Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Change: Reduce AFG_ComancheArmor HEALING by 10% before Upgrade #1135

Closed
wants to merge 1 commit into from

Conversation

xezon
Copy link
Collaborator

@xezon xezon commented Sep 6, 2022

This change makes HEALING of AFG_ComancheArmor consistent with HEALING of AFG_CountermeasuresComancheArmor.

The Airforce Comanche will repair a bit slower on the Airfield before Upgrade accordingly.

Stats

Object Full repair time
Original AirF Comanche 22.0
Original AirF Comanche w. Countermeasures 24.4
Patched AirF Comanche 24.4
Patched AirF Comanche w. Countermeasures 24.4

Additional Stats

helihealing2

Rationale

This change makes healing times on Airforce Comanche helicopter consistent. It no longer gets a penalty in healing time with Countermeasures upgrade, because the healing time is now the same before the upgrade. Healing time is not bumped to 100% on Countermeasures, as that would be a buff for the Airforce Comanche, and it is already powerful enough as is.

@xezon xezon added Design Is a matter of game design Controversial Is controversial Minor Severity: Minor < Major < Critical < Blocker labels Sep 6, 2022
@xezon
Copy link
Collaborator Author

xezon commented Sep 19, 2022

So what shall we do with this? Jundiyy is against changing it.

Don't think it's a problem, but...I don't see why it needs changing? I know it says consistent, but I don't see it as a good reason. One armour before upgrade, second armour after. Same for healing.

@commy2
Copy link
Collaborator

commy2 commented Sep 19, 2022

What should we do? Entirely rework Countermeasures bonuses, so it is a 25% flat upgrade, and not a 37.5% upgrade, which would perfectly counteract AP Bullets.

Short term? Nothing. as no consensus can be reached.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 19, 2022

Oh no, definitely don't nerf Counter Measures, would be the same as nerfing Vee HP.

Without CM Commies are useless. Or you'd have to increase HP pre-upgrade a little to compensate, but not a fan of doing this.

As for balancing Commies, we should look into XP values first.

@xezon
Copy link
Collaborator Author

xezon commented Sep 19, 2022

This change is not about Countermeasures. It is about HEALING before upgrade.

@Jundiyy
Copy link
Collaborator

Jundiyy commented Sep 19, 2022

In that message, the first part means, don't think it's problem to make the change, meaning it seems safe.
And the second part is saying, I don't see a reason to actually make the change. And I explained why.
If people think it's better to make this change then sure.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 19, 2022

In reality CM makes your Commies repair faster, almost twice the HP per second.

The way it is can be considered fair, since pre-CM Commies are pretty much useless vs Quads or Gats. We don't want to buff pre-CM either.

@xezon
Copy link
Collaborator Author

xezon commented Sep 20, 2022

This is not true. Stealth Comanche without Countermeasures are still very good. I know because I rarely built Countermeasures, because I never knew it gives more Armor. I was always under the impression it just diverts some RPG missiles. I think the tool tip does not explain this correctly.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 20, 2022

You must have picked and microed your fights very well then. I've seen the mistake so many times where ppl don't get CM (in time) and see them go down like flies when they are forced to defend vs Quad pushes.

Expert vs expert has no chance whatsoever of winning vs GLA without CM.

@Stubbjax
Copy link
Collaborator

Oh no, definitely don't nerf Counter Measures, would be the same as nerfing Vee HP.

Without CM Commies are useless. Or you'd have to increase HP pre-upgrade a little to compensate, but not a fan of doing this.

I strongly disagree. Air Force Comanche Countermeasure armour is ridiculously strong and could absolutely do with a nerf. Comanches aren't meant to be flying tanks. The entire point of the stealth upgrade is to enhance their survivability and combo with their role as highly mobile glass cannons. The bonus armour is an unnecessary double-up in survivability which, coupled with their relatively low price, leads to a huge imbalance in numbers as well as between Comanches of other USAs. It also leads to their complete domination in 3v3s, where opponents are almost always forced to embark on a wild goose chase across the map with limited firepower and stealth detection capabilities. I'd be questioning why your Comanches are taking so much damage / dying if you really believe they are useless without it.

