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+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Balance Mod updated
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Author Topic: Balance Mod updated  (Read 5893 times)
psydev
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Why don't all races have point defense lasers?


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Re: Balance Mod updated
« Reply #15 on: March 25, 2021, 12:51:07 pm »

So, the new Arilou is pretty amazing! I am hitting most of my shots. This makes me very happy, and playing the arilou is a lot more fun as a result.

One funny thing I've noticed about the Arilou laser behaviour is that it does not seem to fire at the center of the target ship. Instead, it (often?) fires at the front-left corner or the rear-right corner of the target ship.

I wonder if this is why I still miss sometimes with my arilou shots. It looks like it may be the case. When I miss, it seems like the laser is aiming towards a corner of the ship/sprite that it can't quite hit, instead of the ship center which is closer.
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Shiver
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Re: Balance Mod updated
« Reply #16 on: March 27, 2021, 01:44:39 am »

One funny thing I've noticed about the Arilou laser behaviour is that it does not seem to fire at the center of the target ship. Instead, it (often?) fires at the front-left corner or the rear-right corner of the target ship.

I wonder if this is why I still miss sometimes with my arilou shots. It looks like it may be the case. When I miss, it seems like the laser is aiming towards a corner of the ship/sprite that it can't quite hit, instead of the ship center which is closer.

The central hotspot of various ships is sometimes placed away from the ship's true center. Homing weapons aim for this hotspot. I moved that toward the middle of the Yehat Terminator in the last update, but am not inclined to change it for most of the others.


Balance Mod for UQM 0.8 will be released sooner or later. I've had issues with Linux and Windows builds desyncing with each other, and I want to ensure this problem is stamped out before I make any official updates.
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Shiver
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Re: Balance Mod updated
« Reply #17 on: May 24, 2021, 03:53:28 am »

Mod has been ported to UQM 0.8. A few small changes were made...

[Chenjesu]
* Shrapnel velocity decreased. (96 -> 92)
* Shockwave effect coverage reduced very slightly.

[Earthling]
* Point Defense Laser energy cost decreased. (4 -> 3)
* Point Defense Laser cooldown increased. (9 -> 13)
Trying out a new PDL that's easier on the ship's battery, but is less damaging during short range engagements.

[Mmrnmhrm]
* Missile velocity reverted to default. (78 -> 80)
* Ship cost set to previous value. (19 -> 20)

[Shofixti]
* Extra point of 'cheat' damage for Glory Device is disabled. This was only applied against ships with enough crew to survive the blast.


The Windows vs Linux desync bug is still present. Hopefully this can be stamped out someday.
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Shiver
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Re: Balance Mod updated
« Reply #18 on: October 16, 2021, 10:54:59 pm »

In preparation for an upcoming tournament next month, Balance Mod got a debug pass. The Windows/Linux crossplay desync bugs, of which there were several, are extremely dead now thanks to some help from Serosis. The changes are listed below...


  ~~2.16~~
__________________________________________

* The colorful reticles that appear during mirror matches now correctly differentiate two cyborg-controlled ships. Previously, both sides were given red reticles.
* Fixed 'Pick Next Ship' desync bug during Windows vs Linux crossplay.
* Fixed Ur-Quan fighter desync bug during Windows vs Linux crossplay.
* Earthling PDL ignores its own outgoing missiles for the first 10 frames of their duration.
* Earthling PDL cooldown reduced close to previous value. (12 -> 10, was 9 in vanilla)
* Earthling PDL energy cost increased. (3 -> 3.5, was 4 in vanilla) Battery regen stalls per laser strike to give it this fractional cost.
* Umgah's turn rate penalty while projecting its Antimatter Cone is reduced. (6 -> 5)
* Yehat's bonus frame of shield duration (applied during 1st shield cycle, but not 2nd, 3rd, etc.) has been removed.
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Shiver
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Re: Balance Mod updated
« Reply #19 on: April 09, 2022, 08:15:08 pm »

Made some incremental adjustments, mostly to dial certain ship point values back up.


  ~~2.17~~
__________________________________________

* Androsynth retains some velocity after the blazer deactivates. The ship slows down to its default top speed instead of stopping completely.
* Androsynth blazer no longer reverses facing upon contact with a shield or planet. It instead bounces off with extra force.

* Chenjesu ship cost increased (25 -> 26)
This is mainly due to counter ships Mycon and Orz going up in cost, but also because of strong overall performance. I may regret this later.
   
* Mycon ship cost increased. (15 -> 16)
My aggressive discount for Mycon has proven to be a little too much.
   
* Orz ship cost increased back to its original value. (22 -> 23)
This ship is holding up well after gaining 2 extra crew. Orz's soft counters are still a concern. Will watch how often they succeed to see if this change ends up being a misstep.

[Supox]
* Ship cost increased. (14 -> 15)
    Boosty Supox is overperforming. Corrections are necessary.
* Boost top speed decreased. (80 -> 78)
    Incrementally reduced Supox's capacity for rapid pursuit. Supox vs Orz is a concerning match-up because of this; Supox shouldn't win that too often or too easily.
* Directional Booster no longer disrupts homing weapons locking on to the ship.
    This quirky bonus effect was not really needed, and its absence has minimal impact in most cases.
* Crew count increased. (12 -> 14)
    More hitpoints should help this ship live up to its higher price.
« Last Edit: April 14, 2022, 01:20:58 am by Shiver » Logged
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