#SOL is a at a bad place rn: Issues and Ideas

1 messages · Page 1 of 1 (latest)

magic trellis
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Had a few games with Lucker and Fresh today. Sol is strongly handicapped against centauri:

  • Infantry not leaving barracks (see bug rep.)
  • Harvesters: Try to get up the side with no ramp, or ramp too high -> Please introduce access to both ramps again. at least one steep and normal one?
  • Refineries: Sol cannot unload balterium from the side of the refinery but Centauri can! -> Whether remove mini silos on Sol refinery or introduce some barrier on Centauri refinery
  • Harverster has issues to unload when driving Harv on ref. platform and leaving the harv as commander (see bug rep.)
  • **Centauri Rocket Truck is too strong: **Long artillery with very high damage kills first SOL expansion HQ buildings easy. Barely anything to counter that. Cent rocket truck can take out barracks almost with one load. Barrage truck needs multiple loads. -> reduce damage/range of rocket truck. Some examples: Rocket truck vs barracks: (https://youtu.be/c293g3AgfHs) and barrage truck vs barracks (https://youtu.be/V-2-fyS-j9w?si=UZf5XiO-14h4Da6w&t=511 and https://youtu.be/V-2-fyS-j9w?si=aijqxGhbZqEYGZoV&t=430). Rocket truck blasting away fresh build HQ 10min into the game (https://youtu.be/-oxwK1YAm5Q?si=dY62xRvKXKZLDB-6&t=693)
  • Aiming of siege tank feels off: The arced shot of the siege tank gives some significat disadvantage in terms of aiming. it is more likely to hit something with straight shots
  • Barrage truck comes short while aiming (https://youtu.be/V-2-fyS-j9w?si=XAOBmvTeZh2As1SX&t=455)
  • SOL buildings are much bigger than Centauri buildings -> bigger build radius might be mediocre solution. Back to city building (plus destructable buildings) would be cool (imo). HQ expansion style feels a bit boring as rts player tbh
  • Juggernaut: Juggernaut rocket launcher fits more to SOl than Cent. Issue with Jugg. is that it can shot and hide and it is hard to figure out where the shot came from as fps player -> add visible smoke trail or something to the rocket shot
  • slow bomber drop rate
cinder elbow
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what if the rocket truck missiles got a hitbox u can shoot em down like the freighter-bomb

magic trellis
cinder elbow
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they do feel really op when a player is driving it you can eyeball target anything u can see in the distance but so can a rail tank.

placid lintel
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Tbh the barrage tank may need a buff

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Just because currently i haven't found a ton of use cases for it where other units don't work better

cinder elbow
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with a large carpetbom attack it seems best vs swarms maybe its more a anti alien unit.

placid lintel
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Which i suppose makes sense

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Although it leaves sol a bit more vulnerable against artillery in hvh where there aren't really swarms

magic trellis
placid lintel
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Honestly i think it just needs a range increase

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It is literally an artillery unit after all

magic trellis
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true, but it doesnt feels like an arty unit

placid lintel
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Or are you talking more unit design and feel

magic trellis
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I like the unit design of the Barrage truck a lot, also the idea of it. But its ingame performance feels inconsistent. Probably needs some adjustment. As mentioned, it feels more effective in shorter range but maybe due to aiming and/or ranging issues.

rigid cipher
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Honestly I think all aiming is off for everything.

Nothing seems to go where the indicator is pointing at the moment, whether it's the bomb-view for air or the aim compensation for tanks, it's all busted.

barren raft
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barrage truck needs to be cheaper, rocket truck should maybe go up a tier

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albiet i kinda feel like rocket truck needs to get tracking vs Colossus and defilers

magic trellis
barren raft
barren raft
barren raft
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youd be better served attacking colos with templars

magic trellis
barren raft
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it is the colo though, like it doesnt need tracking against anything but the colo and defiler, any other air unit is gunna be vulnerable to flak trucks

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bombers are pretty weak to Flak and railgun tanks.

peak crescent
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Maybe make the barrage truck have a hovering body like the railgun tank for better mobility? idk I know nothing about game balancing

rotund hare
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give sol rocket guidance to follow crosshair.

