#T1 Reworks to Improve the 1v1 and Small Teams Experience
1 messages · Page 2 of 1
Bigger things haven't happened because the factions haven't been remodeled. The core team can't make units that do things they don't look like they should be able to do.
Well, I think you can still start with weapon reworks like we've done and have those guide models
But Legion was used to silo a lot of experimental ideas, and got made first. And now there's another, new, big open field to test in, imo.
I cant believe I started playing BAR when pawns and grunts had the same speed
Indeed!
That's... true and sad to think back on
I was just informed that brightworks did his entire stream today with small teams and our patch 😮
Gonna watch the VOD
@pseudo star I think you should try these. Maybe It'll address the issues you have with current game balance
Project doc for the next balance pack by Neb, Encyclopedia, and [BONELESS] - Unofficial Tech Overhaul.md
v0.7.0 changes
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Bedbug. Speed 35 -> 100, radar 1000 -> 800, explosion damage 2000 -> 440 and area 400 -> 200. It has a much weaker explosion when killed.
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Centurion. Impulse set to match Gauss weapons.
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Twilight. Death explosion is a normal explosion. The self-destruct is still an EMP weapon.
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Lasher. Rockets are faster and no longer overshoot. Damage was previously decreased by a large amount; some of that decrease is reversed.
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Pounder. Range 252 -> 300 (base is 315).
Some other changes were considered but this is all that was needed to reach the next patch version.
Should probably add a small radaremitheight to bedbug. It will get blocked on terrain pretty often.
I assumed there was some default value for this?
dont reinvent the wheel, the game is good just learn to play better
personally i think there should be some changes to t1 but yeah a lot of units like thugs for example are good as is in vanilla
the way i would have imagined the bedbug, would have been that it costs something like 45 metal and kills a mex instantly, and isnt really good for much else
kind of like a more expensive tick, relatively fast, doesnt trade well with most units but has to be dealt with if it goes past your army
play good
That's basically where it is right now. Very small sight radius, pretty okay radar, and 440 damage will destroy a double-health mex with some overkill.
but it costs 90 metal
That's the main issue?
and its as lsow as a jugg
ok 2 days ago it was 33 speed
Yeah it was
It was just kind of hard to use (and obv leaving in the 2k damage was an error)
The main question I had with it, since I've been using basically the current version of it the whole time, is whether it needs a countdown on its selfd to balance it out
But instant self-d is pretty important on the crawling bombs
I think a countdown adds a fun skill shot mechanic, and maybe gating it behind that tiny skill shot would help balance it
Especially at 90 speed, timing skill shots would be fun
I think just because something is good as is doesnt mean we shouldn't try reworks, the thug rework is pretty fun too and imo feels more like a Thug should. Its like a brawler unit now, you get in people's face with it
Sometimes something feels good enough until you see the alternative 😉
for me is a bit too good rn and didnt retain the weaknesses of vanilla pawns
If the goal was to diversify comps the thug changes didn't do that.
and I speak from the angle of a mono thug spammer.
We're talking about that too. But I think thugs still benefit from a mixed comp, even if they are good alone. Same with centurions. To me that seems like a nice way to allow skill expression while keeping the game accessible
I just think removing a large chunk main counterplay to thugs (smaller fast units)doesn't help balance cor t1 bots. I should be punished harder by pawns and grunts for making mono thugs than I currently am.
Agreed
the bedbug changes are interesting and I will probably try them but not entirely sure they really fit the cortex mo.
What would you say is it's MO?
Beefy frontline units with strong traditional archetypes that are unparalleled in a straight brawl.
it's the unit we have, and Bedbug is the most fitting tick counterpart you could come up with for cortex
We didnt want to just give cortex a fast scout bot with DPS, like the other 3 labs all have, so this felt like a more unique approach. And I feel like a kamikaze scout fits cortex
The radar is bug flavored
Hey... you guys probably have your reasons.. but why don't you just nerf Pawn, Blitz, and Incisor HP by 15-20%, and leave everything else mostly as-is? Wouldn't that more or less accomplish what we're going for?
An indirect way of nerfing fast raider units would be to make LLT cheaper in meetal, e and BP so that spamming them would no longer cripple an earlygame economy as much while keeping them as weak as they still are against everything else. I like the fact that fast raider units can overrun (mono-) thugs, maces and rockos, because that creates a rock-paper-scissors with the t1 porc. Another one would be to add a laser weapon to all labs so that at least the core of your base could be (lightly) protected against weaker raids even if you comwalk.
