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balancing issues about sgi HOT 4 CLOSED

panzer1b avatar panzer1b commented on June 17, 2024
balancing issues

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Comments (4)

eljeffeg avatar eljeffeg commented on June 17, 2024

Thanks for the feedback! If you want to do a pull request to the repository, @VikingWarriorGaming can take a look. He's working on making the game more balanced. On March 2nd, I pushed an update to try and make the AI research heroes. You can set priority to various research items so I wonder if giving shields and resources a higher priority would also help. One thing I've found with the Asurans is that as soon as the shields run out, you better get moving as their hull goes down quickly.

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panzer1b avatar panzer1b commented on June 17, 2024

Ok, so i believe ive sorta accomplished workable balance between 3 factions thusfar, AND ive 100% fixed the AI hangs that result in AI refusing to construct warships on start occasionally. Its actually alot more fun now, and yeah, i dont know why but i juts love how fast paced this is compared to stock or even that other stargate mod with raiths and oris and other factions available in it.

I did my absolute best with regards to changing a few weapon stats to try and bring the overperformers into line and to make the weakest ships actually useful. Notable changes are:
*304 beam damage cut down to be similar to the nyx
*sokar ship gets much stronger shields, and ability to engage much larger number of ships at a time (i wanted to give it way more firepower without making it into a clone of the anubis, and letting it hit 4 ships per side does that very well).
*boosted hephestus shields (to compensate for shield research being much weaker).
*nerf to human emp/jamming ability (it still stops ships in their tracks but doesnt disable their ability to return fire, gouald is as was since they are weaker anyway).
*redone human research to force them to take plasma guns to obtain beams (after balancing they sorta need the plasma pulse guns to compete with rest).

I also made a bit of an overhaul to weapon fx. I made the guns look closer to what was in the show in terms of how fast they fire and what sort of damage they do. As example, i severely lowered the quantity of drones spit out by the replicator ships since those things were very very powerful in lore (a salvo of them could annihilate a entire ship reliably), and i sorta normalized the quantities fired based on how much damage guns are doing (so a ship that spits out twice as many drones per salvo ends up doing 2x the damage in HP). Another thing i did was redo the human railguns/autoguns/whatever the fast firing guns were to make them fire in more pronounced bursts which looks much cooler and is more true to the show as well as changed muzzle flash of the blue railguns to be blue. This is obviously purely asthetic, but the biggest eyesore imo was looking at the ceres vs the caleus (and a few other replicator ships), former fired 6 drones and did 120 damage per second, and latter fired 30 drones and did 60 dps with its drones, now the former fires 12, and the latter fires 6 which is far more realistic).

Anyways, here is what i came up with (its a mod to your mod). Will take some time to make it perfect, but at least its a start that you guys can try and make progress on.

SGI-rebalance.zip

All thats left to do is fix the goauld buildings which i cannot figure out why they dont shoot. the hangar's unlockable turrets dont do anything, and the defensive cannon plasma thing never shoots and rarely if ever uses its abilities either...

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eljeffeg avatar eljeffeg commented on June 17, 2024

@panzer1b I've extracted your updates from the zip and applied them in a new branch for team review and merging into the base game.

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eljeffeg avatar eljeffeg commented on June 17, 2024

As an additional note, if this is something you enjoy and would like to help with balance and other aspects of the game as we build in the wraith and asgard, reach out to @AceFighter in the Discord forum. We could always use some additional hands trying to get this mod completed.

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