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Change: Increase GLA Bomb Truck Bio Bomb range bonuses by +25%, +30% and stack Bio Bomb + High Explosive range bonuses to +45%, +54% #950

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@xezon xezon commented Aug 21, 2022

This change reduces the cost of Bio Bomb upgrade, consolidates the range bonus with High Explosive Upgrade, and stacks them if both upgrades are installed on host vehicle. The effective primary and secondary damages remain the same.

This change in turn rewards Bio Bomb and Bio Bomb + High Explosives with more damage range, which can inflict damage to more things in area and therefore increase effectiveness of Truck attack.

Additionally Demo High Explosive bonus range is matched with Regular Bio Bomb + High Explosive, which in turn makes the Demo High Explosive upgrade more valuable for the same price as the the regular High Explosive upgrade.

A fully upgraded Bomb Truck will cost 1900, as opposed to 2200 before. It can be used once only.

HE = High Explosive
BB = Bio Bomb

Upgrade Price Damage Primary Range Secondary Range Perks
Original HE 500 +100% +25% +30%
Original BB 500 +0% 0% +0% Toxin Puddle
Patched BB (this) 200 +0% +25% +30% Toxin Puddle
Original HE + BB 1000 +100% +25% +30% Toxin Puddle
Patched HE + BB (this) 700 +100% +45% +54% Toxin Puddle
Original Demo HE 500 +100% +25% +30%
Patched Demo HE (this) 500 +100% +45% +54%

Bomb Truck buff list in a nutshell:

  • 300 cheaper BB upgrade
  • More range with BB upgrade
  • More range with HE + BB upgrade

Stats

Default Primary damage is 1000. Upgraded 2000.
Default Secondary damage is 100. Upgraded 200.

Primary damages are unchanged. HE Bomb Truck is very good at destroying buildings. Adding 500 extra damage to Bio Bomb and stacking it with High Explosive would be non consequential against most structures, but would allow 1 Bio Bomb Truck to destroy AmericaStrategyCenter, 3 upgraded Bomb Trucks to destroy Command Center and 3 fully upgraded Bomb Trucks to deal 90% damage to Superweapons. Armor setup of Superweapons shields Bomb Truck damage well.

Structure Health HE Truck count Regular Truck count Caused damage
GLAPalace 3000 1 66%
AmericaStrategyCenter 1500 1 66%
ChinaPropagandaCenter 1000 1 100%
AmericaWarFactory 2000 1 2 100%
ChinaWarFactory 2000 1 2 100%
GLAArmsDealer 2000 1 2 100%
ChinaNuclearMissileLauncher 4000 2 4 80%
GLAScudStorm 4000 2 4 80%
AmericaParticleCannonUplink 4000 2 4 80%
GLACommandCenter 5000 3 6 96%
AmericaCommandCenter 5000 3 6 96%
ChinaCommandCenter 5000 3 6 96%
ChinaSupplyCenter 2000 1 100%
AmericaSupplyCenter 2000 1 100%
GLASupplyStash 2000 1 100%
AmericaSupplyDropZone 1000 1 100%
GLABlackMarket 1000 1 100%

The Primary damage is an overkill for most vehicles. 1000 damage will deal 90% damage to regular Overlord. The secondary damage is strong enough to critically injure infantry. 100 damage will deal 90% damage to soldiers. 200 damage will kill infantry, and also light vehicles. Veteran and upgraded vehicle will suffer less damage accordingly.

Vehicle HE Truck count Caused secondary damage
GLAVehicleRocketBuggy 1 100%
GLAVehicleTechnical 1 100%
GLAVehicleToxinTruck 1 80%
GLAVehicleQuadCannon 1 70%
GLATankScorpion 1 60%
AmericaVehicleTomahawk 1 100%
AmericaVehicleHumvee 1 85%
AmericaTankAvenger 1 70%
AmericaLaserTank 1 40%
AmericaTankCrusader 1 40%
AmericaTankMicrowave 1 40%
ChinaVehicleInfernoCannon 1 100%
ChinaTankECM 1 80%
ChinaTankDragon 1 80%
ChinaTankGattling 1 70%
ChinaTankBattlemaster 1 50%
ChinaTankOverlord 1 20%

Rationale

Original Bio Bomb is expensive and only gives the Toxin Puddle perk. The puddle kills infantry in a radius of 80 for 30 seconds - if it would walk over it. It is useless for most practical needs in late game, because toxin puddles can be removed with force fire to the ground or simply not be stepped on with soldiers and other units.

