SACU Rebalance
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Why would cybran get a speed upgrade when there is a faction in the game that is perpetually forced to play reactive at all times on land as soon as titans are no longer relevant damage dealers, primarily because nobody wants to do anything about the fact all the mainline battle tools are the slowest things in the land game.
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The stun gun is technically a support upgrade while AA is offense. You could put stun as an alternative to gun and giving the upgrade increased range.
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Probably a bad idea, but why not include cloaking in all cybran presets? Stealthy engies for sneeky building or risky reclaiming. Stealthy rambo to shoot without being shot back, stealthy support option in whatever form that ends up taking. It fits in any situation just about.
As for what the support upgrade could do... I really hate to say it but a regeneration field fits them well, too well, even better than it fits Sera. All their stuff regens faster than other factions anyway, their nano repair upgrades have rediculious regen rates, they even got hives which are practiaclly a stationary regen field already, they lack mobile shields so they have an open slot for a mobile defence field. They even have a building that in the lore explicitly creates a nanobot field around it (Soothsayer).
It would not be an identical copy of the seras regen field as sera would also have the max health boost, but I can understand if the overlap is decided to be too much.
The other other things that make any faction sense are radar stealth field (redundant, although having a t3 deciver wouldnt be the worst thing ever). A cloaking field (extremely overpowered unless we give omni out like free candy). And EMP, which Aeon have nabbed first.
Edit: It has occured to me that personal cloaking with a radar stealth field would actually be highly versatile but not overpowered. That would be an excellent support option. -
Add a targeting laser enhancement that allows SACUs to guide TML missiles.
(How this would work exactly I'm not sure but put a slinger behind the trigger you know what I'm sayin'.)
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Regen field definitely sounds like it makes more sense for Cybran. Maybe give Sera some kind of shield field? Not a bubble shield, but give shield to units within the area.
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A few notes from a developer / ux perspective:
- (1) Anything 'area'-like is expensive. It needs constant re-evaluation. Units may lose the buff for a few ticks, just to gain it again. Units (with aura's) may stack up. Therefore whatever we do, it needs to be simple.
- (2) Anything that you can not communicate to the player in a reasonable fashion should be a no-no. The game is complicated enough as it is, it doesn't need aura's that complicate it even further.
With that said:
- The suggestion to add dynamically shields is a no-no from a performance perspective. Shields are fairly expensive to (de)allocate and in their general use because of overspill. There's a reason that the Lua file for shields is super large.
- The suggestion of a cloaking field is a no-no from a game perspective, especially if it applies to structures. The shader of cloaked units is relatively expensive to compute (because it is transparent). And structures once scouted are visible to your enemy, no matter how hard you try to cloak and/or stealth it. This is obvious to your enemy, but not to you as a player who owns the cloaking field as the game does not communicate to you what the intel of your enemy is.
- The suggestion of a damage aura that deals damage to enemy units is also a no-no in my opinion. The damage effects that you would apply are likely not visible when zoomed out. And if the damage applies through the fog of war (which is also not trivial to compute properly. What does it even mean, is a radar blip sufficient?) then it is very difficult in general to communicate to the user where the damage originates from, which is something that is usually very simple in this game: wherever the projectile originated from. Let alone - how do you balance this? What if there are 10 SACUs with a damage aura?
And in general: stun is a very annoying mechanic in this game. The reason is simple: if a unit is stunned long enough then for some reason the engine decides to drop the current order. Usually units do not have more than 1 order, so the moment the unit is available again it will just stand there waiting to die. Let alone that stun immediately stops a unit in its track, which also prevents projectiles that are already fired by weapons to hit the target as they expected the target to not stop dead in its tracks like a normal unit. Therefore Chrono on SACUs is a no-go in my opinion.
A few thematic suggestions on things that are cheap to compute:
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UEF: Jammers, optics (vision/radar) and (bubble) shields on the SACU. That fits the theme of the UEF where they use conventional tools to dominate the battlefield. They would of course need to be adjusted to become more useful. The game fully supports these type of area effects and stacking of SACUs with these area effects has little benefit.
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Cybran: Initially the faction was called 'Recyclers'. The theme of the Cybran is utility and the idea of improvising and adapting. What I'd suggest is to re-use the build drones. But instead of them only slowing up when building, the build drones now hang around the SACU and assists nearby (not-moving) allied units by repairing them (for free) or by reclaiming nearby wrecks (at a relative low rate, but the SACU can move and do whatever while the drones reclaim). The game fully supports these type of aura's and stacking of SACUs with these aura-like effects has little benefit.