As for balancing Commies, we should look into XP values first.

Changing xp values will not solve the imbalance. The problem is that Air Force Comanches are too difficult to kill in the first place due to the tough armour and limited attack windows. If an Air Force loses enough Comanches for any heightened xp yield to make a meaningful difference, then the damage is already done.

I've seen the mistake so many times where ppl don't get CM (in time) and see them go down like flies when they are forced to defend vs Quad pushes.

As they should! That is a clear error in judgement / execution on the user's part. It does not make sense to try and preserve the usage of helicopters against anti-air or incentivise one-man armies. Comanches are not supposed to be anti-everything. Strength / weakness relationships are key factors in a balanced, well-designed game. The bonus countermeasure armour goes against this.

Anyway, I believe a reasonable approach to the overall Comanche issues would be to match ComancheArmor with AFG_ComancheArmor, which would make standard Comanches a bit more viable and bring about some consistency. These are the current differences in 1.04:

Type ComancheArmor AFG_ComancheArmor
SMALL_ARMS 120% 100%
GATTLING 120% 100%
EXPLOSION 130% 100%
INFANTRY_MISSILE 120% 100%

Reducing the AFG_CountermeasuresComancheArmor bonus from 37.5% to 25% is also a great idea, as @commy2 suggested. It may even be best to simply match AFG_CountermeasuresComancheArmor with CountermeasuresComancheArmor, and leave the stealth ability as the sole distinction between Comanches. These are the current differences in 1.04:

Type CountermeasuresComancheArmor AFG_CountermeasuresComancheArmor
DEFAULT 100% 90%
SMALL_ARMS 75% 62%
GATTLING 75% 62%
EXPLOSION 110% 90%
INFANTRY_MISSILE 100% 90%

These changes would help to improve the utility of standard Comanches, and take a bit of the edge off of Air Force Comanches by amplifying the impact of user-error that often comes as a result of direct anti-air engagement, as well as improving the counterplay abilities of opponents. And best of all, achieved by reducing inconsistencies instead of adding them! The bizarre 90% HEALING modifier would no longer be a factor either.

To summarise, I'm suggesting an equivalent approach to the following:

OLD:
Standard Comanche:  ComancheArmor     → CountermeasuresComancheArmor
Air Force Comanche: AFG_ComancheArmor → AFG_CountermeasuresComancheArmor
NEW:
Standard Comanche:  AFG_ComancheArmor → CountermeasuresComancheArmor
Air Force Comanche: AFG_ComancheArmor → CountermeasuresComancheArmor

Also note that the EXPLOSION modifier would need to be reduced from 110% to 100% or 90% for CountermeasuresComancheArmor.

And one final note; it could also be good to increase the StealthDelay from 1500ms to 2000ms to add weight to attack commands, provide opponents with more counterplay opportunities, further amplify the impact of mistakes and increase the overall skill ceiling.

@xezon
Copy link
Collaborator Author

xezon commented Sep 20, 2022

Nice analysis. Do you want to open a new Pull with implementation for it?

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 20, 2022

Lets open new topic for that.

However, I'm gonna say this right away: While I completely agree upgraded AFG Commies are OP, I'm not a fan of nerfing them. It would be same as nerfing Vee armor, range or whatever. Maybe the Stealth thing could be acceptable though.

@Stubbjax
Copy link
Collaborator

However, I'm gonna say this right away: While I completely agree upgraded AFG Commies are OP, I'm not a fan of nerfing them. It would be same as nerfing Vee armor, range or whatever. Maybe the Stealth thing could be acceptable though.

What particular reservations do you have? Are you suggesting Air Force Comanches should remain OP? Or do you believe the balance issues would be better addressed another way?

I think it is somewhat different to your comparison, as Humvees are USA's bread and butter, whereas Air Force Comanches are more specialised / situational units.

