to only encounter T1 units, they have to be spread out, you have to get a transport just to get it tthere because it moves with a speed of a Welder, you have to control it non-stol to avoid concentrated fire and pull it out to self-repair, and it have to survive long-enough to get EXP to get range comparable to a Hound, which has it immediately for hald the cost?
i mean a welder is going to have the same problems
I can do so with Hounds and never even get a return fire.
except it will never become comparable to a hound
so what u want to turn gunslinger into hound?
like still you are comparing apple to orange
I want t turn it into a marksman that can support from behind the Welders without falling apart like a EMPed Hound.
you have op sniper for that role
so a sniper?
so what, u want second sniper in the roster?
what you described is a sniper
Did you even read my initial response?
marksman that can support from behind the Welders AKA SNIPER
a unit that stands behind welders and dishes out damage
Snipers fall apart even faster than Hounds
its exactly its role
omg im not getting into this now lmao
he things snipers are shit
why would you care about its durability if it's standing behind welders
Because if you push with Welders, you want ranged support that can endure splash and collateral.
gunslinger's job isn't to push with welders, it's not even to push
What is it then? Wrecking T1 form range where they can fire back?
Like, who have defined what its job is?
if you wanted a unit to push with welders then hounds and snipers do the job better
and if you wanted that but durable then make a fatboy instead
I personally feel like their only job is to punish noobs who build them, and for content creators to troll everyone by saying how powerful they are.
there are replays and testimonies of them being used effectively in real games
do they need a buff? yes
are they useless? no
a backliner making a gunslinger before reclaiming the lab and ecoing to then micro it on the frontlines can get massive value out of it
they have the time to micro it because ecoing doesn't take a lot of ApM
and it's early enough to make an impact
in addition, with the support of another player it's hard to rush it with large numbers
does it have counters? of course
some shurikens or hounds or fiends will absolutely destroy it
but everything in the game has counters
hounds will get pummeled by a couple of tigers
shurikens will do absolutely nothing to a jaguar
tigers will get destroyed by a single fatboy
Well again, you're making a case for an extremely nich scenario, and even then you'd need a transport from an air player to deliver it to the front soon enough for it to make a difference. And another backliner can just make a couple of Hounds with few rezbots and make even more with the same micro.
rushing out a gunslinger then reclaiming the lab isn't very niche, it's a way for an eco backline to contribute to a defense without commiting a lot of resources
the case where this is most needed is if the enemy backline was instead supporting rather than ecoing
so they won't even have t2 at that point
that isn't very niche
unless you're talking about low OS lobbies where you have 4 people ecoing and no air player to communicate with
Sure, but then again, make exactly the same thing but instead of Gunslingers you make Hounds. It will work better because Hound do not even need to get into T1 firing ranges, and they can kite away if confronted.
unlike hounds the gunslinger can at least try to hold its ground
They also have Railgun firing more that might work better vs faster T1s and might even be more accurate.
hounds constantly kiting will eventually not have anywhere they can run back to
At least try? Hounds have like 80% HP of a Gunslinger.
this is made even more obvious by the low DpS of hounds
they have what, like 80 DpS?
Two Hounds have more DPS than a single Gunslinger.
nope
the DpS mentioned considers both the plasma and gauss modes
so listed DpS is wrong
in reality in their plasma or gauss modes they have closer to 70-80 DpS
so not even 3 hounds have the same DpS as a gunslinger
and the gunslinger is better at being able to take stray shots (which is all it should be taking when you consider that it should be microed to dodge shots) because of auto repair
yes, the hound is better at dodging shots altogether because of higher speed, but any shots it does take are practically permanent damage
whereas for gunslingers it's more like 2-5 seconds of auto repair per shot taken
funnily enough, gunslingers have the highest DpS of any arm t2 bot
(not DpS/m, just DpS/unit, DpS/m goes to sprinters)
Sure, and what I want is for Gunslingers to have enough endurance for that DPS to matter, so its a worthwhile expense.
if you make it too tanky then it just becomes a better welder
it still needs to have that weakness to getting swarmed
Which is why I said, overall buffs instead of just making it a tank.
But apparently I want to make it a new sniper. You know, because you need to make me look ridiculous to defeat my argument, by portraying my claim invalid, which I have never made.
I want t turn it into a marksman that can support from behind the Welders without falling apart like a EMPed Hound.
that's a tanky sniper
or, to better put it, a fatboy
A Sniper is a unit that have the highest range in the tier. I have never even mentioned range.
how would it support welders without range?
or better yet, how is a short range unit supposed to support another short ranged unit with a similar role
When did I called it a short ranged unit? It have 30% base range than the Welder.
365 isn't long range, it's not even medium range
Like, is it always black and white for you guys? I just can't understand/
And you said it yourself, it ranges increases with experience so...
yes, its range increases with XP
not by a lot, but it does
that still doesn't answer the question, how would it support welders?
against what?
sumos?
Yes, and other shorter range units.
it would need to be against units with a range between a welder and a gunslinger
and there aren't many of those that are meant to be damage dealers
if you want support against sumos better to make hounds or snipers and have them further back
fiends get destroyed by welders so they don't need support against those
Sure, but those have much lower DPS, you have said it yourself.
So it would take a lot longer time to have similar impact.
in a mixed arms force gunslingers don't have a place
the weaker DpS of hounds is compensated by the staying force of welders in a mixed army
gunslinger acts as a mix of both that is worse at either job
but is better than each at the other's job
Well in a homogenous force they don't have a place either, because they're either outranged, outmaneuvered or out-tanked.
which is again why i say gunslingers are stronger early and in very small numbers
gunslingers will handily beat welders and sumos
they perform similarly well to welders against spread out t1 that can't outright swarm you
they perform better against the slower t1 than welders
they're better at getting shot at than hounds
they have their niche
and it's not all too uncommon
the reason we don't see more of them is because their counters are clear and are already strong enough that they are also made around the same time as gunslingers
In my experience this niche is too narrow, in part because of their high cost compared to stats. This is why I think they need some better stats to justify the expense.
I don't want to give them Hound's range/speed, or Welder's HP. Just a bit of everything so that they at least work better as anti-tank units without the need of energy demand and crawling speed of Snipers.
So maybe like 60 speed, 1800-2000 HP and/or better accuracy.
Gunslinger are terrible at killing t1
I saw 4 pawns kill one
That's what, 140 metal?
They miss a lot, and even fixing that wouldn't help
Gunslinger would need to kill what, 20, 18 pawns, just to turn even?
You just teched, have 4k less metal then enemy if you count t2, con & 1 gunslinger
Does it provide any advantage?
No.
It more often then not doesn't even pay for itself if you micro it
Let's fix the impulse bug first then talk if more tweaks are needed
Also the XP bug, or otherwise remove "Fast Learning" from the description until it's not a misleading lie. '-'
Ah, right, shot prediction is also bugged with regards to upright units on sloped terrain