But like... why indirect? Why not just directly nerf the raider units? lol
Because their relationship to units is perfect imo and only in t1 their role is so valuable that they oppress. It is the openness of maps and thus the difficulty of porcing down in 1v1 - that is, the difficulty of bringing out their counter.
I do like the centurion idea, that unit can use any change there is and it's not a bad idea to add a unit-counter but thugs and rockos already have a role and need not become even stronger as raider-killers
LLTs meanwhile are the least likely thing to become oppressive because the only thing they do well is to counter raiders.
yeah agree
I would change t1 around a bit too to make it more different between arm/core but I would stay with t1 units not t1.5
If they're good at outmaneuvering and taking out resources, they shouldn't also be good at fighting directly... I watched a game between two 34ish OS players, and it was a 20-minute blitz/pawn fest until one player tried to build thugs, at which point the game ended as the pawn/blitz player just kicked down the front door and overwhelmed the thug player. Granted, the thug player was losing already .. but still..
Thugs vs pawns is thug-favored, but not by enough.. and thugs vs blitzes... it's like... not even really a counter
Right now I'm having the most fun playing 3v3 and 4v4 because having a bunch of commanders everywhere makes it possible to evolve out of the pawn blitz phase pretty quickly
I'm also not that great, so take my input with a grain of salt... but all this might be kind of unnecessary if a simple HP nerf to blitzes, pawns, and incisors would do the trick
if even pawns trade relatively well with llts then what is their role
If the raiders stop countering thugs, thugs stop having a counter in t1. I would suggest halving the metal, BP and energy cost of LLT and if that's not enough, go lower. They are currently prohibitively costly to set up in enough spots for 1v1, they are in a decent spot for smallteams and they are a brief interim element in smallfront 8v8. In quite some aspects LLTs are a noobtrap even.
honestly all centurion really needs is more movement speed to outmove plasma bots
and it would be great with everything else vanilla
it's allready really good at being repaired and it deals guaranteed damage
Nerfs to Pawn/Blitz HP are likely. This just isn't a straight-up balance patch, it's trying to change the landscape a bit more and then start with competitive balance some time around its v1.0
Cool, yeah I'm looking at the balance patch notes in depth now and I'm seeing that actually pawn and blitz HP are being nerfed after all 
Not seeing any incisor nerf, but maybe with all the other changes it won't be a big deal
Not really, no, because thats not addressing the slowness of the other stuff
But yesterday I did start trying a pawn and blitz hp nerf in version 0.7.5, and it seems OK
Ironically though when you buff the other stuff to be better vs pawn/blitz/grunt/incisor, then you can even buff these units and still the game feels better!
Well the problem with only buffing speed, and the reason why it seems like there are so many changes (btw, while there are many, I dont think it really feels that much different), is because a lot of the units are designed to be slow and have high range
So you make them fast and now the high range is an issue
A lot of that comes down to these units being too strong at hunting commanders down if theyre too fast thanks to their range and DPS
But we get around that by pairing speed buffs with range debuffs.
Oh it's just pawns and blitzes specifically rather than incisors and grunts, too?
Grunts got a health nerf but also a significant cost decrease so it isnt as straightforward
But blitz and pawns have no cost adjustments, just speed and health. They give up some health for more speed, basically. Thats what armada is about to me
So anyways, one thing that Ive noticed is a lot of folks assume the new thugs and centurions are OP against commanders, but then they try it and realize that you need to get into dgun range to be a threat, and its not so easy to kill coms with them. Getting 2k in metal dgunned feels bad
Thug is what range now?
Thx
If I am honest I don't think I like the range nerf. I did think the thug was over performing. But that's more it covering weaknesses it had in the vanilla game. I don't really think range was the best way to nerf them
It was a specific matchup nerf, so it got some more hp to adjust all its other matchups, but the exact amounts of each might not be quite right
Is there a short-ish range Thug that works, do you think, or no
As a mono thug spammer. it feels like the tweak is trying to change the thug away from a main infantry unit that can easily kill commanders and tank damage to a 1 unit fighting machine that doesn't kill commanders.
Now I understand this tweak is trying to be different. But the tweak isn't adding new units.