The increased damage radius gives the Bio Bomb a boost in effective damage area, +56% over Default and +112% over Default in combination with High Explosive. This is double area damage boost. However, practically Bomb Truck is mostly concerned about damage in front of it, as there typically will be no enemy units behind a Bomb Truck where it just passed through. Therefore, practically the Bomb Truck does not benefit from area damage bonus as much as a projectile such as a SCUD Missile would. We therefore are mostly counting on a +25% over Default range increase, and in combination with High Explosive bomb a +50% over Default or +20% over High Explosion range increase.

Primary Radius Area Area increase over 40 Area increase over 50
40 5026
50 7854 +56%
58 (this) ~ 10682 ~ +112% ~ +36%
60 11310 +125% +44%
Secondary Radius Area Area increase over 65 Area increase over 85
65 13273
85 22698 +71%
100 (this) ~ 32123 ~ +142% ~ +41.5%
105 34636 +160% +52%

The increased range does make the unit more competitive. It fits well within ranges of comparable weapons.

Weapon PrimaryDamageRadius SecondaryDamageRadius
Original SCUDLauncherGunExplosive 50 100
Original NukeCannonGun 50 60
Original SupW_FuelBombDetonationWeapon 70
Original SuicideDynamitePack 18 50
Original SuicideBikeBomb 20 50
Original BombTruckBioBombDamage 40 65
Original BombTruckHighExplosionBioBombDamage (HE) 50 85
Patched BombTruckBioBombDamage (BB) (this) 50 85
Patched BombTruckHighExplosionBioBombDamage (HE+BB) (this) 58 100
Weapon PrimaryDamage SecondaryDamage
Original SCUDLauncherGunExplosive 300 50
Original NukeCannonGun 400 50
Original SupW_FuelBombDetonationWeapon 300
Original SuicideDynamitePack 500 300
Original SuicideBikeBomb 700 10
Original BombTruckBioBombDamage 1000 100
Original BombTruckHighExplosionBioBombDamage (HE) 2000 200
Patched BombTruckBioBombDamage (BB) (this) 1000 100
Patched BombTruckHighExplosionBioBombDamage (HE+BB) (this) 2000 200

Most ground units have an attack range of 150 or more, so are certainly able to stop an approaching Bomb Truck. It's new secondary damage range of max 105 will give Bomb Truck a better chance to deal some damage to enemy units.

The reduced price from 500 to 200 is reasonable, because the High Explosive upgrade costs 500 and gives a much more valuable bonus with +100% damage.

Bio Bomb is now worth the investment, as it gives an effective range bonus, both alone and in combination with the High Explosive upgrade.

If the ranges turn out to be too powerful in practice, then they can be reduced a bit.

Could it be too powerful?

Unlikely. Unlike Demo Bike, Bomb Truck is not spammable in swarms. It will kill all allied units nearby and almost kill nearby friendly Bomb Trucks. In practice only one at a time can be sent to reduce risk of total loss. Additionally it has a long build time of 15 and will essentially block production for other units that could be of more use.

Bomb Truck also requires Palace, meaning it is not usable in early game. By that time, an opposing USA could already have Strategy Center and Humvees with +20% range bonus, China could have ECM Tanks, Lotus and GLA could have Rocket Buggies to stop incoming Bomb Trucks.

A Bomb Truck remains a risky investment that may not pay off at all.

Media

Default, Bio Bomb, High Explosive, HE Bio

The Bio HE Shockwave is a bit to bright, it was tweaked already but was not captured in this video.

bomb_truck_expl_bio

bomb_truck_expl_bio.mp4

Default, Anthrax Bomb, High Explosive, HE Anthrax

bomb_truck_expl_anthrax

bomb_truck_expl_anthrax.mp4

Default, Gamma Bomb, Demo Default, Demo High Explosive

Note the trucks are parked a bit closer to the enemy vehicles, so the Demo HE Truck actually killed a lot more.

The Gamma Shockwave is a bit to bright, and pink, it was tweaked already but was not captured in this video.

bomb_truck_expl_gamma

bomb_truck_expl_gamma.mp4

commy2 and others added 30 commits September 21, 2021 23:45
* Update task tags information
* Sync DONE tasks between commy2 and NProject task lists
* Add Window reference images for Zero Hour 104
* Add Window reference images for various Zero Hour mods
…iot, Paladin, Nighthawk, Raptor, Camouflage, SCUD Storm (#425)

* Update SpecialPower.ini

Scud Storm revert to 5 mins:
Nerf was unnecesarry. The main approach of 1.04p is to buff the weaknesses. A nerf is only used in cases where an unfair advantage is present relative to other factions (Air Force chinook e.g.). With the BT included the balance is now like so:
Particle Cannon 4+1 minutes, Nuclear Missile 5+1 minutes, Scud Storm 5+2 minutes.

* Patriot Defence for Air/USA

Air/USA Patriots slight change to $750/25s:
Build Time reverted, the trade is a slight price increase again to make the overall change more minimalistic and more predictable for the user.