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Aeon: Optics (vision/omni) and a new aura that buffs nearby units with shields. The buff is simple: it removes the delay that a shield has before it starts to regenerate. As a result the shield will always regenerate, where as usually there's a small delay (of a few seconds) before it starts to regenerate. The game fully supports these type of aura's and stacking of SACUs with these aura-like effects has no benefit.
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Seraphim: Just OC and no aura-like effect. I agree with @FtXCommando that the energy costs need to be simplified so that it doesn't drain all of your economy. I'm personally also a huge fan of the lambda field mechanic of BlackOps, but then decently balanced.
And in general, SACUs with RAS should explode more violently to make it easier to create a chain reaction like with tech 3 resource production. I also agree with @FtXCommando that non-engineering presets need to be really bad at engineering. They can start it, but need help to finish it up.
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Great write-up Jip, I'm a fan of everything you suggested.
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Jamming still seems like a waste of a slot. It serves no real purpose, its easy to spot and basicly does the exact opposite. The only slightly usefull jamming is on the uef frigrate, all other jamming seems so useless imho. Unless someone can explain to me how to effectivly use jamming
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Agreed. Jamming on works on things you make a lot of and you make later in the game. Jamming on units that commonly end up fighting in vision range doesn't do much, and jamming on things you don’t make a lot of is also pointless. This leaves frigs as one of the few units where jamming is kind of nice on in practice, forces scouting like stealth does for cybran navy. Still weaker than stealth, but it does something. Even then it’s only relevant later in the game when you’ve got destros and battleships fighting outside of vision range.
That said, this could be a bad idea but I’m throwing it out there anyway. What if UEF SACUs get jamming and shield dome at the same time same slot. So shield dome gives them jamming as well. Additionally, they get buffed jamming that throws more radar signatures than normal jamming and also has a longer range.
That way they have counter intel in beyond visual range fights and it’s not an utterly useless add on when there’s vision on them, which is most fights.
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Another idea that might be impossible, but is optical jamming something they could do? So not only is there radar jamming, but they could have holographic images of the sacu projected randomly around them. This would only be counter by Omni or by paying close attention. That might be too op/unfun to play against but it’s an idea I suppose.
Edit: Could be something like it both projects images of the SACU but also other units like titans, parashields, flak, etc. These projections also have a radar signature if there’s no Omni. So basically just massively buffed radar jamming.
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Jamming could be put into UEF SACUS at base (cant waste a slot if it doesnt take a slot!) but that does leave a gap in the support for preset and I can't think of anything useful to add there that isnt just a basic stat up like extra sensor range. I suppose there could be a 'high intensity jamming' upgrade that just amps the jamming effect up to 11.
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optical jamming
I think it's possible: you create a list of units that can be holograms, and then in the blueprint loading phase you create hologram units out of that list.
The holograms would have 1 hp and are spawned attached to the hologram generator, with a long respawn time, which allows the enemy to clear out the holograms by shooting them (otherwise they would permanently break targeting unless omni comes into range or units are manually retargeted).
Target priority switching can be modified sim side to prevent setting priorities that ignore holograms. -
@jip said in SACU Rebalance:
if a unit is stunned long enough then for some reason the engine decides to drop the current order
Chrono can't stun lock units, so this issue shouldn't show up.
On a related note, my concern for Chrono is that it's going to be annoying to desynchronize the Chronos for max stun duration if stuns are protected from for less than the reload time of Chrono (ex: 5 second stun, 10 second stun protection, 30 second reload requires microing 3 Chronos).
(bubble) shields on the SACU ... stacking of SACUs with these area effects has little benefit.
The spillover mechanics won't cause making multiple shields to have little benefit.
With the current mobile shield spillover of 0.3x, the 3rd stacked shield would contribute 0.49x of its hp, for a total of 2.19x. That's not mentioning that SACU bubbles have 0.2x multi, so you can stack 4 of them for 2.95x total hp and the 4th shield contributing 0.51x hp. Graph
Sure there are diminishing returns here, but it's not literally 1 unit per army, especially since you can avoid overspill by microing to cycle shields. Compare that to Chrono or regen aura which clearly have no benefit from stacking if they are implemented like the ACU versions.
new aura that buffs nearby units with shields. ... The game fully supports these type of aura's
Wouldn't this require Lua very similar to regen aura? If it does, then it goes against the idea that Seraphim can't have regen aura SACU because of performance concerns.
SACUs with RAS should explode more violently to make it easier to create a chain reaction like with tech 3 resource production
This goes completely against RAS SACU's durable but extremely inefficient eco concept.
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@nomander said in SACU Rebalance:
Chrono can't stun lock units, so this issue shouldn't show up.