It's also important to note that the overwhelming majority of damage that stealth Comanches receive is limited to their window of attack / aggression, and is usually a direct consequence of the user's actions, rather than the opponent's. Essentially, the respective change would strictly target the user's skill requirement while leaving the opponent's skill requirement largely unaffected; which would not be the case if applicable nerfs were applied to Humvees.

Anyway, I've pushed the respective changes to the branch comanche-survivability-balance, so feel free to check it out and see how it feels before I open a pull request. I tested the changes against three GLA Stealth Hard Armies on Defcon 6 with no War Factory (quite the challenge!), and the changes feel very reasonable.

@xezon
Copy link
Collaborator Author

xezon commented Sep 21, 2022

Realistically no one is going to playtest branches. There has been very little precedent.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 21, 2022

My reservations are that Commies are the bread and butter for AFG. When he commits to fly it's his only unit on the playing field (and maybe a Rap or 2 for support and sometimes a SF in later stages).

Yes, in teamgames it's often mega OP when teammates combine with strong groundforces that requires a different counter units than Gats/Quads. Commies can just go wherever they want and wreck havoc on those bigger teammaps and it's very hard for the opponent to cover it all.

It's a different story in 1v1 though, going Commies hardly means auto-win. It works best vs Demo since he has more expensive Quads and no stealth tunnel upgrade. Vs GLA and especially Stealth it's tricky and going Vees is generally the better choice.

I consider CM-Commie as the standard Commie, there's no point in ever using them without CM and therefore I'm hesitant to nerf the upgrade.

Your branch needs to be tested 1v1 and I'm always happy to test, tested the Helix branch with MTKing recently aswell.

@Stubbjax
Copy link
Collaborator

My reservations are that Commies are the bread and butter for AFG. When he commits to fly it's his only unit on the playing field (and maybe a Rap or 2 for support and sometimes a SF in later stages).

Hmm, I'd probably give that designation to King Raptors before Comanches, and still likely Humvees overall. And don't forget the odd Combat Chinook (which are also overpowered in their own right, but that's a whole other topic). There is actually some nice strategic diversity with Air Force. But this is also why it's a less impactful change, particularly relative to Humvees, because Air Force has options, and it's ultimately a player's decision whether they commit to Comanches or not.

It's a different story in 1v1 though, going Commies hardly means auto-win. It works best vs Demo since he has more expensive Quads and no stealth tunnel upgrade. Vs GLA and especially Stealth it's tricky and going Vees is generally the better choice.

That is a certainly a valid concern, but as you point out, Humvees are the meta where it's the best / safest option. If going Comanches is already a risky strategy vs those armies, then such a change would simply increase the risk and require more skill to pull off, and amplify the existing dynamic between those armies that players are already familiar with. It's ultimately Air Force's game to lose, rather than the opponent's game to win.

I consider CM-Commie as the standard Commie, there's no point in ever using them without CM and therefore I'm hesitant to nerf the upgrade.

Your branch needs to be tested 1v1 and I'm always happy to test, tested the Helix branch with MTKing recently aswell.

I think you'd be surprised just how many (skilled) players don't realise the true impact of Countermeasures, especially as it's a hidden mechanic and counterintuitive. I suspect it'd be pretty unlikely that anybody would consciously notice a ~13% armour difference. Despite this, Air Force Comanches are still incredibly capable units even without Countermeasures as their stealth ability serves as their primary means of damage mitigation, and aligns with their proficiency as harassers / counterpunchers. They are certainly trickier to use in 1v1 due to the strict (anti-air) focus of the opponent and smaller map size, but the key distinction of the respective change would be their heightened skill requirement rather than lowered performance.

Nevertheless, there aren't many (if any) alternatives to curbing their domination in team-games without affecting 1v1s in some way. Inconsistencies are ideally avoided, so the only other option seems to be to adjust the stealth upgrade's cost or research time to increase the initial window of vulnerability. Restealthing could be denied while under fire, though that'd be a very noticeable and potentially confusing change. Do note that other changes may also have some influence, such as #1055 and #1094. Plus a HEALING modifier of 100% instead of 90%, as trivial as it may be.

Also happy to test!