* Update InfantryGeneral.ini

Inf Bunker revert build time and price ($700/8s):
Nerf was not necessary (see Scud Storm motivation).

* Update AmericaAir.ini

USA Raptors to $1100:
To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor.

USA Stealth Fighters to $1250:
Same scenario, all Stealth Fighters have been matched to the Airforce price.

* Update LaserGeneral.ini

Laser Raptors to $1100:
To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor.

Laser Stealth Fighters to $1250:
Same scenario, all Stealth Fighters have been matched to the Airforce price.

* Update SuperWeaponGeneral.ini

Super Weapon Raptors to $1100:
To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor.

Super Weapon Stealth Fighters to $1250:
Same scenario, all Stealth Fighters have been matched to the Airforce price.

* Crusader and Paladin price/build time changes

Crusader Tank price revert to 1.04 ($900):
Unnecessary buff that potentially can harm balance. Already an effective unit in specific situations.

Paladin build time revert to 1.04 (12s):
Paladin drops have proved to be quite effective vs GLA's, a build time buff was not necessary. To see better quantities on the field in later game scenarios (relative to Crusader tank), the price reduction to $1000 is maintained.

* Laser Crusader price change

Laser Crusader price change ($900):
Same scenario as Vanilla Crusader.

* China Battlemaster price change

China BM slight change to $700:
Same scenario as the Vanilla Raptor/Stealth Fighter. Price has been matched with Tank's Vetted Battle Master.

* Camouflage upgrade price change

Camouflage Upgrade to $800:
$1000 still seemed like an expensive upgrade for rebels in late game scenarios. Typically the ambush was most useful to capture sniped units like Overlords, killing Hackers or base scouting (to initiate Sneak Attacks), for which level 1 was sufficient without the upgrade. With the upgrade, it might now be viable in certain situations to pick higher level Ambushes and/or use them for different tactical purposes, like 'permanent' base scouting, or making base captures more efficient.

* Update game_balance.md

Added all the changes, removed any units/buildings which were completely reverted.

* Stealth Fighter revert

Air Force Stealth Fighters to $1250:
Same scenario, all Stealth Fighters have been matched to the Airforce price.
…NI files so it is consistent with the Zero Hour INI files
Add Generals 1.08 INI files for reference
…uring Buildings; Same For Non-Infantry General Hackers Disabling Buildings (#276)
* Add latest and missing changes to game fixes document
* Add pull request links to game fixes document
@xezon xezon changed the title Bomb truck bio bomb fix Change: Increase GLA Bomb Truck Bio Bomb range bonuses by +25%, +30% and stack Bio Bomb + High Explosive range bonuses to +50%, +60% Aug 21, 2022
@ImTimK
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ImTimK commented Aug 21, 2022

Really professional study, awesome work.

But I indeed have some concerns or rather questions about the new primary range and changes in general.

  1. You stated BB upgrade has no consequences vs Structures, but is this true? The +25% simply means that the BT is 25% harder to stop right? Because if the BT gets stopped 25% further away, then it still deals the same damage as if it were closer? I'm not saying this is a bad thing, just want to know the facts.

  2. Secondary range stat for patched BB is missing, since stacked is +60%, then BB value alone is +30%?

I'd like to see how it works in practice, someone today can test this with me?

@xezon
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xezon commented Aug 21, 2022

Missing stat added. The section about buildings was mainly about damages. As for range, a Truck could damage more buildings in theory, however it is unlikely in practical terms, because structures are typically large and the range will not be sufficient to reach many of them. The range buff is most consequential for approaching enemy targets and having a better probability to hit them when Truck is killed.

@Stubbjax
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Will the explosion particle effects need some adjustment with the increased range?

@xezon xezon force-pushed the bomb-truck-bio-bomb-fix branch from 1837b6c to 067f477 Compare August 21, 2022 13:59
@xezon
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xezon commented Aug 21, 2022

Will the explosion particle effects need some adjustment with the increased range?

I will check.

@Jundiyy
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Jundiyy commented Aug 21, 2022

Looks good. Nice job 👌

@ImTimK
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ImTimK commented Aug 21, 2022

I had another interesting SAFE idea in mind for the gamepatch, what about splitting damage and range?

  • HE upgrades damage output only, will be 40% cheaper than in 1.04.
  • Biobomb increases range only, will be 60% cheaper than in 1.04 (could be a viable it's own when used vs low armored vehicles and/or infantry).
  • Demo HE upgrades both damage and range, will be 40% cheaper (however misses the Toxin Puddle).

Overall it's a very safe change, there's only a very tiny performance difference (5% extra range), investing in both upgrades costs the same as HE alone in 1.04 ($1500) and the Toxin Puddle is basically added for free.

