Gearbox Balance Mod discussion Index Post

These forums didn’t exist before february, when they moved forum software.

So they moved sometime near then?

How about simply playing something else in the meantime and once the game has been patched to your satisfaction you play it again ? You make it sound like you can’t do anything else while the game is being worked on … Just wait and do something else for the time being. Go play Skyrim or the Witcher 3 :smiley: by the time you have completely beaten one of those games the patch will be delivered, I am almost certain :wink:

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:+1: :wink:

I wonder if people are still testing the gearbox balance mod? There were a few balance issues that were brought up. Any type of information on progress would probably be appreciated, if anyone has any.

We are currently waiting on devs finish their work on the next improvement, they are working on some pretty big stuff right now.

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Sounds exciting :slight_smile: hopefully we will soon get to see these improvements for ourselves :smiley:

New updates sound good! Lets hope the devs won’t stay silent for 3 weeks like before after this! :wink:

[quote=“raynernycz, post:100, topic:564892, full:true”]There were a few balance issues that were brought up. Any type of information on progress would probably be appreciated, if anyone has any.
[/quote]
The issues that were brought up have been addressed in testing (anti fighter corvettes, destroyers, etc). Hold tight though, I think future updates will depend on the next patch like Kadeshi was saying.

As for the role of fighters, they should be really evasive and draw fights out. Currently it seems like their range is much too short, and they end up so close then turned around 2/3rds the time unable to shoot and just blow up in one shot.

Later tech beating everything below it isn’t what rock-paper-scissors means.

Frigs being good against destroyers and CC/MS but bad against fighters is what rock-paper-scissors means.

It makes sense that with HCs/BCs being able to kill fighters/bombers themselves, that they shouldn’t be as good per cost at killing other capital ships. They’re the jack-of-all.

Ion frigates, which only do one thing, should roughly be the best at that thing, or at least close to it.

But yes, of course later tech should be a bit better over all ship cost to ship cost given it has more research cost and time to get there.

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Later tech shouldn’t beat everything below, no. That’s why strike craft should disable and destroy BCs, not frigates. Then the circle is complete.

That’s my opinion anyway. Most BCs in WW2 were sunk by strike craft after all.

I only did a quick game to try things out since I’ve still been busy, but yeah it seemed like Fighters were what were suffering the most and needed the most of a buff.

But if movement is being recoded (and fights will actually fly sideways and shoot, slide backwards, etc), that will be a huge buff to them without changing numbers.

When I tested things out, they got a huge boost to both survivability and their DPS simply from how I changed their flight, even when it was far from ideal and far from how it was in HW1.

I like a lot of HW2, and yeah it should be the baseline for balance, but HW1 did the strike craft far far better.

Gravwell behavior altered

  • 45 second duration
  • Self harms to slightly more than 1/2 during activation
  • Self destructs at 0 energy
    - No recharge** <-----------This is ultimately a huge mistake. Why nerf HW1 even more!!! They are unplayable as it is. Grav wells were literally the only defence from HW2 strike craft striking early to mid game, and HW2 gets battlecruiser late game and HW1 can’t kill them at all. I’ve seriously lost hope in this game as you seem to have some pretty god damn weird ideas about balance.**
  • Can be turned on/off at any time
  • Turning off before self destruct allows it to remain a hyperspace inhibitor

This is so so wrong, like absurd wrong, hw1 swarm is wayyyy more powerfull than hw2 in the vanilla, i don’t recall any hw2 player defeting me on a 1v1 swarm battle

Are you reading all opatch notes, or just the grav part, everything were tuned to the same level, Heavy Cruisers are just as good as the battle cruisers now.

LOL this is not their idea of balance, it is “player based” idea of balance.
BTW gravs never recharged, in the classic they NEVER recharged.
If you don’t like it because you cant abuse gravs anymore, well what can i say…¯\(ツ)

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It would have been cool to see ships in grav well still able to shoot, because you have some interesting changing around of the rock-paper-scissors of different ships and how well they do whether they can point their nose at things or not.

Maybe also have it slow missiles, too.

Battlecruisers’ speed has been increased from 69 to 79 and Destroyers’ speed from 115 to 120.
Turning speeds instead have stayed the same…

Can I suggest to increase Battlecruisers’ turning speed from 6 to 7 and Destroyers’ from 9 to 12? In line with the speed increase partially due to the health and firepower decreases…and considering that the speed increase was higher for BCs than DDs.
If you want to keep battlecruisers’ at 6, please consider to increase Destroyers’ turning speed from 9 to 11 at least, considering that BCs were much more OP than DDs to begin with and that the speed increase was higher for BCs than DDs.

I know, I’m acting like one of those pain-in-the-neck perfectionists. But sometimes I am one.
Know that I officially endorse your excellent work on balancing Capitalships. If turning speeds stay as they are, I won’t hate you.

One thing I don’t get is why you set the Vaygr BC’s weapons so that its damage indicator shows less firepower (3489) than what it has (4326). - Hiigaran BC is 3920.

Also, I noticed that you increased the damage done by the Vaygr BC’s missiles against capital ships. They provide 15% more damage than before (and it’s quite a lot considering that Vaygr DD’s ones were much weaker even before). The only reason I can think of is that destroyers can outmanoeuvre the Vaygr BC’s forward weapon and, as consequence, the Vaygr BC needed that boost in order to be balanced vs the Hiigaran BC.

I’d like to underline that DDs were cannon fodder against BCs and that worsen their condition.
Also, the Vaygr BC do have much more firepower in comparison to the Hiigaran BC thanks to that increase and it’s quite evident when 3 Vaygr BCs battle against 3 Hiigaran BCs.

Isn’t it better to revert the missiles’ damage against capital ships to the original value and create a new armour family for DDs so that the Hiigaran BC’s ion turrets can provide less damage towards DDs?

By reverting the damage of missiles and setting the forward weapon parameters to the “right" values, the Vaygr BC’s damage indicator will show 4086.

Aparently, the values are balanced in the game itself, it’s just the DPS indicator in the menu that is lacking and doesn’t always show quite the right number.

In this case at least, the damage indicator isn’t lacking.

The forward weapon’s damage is 7600 and its multiplier against heavy armour is 1.26.
If you change them from 7600 to 9576 and from 1.26 to 1 respectively, the damage indicator will show a truthful number.

Yeah but than you will also need to redo the math for ALL other ships.