@RisingZH
Copy link

Can rocket pod guard mode be fixed? That’s certainly a bug and would be a better way to nerf commies I think.

@Stubbjax
Copy link
Collaborator

While indeed effective, that is a very situational and seldom used tactic and is not the primary source of their power. Reducing the velocity of their rockets could be an interesting idea, as it would allow opponents more time to get some damage in before their entire army is wiped. But the ultimate outcome of heightened vulnerability is the same.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Can rocket pod guard mode be fixed? That’s certainly a bug and would be a better way to nerf commies I think.

That's very good thinking, Rocketpods are meant to attack an area, not to be mixed in as a primary weapon for normal engagements, it's overly efficient and takes away all micro. It's pretty much the same bug where Rangers auto switch their Rifles and Flashbangs in a perfectly efficient manner.

I'd say this is a good and fair nerf.

@xezon
Copy link
Collaborator Author

xezon commented Sep 22, 2022

Can that be considered as bug though? I never thought of it as that.

@Stubbjax
Copy link
Collaborator

It's more of an exploit than a bug.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Can that be considered as bug though? I never thought of it as that.

I didn't either actually, but Risings comment made me think about it and I came to the conclusion that it is, or rather an exploit indeed.

@RisingZH
Copy link

Imagine if you could guard mode laser lock.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Hmm, I'd probably give that designation to King Raptors before Comanches, and still likely Humvees overall. And don't forget the odd Combat Chinook (which are also overpowered in their own right, but that's a whole other topic). There is actually some nice strategic diversity with Air Force. But this is also why it's a less impactful change, particularly relative to Humvees, because Air Force has options, and it's ultimately a player's decision whether they commit to Comanches or not.

Raps are also AFGs bread and butter, it's just whatever he commits to, he either goes all Raps, all Commies or all Vees. Full Rap commitment isn't good in 1v1 except Airmirrors ofcourse, not on higher (equal) skill level atleast.

I think you'd be surprised just how many (skilled) players don't realise the true impact of Countermeasures, especially as it's a hidden mechanic and counterintuitive. I suspect it'd be pretty unlikely that anybody would consciously notice a ~13% armour difference. Despite this, Air Force Comanches are still incredibly capable units even without Countermeasures as their stealth ability serves as their primary means of damage mitigation, and aligns with their proficiency as harassers / counterpunchers.

I don't agree with this one, everyone of higher level knows how important CM is, it is considered a HUGE mistake not to get it early.

Sure, you can still roam around without CM on bigger maps in teamgames and surprise attack, but you can't take direct engagements.

Nevertheless, there aren't many (if any) alternatives to curbing their domination in team-games without affecting 1v1s in some way. Inconsistencies are ideally avoided, so the only other option seems to be to adjust the stealth upgrade's cost or research time to increase the initial window of vulnerability. Restealthing could be denied while under fire, though that'd be a very noticeable and potentially confusing change. Do note that other changes may also have some influence, such as #1055 and #1094. Plus a HEALING modifier of 100% instead of 90%, as trivial as it may be.

Maybe the restealth thing is fair, you could state that it was an over-commitment from AFG in the first place if he has to escape during engagement.

How does this work with other stealth units though? Do they restealth while getting shot?

Actually don't even think it makes a huge difference, they're fast and when they are out of range... they're out of range. Maybe the last fleeing Commie (or 2) can be taken out. Could be wrong about this, needs testing.

@Stubbjax
Copy link
Collaborator

I don't agree with this one, everyone of higher level knows how important CM is, it is considered a HUGE mistake not to get it early.

Again, I think you would be surprised. It really depends how you define higher level / everyone. I've partaken in enough 3v3 GG EXPERTS +++++ games to know that it's definitely not universal knowledge. I'm sure I could dig up a bunch of high-level replays where Air Force Comanches dominate even without the upgrade.

Maybe the restealth thing is fair, you could state that it was an over-commitment from AFG in the first place if he has to escape during engagement.

Well that's the thing, it has more or less of the same impact as the armour change and ties in incredibly well with their design / purpose. Half a dozen heroic Comanches are still incredibly hard to take down, and do a disproportionate amount of damage, even without countermeasures.