Users will expect it though , which brings another problem - communicating that this is indeed not possible. In general I think it's an option that lacks creativity anyway.
@nomander said in SACU Rebalance:
With the current mobile shield spillover of 0.3x, the 3rd stacked shield would contribute 0.49x of its hp, for a total of 2.19x. That's not mentioning that SACU bubbles have 0.2x multi, so you can stack 4 of them for 2.95x total hp and the 4th shield contributing 0.51x hp. Graph
I wasn't referring to stacking, I was referring to covering your army of Percivals with extremely strong shields. They don't need to be stacked on top of each other to be 'stacked', if you have 4 SACUs and 40 Percivals and line them up in a decent formation then you have 'stacked' the shields without them being on top of each other, or being vulnerable to (significant) overspill.
@nomander said in SACU Rebalance:
Wouldn't this require Lua very similar to regen aura? If it does, then it goes against the idea that Seraphim can't have regen aura SACU because of performance concerns.
Yes, same concept. I don't think I stated that regen aura can't be done because of performance reasons. I did not mention it because I think the option lacks creativity.
@nomander said in SACU Rebalance:
This goes completely against RAS SACU's durable but extremely inefficient eco concept.
That's why we're here - to change the concept of SACUs .
@exselsior said in SACU Rebalance:
Another idea that might be impossible, but is optical jamming something they could do? So not only is there radar jamming, but they could have holographic images of the sacu projected randomly around them. This would only be counter by Omni or by paying close attention. That might be too op/unfun to play against but it’s an idea I suppose.
I'm sure it is possible, but I don't think we should go into that direction.
@firv said in SACU Rebalance:
Jamming still seems like a waste of a slot. It serves no real purpose, its easy to spot and basicly does the exact opposite.
It's actually quite strong - I often see units firing their first salvo's into fake blips when engaging an army with jamming capabilities. Sure, it won't last. But I don't think it should last, that would make it too strong
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Ok, so how about an upgrade that increases capture range and speed? Call it hack module or something. So for cybran sacu they would have something like hack, emp gun and AA? Would that make a good enough support ACU?
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@chenbro101 said in SACU Rebalance:
Ok, so how about an upgrade that increases capture range and speed? Call it hack module or something. So for cybran sacu they would have something like hack, emp gun and AA? Would that make a good enough support ACU?
I could see the independent drone swarm idea Jip mentioned being used for capturing units. Could be interesting, but sounds like a lot of work to make feel right and not be too OP.
For UEF support SACUs, what about attack drones?
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If auras in general are out, there are other options. With the Aeon, the heavy shield pack could help tank damage similar to a GC so that harbingers could do work. Seraphim is fine with Light Overcharge, if personal shields are out then maybe Nano1 and Nano2 like the commander?, UEF is good with the heavy shield dome, Cybran getting a light microwave laser would be interesting as a body slot, leaving them with less HP but high damage output.
I like how SACUs generally function now, but their cost and other balances need to be rebalanced.
Also, when I go to spawn in Cybran SACU, before it is placed it has a jetpack. What's up with that?
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Or, or, or a Cybran sacrifice module, but it captures instead of constructing.
Let me float another idea for an enhancement that interacts with wreck veterancy* as well, like it pulls whatever veterancy the dead unit had and applies it to the SACU, or stores and/or distributes it to nearby friendlies. (This also feels Cybran coded to me, but not too strongly.)
*Unit veterancy would need to be stored on the wreck on death.
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@chenbro101 said in SACU Rebalance:
Ok, so how about an upgrade that increases capture range and speed? Call it hack module or something. So for cybran sacu they would have something like hack, emp gun and AA? Would that make a good enough support ACU?
Remove the gun and install a capture module that captures really fast at range. The thing with capture you have to put the unit on hold fire otherwise it might kill the unit.
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@jip said in SACU Rebalance:
That's why we're here - to change the concept of SACUs .
Do you have an alternative function for RAS SACUs in mind that requires them to be more volatile? Just increasing the death explosion damage just hurts the beneficial aspects of an already inefficient unit. I also think the concept of RAS SACUs doesn't need to be changed, it fits the game fine.
I wasn't referring to stacking, I was referring to covering your army of Percivals with extremely strong shields. They don't need to be stacked on top of each other to be 'stacked', if you have 4 SACUs and 40 Percivals and line them up in a decent formation then you have 'stacked' the shields without them being on top of each other, or being vulnerable to (significant) overspill.
I don't understand your definition of "stacked" and how it aligns with the rework. For me stacking the effects means when a single unit (Percy) benefits from multiple different supports (bubble SACU), which is a behavior that promotes building multiple support SACU per group of units.