There is no other unit that fills the void of function that the vanilla thug had.
if I want to build something beefy and easy to kill commanders now, the cortex bot lab no longer has any options for that.
Yeah you're kind of stuck with rockos atm
and cortex is supposed to be the range area control faction. atm the cor bot lab has no range and no area control
And grunt overwhelm
Because the current stat line of thugs currently leans itself to comparing functionality to almost a janus or a vanilla med tank
Except without the speed of the tank and without the burst of a janus
feels like the identity of the thug you are trying to create is a bit murky. And the nerfs to range is more a bandaid fix for it to not be just absolutely overpowering.
Agreed
Maybe we went too low, but thugs can still kill commanders, and even faster now, it's just more dangerous and takes more micro because of Dgun risk
Unironically the thug being faster makes it harder to micro vs comm lol
But they hit commanders like a truck, and when I play usually I'm getting down to like 10% HP trying to dgun groups of them, and if the player knew to follow up with grunts it would be my demise
Thug vs comm micro used to be just "barely get in range then walk back"
Because vanilla thugs are just barely faster than comm
Yeah, it is a lot riskier, but ultimately you just spread them and go for a surround
v0.8.3b - Swap to tweakdefs, some significant changes
https://gist.github.com/BAR-Neb/60b5051685891de93e0d697038ecae94
I am also poking around through hornet's balance pack now to see what ideas I can borrow
Project doc for the next balance pack by Neb, Encyclopedia, and [BONELESS] - Unofficial Tech Overhaul.md
I recommend you find out why the things in hornet's balance patch were not implemented, before trying to make even more modifications to your already massive proposal/fork.
It's not a fork, if it isn't officially implemented it will become a mod, but with the GDT proposal it's looking more and more likely that we can figure out a form of of our changes which makes it through
Adding legion already enormous balance undertaking and neb u changing too much at an odd time
I'm not changing anything. This is an optional mod
Which posted message has the current unit values so we can give proper feedback?
Is the pinned message still accurate?
Are you stating that this is no longer a balance change thread, and this should be moved to #1129127537763692654 ?
No they aren't accurate
It's still a balance suggestion, just not an official one, so I'm just putting a stop to anyone who talks about it like it's official.
Also calling them "my" tweaks is false, its a team of contributors who works on it
This thread is inactive anyways, it can be closed until we have our official proposal ready
I just saying as a player who tryna play bar. I get into lobby and I'm having to remember coop balance tweaks, legion new stuff, 1v1 balance tweaks it's like lobby roulette everytime I wanna play the game it's different rip
What random lobbies are you joining with the tweaks on?
Thread OP requested to close the thread, reach out if you want it opened again!
Err I'll hold off
I mean, if that's happening, awesome, I just haven't been aware of games outside of the communities which are using it already like fight night
This rework is why I haven't participated in fight night recently
After glass responds if he wants you can close it?
It's a shame, but we've still had solid participation. Also, the tweaks aren't on for apprentice leagues
-# suffering from too high OS, and work/timezone.
There are some games late night US that use it sometimes in 2v2
I just think if u gonna do a whole rework u should wait until other balance stuff is solidified so as a player I'm not overwhelmed playing 5 different ways rip
Imo wait for the coop patch next week
It's a valid concern. The coop patch is also just a proposal though
However, it will actually synergize really well with our proposal (unintentionally)
But if this ever gets an official implementation, it would indeed be stepwise
Yeah I mean eventually the community needs to pick a chair and sit down instead of walking through ikea for 5 months
Yeah thats why my philosophy is make one or two batches of big changes now instead of making big changes every time the players learn the last one
The seasonal approach is nice
I'm glad u working on the game and want to improve it I'm just exhausted as a player tbh
Kick off a season with big changes, make small adjustments till the next season
It's a valid concern, I hear you. I did not anticipate there to be any real traction with our proposal though, since its unofficial (I assumed most players weren't even aware of its existence)
Ur 1v1 tourneys have spread ur discord is popular so lots of people copy paste it into lobbies
Anyways good luck homie
Thank you, I really appreciate you sharing your earnest feedback.
I want to leave you with this: on paper these changes seem large, but the core gameplay is unchanged. It ultimately shouldn't change how you play the game very much, but I get why it might seem like a lot.
Anyways, I appreciate you, good luck in the rest of your BAR journey 🙂