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sorry for "paint" art xD

barren raft
modern plover
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Thanks for the feedback all, this really helps. I'm fixing the Centauri tank controller how it oversteers etc. Almost done. Once the primary issues are fixed so that the disbalance is more about numbers, not about technical issues, a general rebalance is for sure needed.

heady mantle
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I think what could help with the hq expansion a lot is if it was tied to like a radar and instead of always needing a unit in the area for line of sight you can ping the map with the radar and it makes thee fog of war go away then you slap down that next hq

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dram increasing the vision to the build radius was one big step in making it better

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now its just gotta be more ease of placing those next hqs without it being so one sided in some cases just from losing a scout that got killed early

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rocket trucks can come out later in the game really with later tech as well

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but also the bottom right corner of whisper is harder to expand out of

heady mantle
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also random thought maybe makinng outpost can help extend range of initial hqs or up to 2kms

placid lintel
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it was replaced with the current system to differentiate aliens and humans more

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the current system is much better imo

magic trellis
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I miss the city building 😅

modern plover
heady mantle
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im actually better at com with hq radius but prob more the fact theres just a shit ton of eco

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those were some crazy times tho

magic trellis
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the city build expansion is more sophisticated (together with the lower resources)

magic trellis
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Man, just had a match on Whipsering Plains again. I dont like commanding SOL at all. Refineries having the ramp on the wrong side, so Harversters needs to drive huge turnarounds to get resources. Harvester dont stay on the refinery to unload (when commander controlled). Rocket trucks from Centauri deny you first expansion shooting the HQ from 1.5km distance Just sitting there helpless is pure frustration. It feels having a 50% handicap from the start. Cent harvesters can use most of the case both sides to enter/exit the refinery

placid lintel
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artillery is a good anti-siege tool but when they can just obliterate your entire base from outside visual range with virtually no counter that's frustrating as hell

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artillery isn't really necessary until late game so honestly I think they should probably get a tech requirement increase

rigid cipher
# placid lintel artillery isn't really necessary until late game so honestly I think they should...

I think swapping the tech requirements with the pulse tank for sol and whatever the Centauri equivalent is(flame tank?) would make sense.

As they are anti-light weapons very useful in early game which are both pretty ineffective lategame whereas artillery is too effective early game but loses its effectiveness when air units come into play as they can then be sniped by skilled players or using hit and run tactics.

placid lintel
modern plover
thorny kelp
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there is also a new problem, with the building placement fix (very happy for most buildings!) where it cuts of one or both of the refinery, and that totally messes AI up. maybe make it clearer when a side will be cut off, and the ramps longer or steeper, so they won't be cut off as fast?

thorny kelp
# placid lintel I think rocket trucks are a big part of the problem

have to agree on this one. just had a match where we were clearly at an advantage mid-game, but as soon as the rocket trucks came out, our buildings dropped like flies. they can shoot from very far behind cover, and reach HQ's and big buildings, it's very hard to coördinate counters against them. you can't send AI and players often don't realize it's going on, even if the commander tries to communicate it.

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the barrage truck isn't anywhere near the rocket truck btw. i'd nerf the rocket truck to where the barrage truck is, it's usefull but only in a good position. not across map

rigid cipher
barren raft
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Pyro tank and pulse truck need some buffs

rigid cipher
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I know the barrage truck isn't currently as strong, it excels at just nuking something 200-600m away rather than cross-map building snipes, and it could do with a bit of a buff to its ranged capabilities.

placid lintel
magic trellis
placid lintel
barren raft
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Barrage truck too

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Barrage truck doesn't need to do crazy damage it can just kite enemies.

placid lintel
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I honestly think the range and DPS need to be equalized a bit between the sol and centauri artillery and then just have them both fit similar roles, and once they are on the same level they can be differentiated more from there but that acts as a good baseline power level