How does this work with other stealth units though? Do they restealth while getting shot?

Actually don't even think it makes a huge difference, they're fast and when they are out of range... they're out of range. Maybe the last fleeing Commie (or 2) can be taken out. Could be wrong about this, needs testing.

There is a condition that prevents stealthing while under attack, though I'm fairly sure the only unit it exists on is stealth rebels and nothing else (though maybe it should be removed from them for consistency). It applies to buildings though.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Again, I think you would be surprised. It really depends how you define higher level / everyone. I've partaken in enough 3v3 GG EXPERTS +++++ games to know that it's definitely not universal knowledge. I'm sure I could dig up a bunch of high-level replays where Air Force Comanches dominate even without the upgrade.

It's still their mistake to be fair, you don't get away with it when playing vs opponents like Hummi, Ganja etc. (standard higher level non expert players).

It would be more user friendly for everyone though to improve the upgrade description.

Well that's the thing, it has more or less of the same impact as the armour change and ties in incredibly well with their design / purpose. Half a dozen heroic Comanches are still incredibly hard to take down, and do a disproportionate amount of damage, even without countermeasures.

That's why I prefer to reduce the snowball effect by slowing down the rate at which Commies vet up (and increase reward for killing them), rather than touching base values.

@Stubbjax
Copy link
Collaborator

It's still their mistake to be fair, you don't get away with it when playing vs opponents like Hummi, Ganja etc. (standard higher level non expert players).

Just like it's a mistake to open up your Comanches to attack and suffer losses! Countermeasures still provides a 25% armour in addition to the stealth upgrade - the change doesn't make them useless by any means of the imagination.

That's why I prefer to reduce the snowball effect by slowing down the rate at which Commies vet up (and increase reward for killing them), rather than touching base values.

But would you do the same for standard Comanches? Because the added inconsistency would not be ideal. If the 13% armour bonus absolutely must remain, then I'd suggest it should apply to standard Comanches as well.

@xezon
Copy link
Collaborator Author

xezon commented Sep 22, 2022

Standard Comanche does have 37.5 % armor bonus too, no?

Reducing Armor buff from 37.5 to 25 seems reasonable, however it will make Regular Comanche weaker, so it would need buff elsewhere, for example increase base armor to match +25 Armor buff with current values.

@Stubbjax
Copy link
Collaborator

Standard Comanche does have 37.5 % armor bonus too, no?

Nope, only Air Force countermeasures give the 37.5% bonus, whereas all other USAs provide 25%.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Just like it's a mistake to open up your Comanches to attack and suffer losses!

Easier said than done, try to defend early Quad RPG push in 1v1 without CM. I assure this doesn't fare well in majority of cases, it's just silly to skip CM.

Again, we can try the changes in testgames. I'm just stating my preferences on how to take on this case.

But would you do the same for standard Comanches? Because the added inconsistency would not be ideal. If the 13% armour bonus absolutely must remain, then I'd suggest it should apply to standard Comanches as well.

This argument also came to light here #1016

@xezon
Copy link
Collaborator Author

xezon commented Sep 22, 2022

Nope, only Air Force countermeasures give the 37.5% bonus, whereas all other USAs provide 25%.

I checked. This is not correct statement.

Armor ComancheArmor
  Armor = SMALL_ARMS        120%  ;gives Quad and gattling a little more punch.
  Armor = GATTLING          120%  ;resistant to gattling tank

Armor CountermeasuresComancheArmor
  Armor = SMALL_ARMS        75%  ; currently set to 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor)
  Armor = GATTLING          75%  ; currently set to 37.5% increase (120 x 0.75 -- 25% reduction off ComancheArmor)

120 * 0.625 = 75 equals 37.5% buff.
Same for planes.

@commy2
Copy link
Collaborator

commy2 commented Sep 22, 2022

Same for planes.

Except Spectre.
*leaves*

@Stubbjax
Copy link
Collaborator

Just like it's a mistake to open up your Comanches to attack and suffer losses!