Upgrade Price Damage Primary Range Secondary Range Perks
HE 500 +100% +25% +30%  
HE (patched) 300 +100% +0% +0%  
BB 500 +0% +0% +0% Toxin Puddle
BB (patched) 200 +0% +30% +30% Toxin Puddle
HE + BB 1000 +100% +25% +30% Toxin Puddle
HE + BB (patched) 500 +100% +30% +30% Toxin Puddle
Demo HE 500 +100% +25% +30%  
Demo HE (patched) 300 +100% +30% +30%

It's easy to understand for the user and the tooltips can described in a very simplistic fashion:

  • HE: upgrades damage by 100%.
  • Biobomb: Increases the damage radius by 30% and contaminates the area with toxins.
  • Demo HE: Upgrades damage by 100% and damage radius by 30%.

@xezon
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xezon commented Aug 22, 2022

The issue I take with 300 HE price is that it looks cheap. It basically gives a second Bomb Truck by doubling the damage. And a second Bomb Truck would cost 1200. Other than that it is not yet clear to me what the best ranges are. 105 max looks good on paper and in testing so far. It is just slightly above SCUD Launcher damage area. On that note though, 100 secondary range for SCUD Missile is quite astonishing, even if it just applies 50 damage. Having multiple SCUD Launchers easily stacks it.

@ImTimK
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ImTimK commented Aug 22, 2022

The issue I take with 300 HE price is that it looks cheap. It basically gives a second Bomb Truck by doubling the damage. And a second Bomb Truck would cost 1200. Other than that it is not yet clear to me what the best ranges are. 105 max looks good on paper and in testing so far. It is just slightly above SCUD Launcher damage area. On that note though, 100 secondary range for SCUD Missile is quite astonishing, even if it just applies 50 damage. Having multiple SCUD Launchers easily stacks it.

Does look cheap indeed, could also substract $100 from the base vehicle itself and re-add it to the upgrade.

Whatever we do, I would like to see a use case for each state of the vehicle, non-upgraded, BB only, HE only, BB+HE. Makes it more fun and interesting than no-brainer upgrades.

And I do like your proposal of the overall increased radius, vs Scud performance it doesn't look too imbalanced on paper, with the fact that only the radius in front of the vehicle is the only dangerzone in practice usually. For a $1900 investment, the new performance is probably justified.

@ImTimK
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ImTimK commented Aug 22, 2022

Another proposal, which is a slight alteration of the main proposal (in the main post). That's removing the secondary range bonus from HE and readd it to the BB (so that will be 60%). Then there's a more distinct use case for each upgrade, where HE is used vs structures, BB vs units.

Optionally we could also look into the base vehicle vs upgrade prices. For example we can make the Biobomb $300 ($200 also sounds super cheap, especially with the idea above) and make the base vehicle $100 cheaper. This could create more use cases for the non-upgraded base vehicle aswell.

@xezon xezon changed the title Change: Increase GLA Bomb Truck Bio Bomb range bonuses by +25%, +30% and stack Bio Bomb + High Explosive range bonuses to +50%, +60% Change: Increase GLA Bomb Truck Bio Bomb range bonuses by +25%, +30% and stack Bio Bomb + High Explosive range bonuses to +45%, +54% Aug 23, 2022
@xezon xezon force-pushed the bomb-truck-bio-bomb-fix branch from 067f477 to 26c272d Compare August 23, 2022 19:41
@xezon
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xezon commented Aug 23, 2022

I appended further improvements. Max PrimaryDamageRange was reduced from 60 to 58 and max SecondaryDamageRange from 105 to 100. It now matches SCUD Launcher missile. The calculations for new numbers are updated in first post. Also videos and images have been added. All particles have been optimized to match the Bomb Truck damages better. Originally they just had some different colors, but no different sizes.

From my side this now looks acceptable. Whether or not Bomb Truck is too good because of this we would need to see in practice. Note: Unlike Demo Bike, Bomb Truck is not spammable in swarms. It will kill all allied units nearby and almost kill nearby friendly Bomb Trucks. In practice only one at a time can be sent. However, if multiple Trucks do reach their target then the explosion can be strong enough to erase the world and nearby universes.

@ImTimK
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ImTimK commented Aug 23, 2022

Sounds good!

About friendly fire (and I mentioned this idea a couple of times already actually), it could be a tool to balance out DB's (if they just did friendly fire to other DB's), this way Demo can't just sent unstoppable big blobs.

@xezon xezon force-pushed the bomb-truck-bio-bomb-fix branch from 26c272d to 6eaa986 Compare August 23, 2022 20:10
@MTKing4
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MTKing4 commented Aug 23, 2022

This is getting to complicated, what are we going to type in patch notes?

Bomb truck Goes Boom better now

@xezon
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xezon commented Aug 24, 2022

Basically it was upgraded from useless to slightly useless :-)

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