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because im all for faction assymetry but giving only one faction long range artillery seems like a recipe for very messy balancing

thorny kelp
barren raft
placid lintel
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and with structure decay that makes it that much more punishing

barren raft
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like make barrage truck cheaper as well, so you can make 2 of them for every 1 rocket tank

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cause thing A is just as good as thing B is just direct balancing, and thats boring

placid lintel
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I agree that its boring but I think artillery is complex enough that the easist way to go about this is to make them 1 to 1 and then diverge from there

thorny kelp
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not triple the range tho 🥲

placid lintel
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yeah you would have to have some range equalization regardless

barren raft
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oh yeah it should probably still get some buffs beyond that but just like, its a cheaper shoot and scoot option vs the Centauri High damage but less mobile option

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nerf rocket truck speed

thorny kelp
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Barrage truck more spread but same range? that way it's more effective closer range, but can still do SOME damage at same far range as rocket truck?

barren raft
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idk what the range of Barrage tank is

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ill collect the stats soon TM

thorny kelp
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tested it and couldn't hit a tank at 650M so I guess 600M

placid lintel
barren raft
placid lintel
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maybe with a bit more DPS if it gets the tech increase

barren raft
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max range =/= effective range

placid lintel
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yes, although if they are too different that opens a whole can of worms for AI programming

barren raft
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that said i dont normally cough up human unit range stats and thats a deliberate choic

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yes you can shoot at 2km, probably better if you dont try to game that out.

placid lintel
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I think thats really one of the most difficult parts of the RTS-FPS hybrid thing

barren raft
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exactly

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by leaving mystery in human unit ranges its a sublte encouragement to not abuse that advantage

placid lintel
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I do think that it needs to be limited as much as possible with the indirect fire artillery however

barren raft
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Sniper has 3km of range, its not to anyones benefit that you would try to use that information

placid lintel
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and by as much as possible I mean abusable range not range in general

placid lintel
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because the mechanic is most abusable when you have large immobile structures taking considerable damage from beyond visual range

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I haven't tested rail tank against buildings since the structure health update, but at least pre-update the rail tank did little enough damage against buildings that it wasn't cost effective to use them like that

thorny kelp
# barren raft by leaving mystery in human unit ranges its a sublte encouragement to not abuse ...

It's quite the opposite. people are curious, will test, and WILL take advantage of ANY advantage they can have. anyone who finds out that a rocket truck has 1800M range will try to get into as far as a position as possible to snipe stuff... there was a thing where players asked to ping HQ, and started shooting with a railtank, asking COMM if they're doing damage. so they were shooting out of SIGHT range aswell, still killing the other HQ (personally remember matches on naraka that had this with shooting across that huge canyon.)

placid lintel
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by leaving it unknown then you minimize the number of people who abuse it, as opposed to having it be a known aspect of the meta

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where almost everyone abuses it

thorny kelp
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ok, since railtanks accuracy has been altered, wich is good. it's still a snipe tank but shooting out of range like that isn't possible anymore. however, shooting at 1km+ at the tip of an HQ is still possible, and i have seen it multiple times. it's too easy to 'snipe' an HQ and the other team can't find you, or get to you in time...

thorny kelp
placid lintel
thorny kelp
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the larger your player base, the faster stuff like this comes out. especially these days with youtubers analyzing and exposing stuff.

placid lintel
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and the issue is with making it not possible in a way that still feels like silica

barren raft
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If you aren't close enough then you don't do any damage, and so no harm.

rigid cipher
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All units should be faster and have more torque, but should have less HP to compensate

thorny kelp
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game speed 1.2 i'm telling you. this also increases DPS so it feels like everything has less HP. okay everything will have to be retweaked, but 1.2 feels much more natural for some reason. with the setting right now it feels like the air is oil

barren raft
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Speed is 10 m/s aka its as fast as a Scout

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Old stats though

placid lintel
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As an FPS player and in RTS