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Summarise your ideal balance changes

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Date Editor Before After
3/4/2018 5:45:31 PMPTrankraaar before revert after revert
3/4/2018 5:10:14 PMPTrankraaar before revert after revert
3/4/2018 6:18:27 AMPTrankraaar before revert after revert
3/4/2018 6:17:40 AMPTrankraaar before revert after revert
Before After
1 commander balance (again) 1 commander balance (again)
2 \n 2 \n
3 \n 3 \n
4 generic module changes: 4 generic module changes:
5 \n 5 \n
6 - high power servos : +8% speed -> +10% (if you dislike generically fast commanders, change the cap from x8 to x6 or x5) 6 - high power servos : +8% speed -> +10% (if you dislike generically fast commanders, change the cap from x8 to x6 or x5)
7 \n 7 \n
8 - slow form beams/mg/shotgun sacrifice 30% base dps to get 50% base dps as extra slow damage, not half 8 - Disruptor ammo : beams/mg/shotgun get 25% reduced base dps to get 50% of base dps as extra slow damage, not half. Also it should only affect either the shotgun/mg or the beams, not both ( currently the only strike commander weapon not converted is the missile launcher)
9 ( consider that the napalm upgrade or the extra stun time upgrade don't have any drawbacks) 9
10 - napalm warhead should reduce the base dps by 25% (currently I think it's 0% for the rocket and 50% for the riot cannon) and light the ground on fire for 3s longer
11 \n
10 - missile launcher : +10% range 12 - missile launcher : +10% range
13 \n
11 - rocket launcher : +10% range 14 - rocket launcher : +10% range
15 \n
12 - increase the AOE of the hellfire grenade by 50%, or reduce reload time significantly 16 - increase the AOE of the hellfire grenade by 50%, or reduce reload time significantly
17 \n
13 - slightly reduce reload time on manual fire weapons 18 - slightly reduce reload time on manual fire weapons
19 \n
14 - increase the cost of cloak module by 100 (it's way better than shields) 20 - increase the cost of cloak module by 100 (it's way better than shields)
21 \n
15 - reduce cost of drone upgrades by 20% 22 - reduce cost of drone upgrades by 20%
16 \n 23 \n
24 - lower the vertical climb duration of the S.L.A.M bomb by half
17 \n 25 \n
26 - shock rifle : reduce reload time from 12s to 11s
27 \n
28 \n
18 so we talked about level 6+ modules that gave chassis some unique options, here's some suggestions: 29 so we talked about level 6+ modules that gave chassis some unique options, here's some suggestions:
19 \n 30 \n
20 \n 31 \n
21 all of them would cost 400M and require level6 (players get the secondary weapon on the 3rd morph, could get these on the 5th morph or later) 32 all of them would cost 400M and require level6 (players get the secondary weapon on the 3rd morph, could get these on the 5th morph or later)
22 \n 33 \n
23 ONLY ONE of these modules would be allowed, so people would need to choose them wisely. 34 ONLY ONE of these modules would be allowed, so people would need to choose them wisely.
24 \n 35 \n
25 note that the -X% HP effects stack multiplicatively with existing bonuses, the other effects stack additively 36 note that the -X% HP effects stack multiplicatively with existing bonuses, the other effects stack additively
26 \n 37 \n
27 \n 38 \n
28 --- RECON 39 --- RECON
29 a) ultralight plating -20% HP, +60% speed 40 a) ultralight plating -20% HP, +60% speed
30 b) jumper boosters, +20% speed, halved jump reload time 41 b) jumper boosters, +20% speed, halved jump reload time
31 \n 42 \n
32 \n 43 \n
33 --- STRIKE 44 --- STRIKE
34 a) rogue energizer : +10% speed, +15% damage, halved recloak delay 45 a) rogue energizer : +10% speed, +15% damage, halved recloak delay
35 b) skirmisher tuning : -10% HP, +10% range, +15% damage, increase sight radius to 700 46 b) skirmisher tuning : -10% HP, +10% range, +20% damage, increase sight radius to 700
36 \n 47 \n
37 \n 48 \n
38 --- GUARDIAN 49 --- GUARDIAN
39 a) overcharger : +40% damage 50 a) overcharger : +40% damage
40 b) disruption wave generator : adds outlaw's area slow damage (in addition to whatever weapons the commander may have) 51 b) disruption wave generator : adds outlaw's area slow damage (in addition to whatever weapons the commander may have)
41 \n 52 \n
42 \n 53 \n
43 --- ECO 54 --- ENGINEER
44 a) area regeneration : heals units within 300 range by 4 + 0. 2% HP/s ( stacks from multiple adjacent commanders) 55 a) area regeneration : heals units within 300 range by 3 + 0. 2% HP/s ( stacks from multiple adjacent commanders)
45 b) long range sensors : -10% HP, +15% range, change sight radius to 1000 56 b) long range sensors : -10% HP, +15% range, change sight radius to 1000
46 \n 57 \n