Easier said than done, try to defend early Quad RPG push in 1v1 without CM. I assure this doesn't fare well in majority of cases, it's just silly to skip CM.

True, though it's very situational and depends how and when you decide to engage. I'd still argue a quad / RPG push should be effective against the Comanches though, and the change would primarily affect the quad damage rather than the RPG damage.

Again, we can try the changes in testgames. I'm just stating my preferences on how to take on this case.

But would you do the same for standard Comanches? Because the added inconsistency would not be ideal. If the 13% armour bonus absolutely must remain, then I'd suggest it should apply to standard Comanches as well.

This argument also came to light here #1016

Oh yeah, considering that the Helix has the same requirement, it definitely could do with some alteration.

Nope, only Air Force countermeasures give the 37.5% bonus, whereas all other USAs provide 25%.

I checked. This is not correct statement.
120 * 0.625 = 75 equals 37.5% buff. Same for planes.

Sorry, I meant in comparison to the standardised values of 100% (AFG_ComancheArmor). The bonus is technically the same for both, but the overall outcome is that Air Force Comanches take 62% damage while standard Comanches take 75%.

@Jundiyy
Copy link
Collaborator

Jundiyy commented Sep 22, 2022

Such a long discussion and it's gone off topic as far as I can see.

I'm sure this topic is simply for the 90% and 100% healing.

Regarding all other talks, I don't think there is any harm for having different stats for Air Force Comanches, they are different, they have a different model.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 22, 2022

Such a long discussion and it's gone off topic as far as I can see.

I'm sure this topic is simply for the 90% and 100% healing.

Regarding all other talks, I don't think there is any harm for having different stats for Air Force Comanches, they are different, they have a different model.

I agree, same for vanilla/king raps (should cost the same), though yet another topic again.

@MTKing4
Copy link
Collaborator

MTKing4 commented Sep 23, 2022

Can rocket pod guard mode be fixed? That’s certainly a bug and would be a better way to nerf commies I think.

I don't think this is a good idea to change, it's rather a nice pro trick that makes the best of said ability, sort of like planned attacks like in RA2, also removing that means also removing it from Dragon tank flamewalls, which proves to be extremely beneficial to use over normal firewalls, as the unit can now be forgotten about and it will still do the damage needed, which i also like it to stay that way.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 23, 2022

Doesn't need fixing for Dragons, it's not nearly as powerful, it's handy to clear up undefended buildings, but not when fighting enemies, because guard mode makes Dragons retaliate, where they try to flame wall units close up and keep switching targets, it's not very reliable.

With Commies it's a whole different story, each individual Commie alternates between Rocket Pods and their standard weapons perfectly efficient and it's all perfectly aimed at the enemy, it's no longer an area of effect weapon. With timing and placement taken away, I can't consider this trick very pro, it's very fun and satisfying to use though admittedly.

@MTKing4
Copy link
Collaborator

MTKing4 commented Sep 23, 2022

i think for consistency's sake, if feature is removed here it should be removed there as well, which i totally don't want removed btw, never seen anyone considering Commies OP because they have this ability so i'ts fine to stay imo.

@xezon
Copy link
Collaborator Author

xezon commented Sep 24, 2022

Perfect China Supply Placement was argued to be a separator between Noobs and Pros and deemed positive. The same logic should apply to the Rocket Pod Guard Mode combo, because it does separate Pros from Noobs. Noobs will not know or use it effectively.

@ImTimK
Copy link
Collaborator

ImTimK commented Sep 24, 2022

Except there are no observable factors that hints towards the existence of efficient Rocket Pod usage. As a beginner you would have to find it out by accident or have someone tell you.

@Jundiyy
Copy link
Collaborator

Jundiyy commented Sep 24, 2022

I'd like to keep it, it's a neat feature, ZH doesn't have many of them available.
And I don't think you can remove it anyway without changing the type of button/weapon?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Controversial Is controversial Design Is a matter of game design Minor Severity: Minor < Major < Critical < Blocker Nerf Makes a thing less powerful USA Affects USA faction
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants