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Vertex 26 Jun, 2016 @ 7:51am
Balance Changes MOTD
This post is reserved for auto-scrolling and resizing on the ingame motd.
Last edited by Vertex; 26 Jun, 2016 @ 7:52am
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Vertex 26 Jun, 2016 @ 7:52am 
Weapon/Class Changes
General Changes
  • Recoil while in mid air is reduced to accommodate parachutes.
  • Increased gernade launcher structure damage from 250% to 280%.
  • Removed diasy cutters due to game client crashing.
    • Gave assault sniper frag grenades instead.
Sniper
  • Increased base sniper damage to exos from 200% to 210%
    • Two instead of three headshot kill with same infantry boost level.
  • Increased armor piercing rounds effect on exos from 400% to 430%.
Hypospray
  • Reduced hypospray damage protection from 70% to 58%.
  • Increased hyposray duration from 15s to 19s.
Gas Grenades
  • Restructured damage to 15 per second, over 16 seconds.
  • Restructured damage to 20 per second with support warfare.
  • Increased medic poison grenades by one. (base inventory and bun)
Remote Explosives Devices (REDs)
  • Increased base structure damage multiplier from 260% to 290%.
  • Added advanced munitions structure damage boosts.
    • Level 1: Increases structure damage multiplier from base to 295%
    • Level 2: Increases structure damage multiplier from base to 300%
BBQ Kit
  • Removed Armor Piercing rounds effect on exos.
  • Reduced bonus damage to exos from 50% to 30%.
  • Removed gas grenades from inventory.
x01 Siege Weapon
  • Increased x01 splash radius from 100% to 115%.
  • Increased falloff_percent by 5% (to balance range increase)
  • Increased x01 fallout range from 4000 to 6000.
    • Notice: The effective range is still 4000.
    • This just means less damage drop-off over range.
Chaingun
  • Increased base structure damage from 15% to 17.5%.
  • Reduced effectiveness against troops with sieging gizmos.
  • Increased homewrecker structure damage from 20% to 25%.
  • Increased siege specialist 1 structure damage from base to 20%.
  • Increased siege specialist 2 structure damage from 17.5% to 22.5%.
P900 Pistol
  • Replaced bag90 with the better p900 pistol (fairness and balance)
  • Reduced siege specialist 2 pistol damage reduction from 80% to 50%.
  • Added a siege specialist 1 pistol damage reduction of 20%.
  • Removed clip size increase for clip compression 1 and 2.
  • Added two extra clips for clip compression 1 & 2 instead.
  • Decreased p900 recoil was jumping from 10 to 4. (better aiming)

Gizmo Changes
  • Redesigned the Tactical Regeneration Gizmo.
Assault now regenerates 1hp every 0.35 seconds. (100hp/35s or 200hp/70s) Exo now regenerates 1hp every 0.3 seconds. (100hp/30s or 300hp/90s) Stealth now regenerates 1hp every 0.55 seconds (100hp/55s) Support now regenerates 1hp every 0.55 seconds (100hp/55s or 150hp/82.5s)

Building/Research Changes
Supply Stations
  • Reduced supply station cost from 2000 to 1500
Building costs
  • Reduced cost of a second assembler from 8000 to 6500.
  • Reduced cost of barrier from 1500 to 1250.
Structure Reinforcement
  • Level One: Default 10% health increase and 30s time.
  • Level 2: Increased health from 15% to 20%.
  • Level 3: Increased health from 25% to 35%.
Commander Abilities
  • Reduced commander damage from 700/770/840 to 630/720/810.
  • Reduced commander poison damage from 10/11/12 to 8/10/12.
  • Reduced commander ability damage by 20% with less than 10 players.
Repair Speeds
  • Increased repair speed of walls/barriers from 100 to 110.
  • Increased repair speed of bunker from 175 to 195.
  • Increased general repair speed from 120 to 130.
    • Everything else except assemblers.

Resource Generation Changes
  • Increased bunker resource generation from 100/5s to 375/15s.
    • 300 extra per minute (or 1500 per five minutes)

Definitions
"starting_resources" // How many resources can be extracted before we "run out"? "extract_interval" //How many seconds are in a resource extraction interval? "extract_amt" //How much resources shall be extracted each interval? "trickle_multiplier" //What percentage of resources are extracted after "run out"?

Game Defaults
"primary_resource_point" { "starting_resources" "80000" "extract_interval" "5.0" "extract_amt" "250" "trickle_multiplier" "0.65" } "secondary_resource_point" { "starting_resources" "52000" "extract_interval" "5.0" "extract_amt" "130" "trickle_multiplier" "0.375" } "tertiary_resource_point" { "starting_resources" "15000" "extract_interval" "5.0" "extract_amt" "50" "trickle_multiplier" "0.5" }

Resource Changes
"primary_resource_point" { "starting_resources" "80000" "extract_interval" "15.0" "extract_amt" "750" "trickle_multiplier" "0.5" } "secondary_resource_point" { "starting_resources" "44000" "extract_interval" "10" "extract_amt" "275" "trickle_multiplier" "0.5" } "tertiary_resource_point" { "starting_resources" "16000" "extract_interval" "5" "extract_amt" "50" "trickle_multiplier" "0.4" }
Last edited by Vertex; 5 Apr, 2020 @ 10:52am
Vertex 13 Mar, 2020 @ 7:17pm 
2020 - Infantry Boost Patchs
Exo Siege Kit Changes
  • Decreased Infantry Boost 0 siege kit structure damage by 5%.
  • Restored Infantry Boost 1 siege kit structure damage to normal.
  • Created Infantry Boost 2 siege kit structure damage boost of 10%.
  • Created Infantry Boost 3 siege kit structure damage boost of 20%.

Grenade Launcher Changes
  • Created Infantry Boost 1 structure damage boost of 5%.
  • Created Infantry Boost 2 structure damage boost of 15%.
  • Created Infantry Boost 3 structure damage boost of 25%.
  • Created base structure damage boost to transport gates of 15%.
  • Created base structure damage boost to flamer/sonic turrets of 5%.
  • Created base structure damage boost to assemblers from of 5%.
  • Created base structure damage boost to bunker from of 15%.

BBQ Kit Changes
  • Created Infantry Boost 1 structure damage boost of 4%.
  • Created Infantry Boost 2 structure damage boost of 8%.
  • Created Infantry Boost 3 structure damage boost of 15%.

Remote Detonated Explosives (RED) Changes
  • Created Infantry Boost 1 RED structure damage boost of 5%.
  • Created Infantry Boost 2 RED structure damage boost of 15%.
  • Created Infantry Boost 3 RED structure damage boost of 25%.
  • Created RED base structure damage boost to walls of 30%.
  • Created RED base structure damage boost to barriers of 15%.
  • Created RED base structure damage boost to supply stations of 5%.
  • Created RED base structure damage boost to bunker of 30%.
  • Created RED base structure damage boost to assembler of 10%.
  • Created RED base structure damage boost to transport gates of 25%.
  • Created RED base structure damage boost to flame/sonic turrets of 25%.
  • Created RED base structure damage boost to artillery of 20%.

Structure Reinforcement Changes
  • Did not change Structure Reinforcement 1 health bonus at 10%.
  • Increased Structure Reinforcement 2 health bonus from 15% to 20%.
  • Increased Structure Reinforcement 3 health bonus from 25% to 35%.

Structure Health Changes
  • Increased artillery base structure health from 2100 to 2250.
  • Increased rocket turret base structure health from 2100 to 2250.
  • Increased mg turret base structure health from 2100 to 2250.
  • Increased supply station base structure health from 1350 to 1450.
  • Increased barrier base structure health from 3000 to 3500.

Player Boost Changes
  • Reduced player health bonus from 10% to 5% for Player Boost 1.
  • Reduced player health bonus from 15% to 10% for Player Boost 2.
  • Reduced player health bonus from 20% to 15% for Player Boost 3.
  • This change reverts with less than 8-12 players depending on map size.
    • The server rescales resources, and doesn't give enough for Infantry Boosts.

Assault, Stealth, Support Health (Armor) Changes
  • Created 5% damage resistance at Infantry Boost 0.
  • Created additional damage resistance of 2% at Infantry Boost 1.
  • Created additional damage resistance of 4% at Infantry Boost 2.
  • Created additional damage resistance of 8% at Infantry Boost 2.

Exo Health (Armor) Changes
  • Reduced exo base health from 600 to 450 for 33% faster healing.
  • Machine gun turrets are an expectation. They only have 20% damage resistance specs.

  • Created damage resistance of 20% at Infantry Boost 0.
    • Reduced health equivalency by 6% from 600 to 563 with Player Boost 0.
    • Reduced health equivalency by 10% from 660 to 591 with Player Boost 1.
    • Reduced health equivalency by 10% from 690 to 619 with Player Boost 2.
    • Reduced health equivalency by 10% from 720 to 647 with Player Boost 3.

  • Created additional damage resistance of 5% at Infantry Boost 1.
    • Reduced health equivalency by 5% from 660 to 630 with Player Boost 1.
    • Reduced health equivalency by 4% from 690 to 660 with Player Boost 2.
    • Reduced health equivalency by 4% from 720 to 690 with Player Boost 3.

  • Created additional damage resistance of 10% at Infantry Boost 2.
    • Increased health equivalency by 2% from 690 to 707 with Player Boost 2.
    • Increased health equivalency by 3% from 720 to 740 with Player Boost 3.

  • Created additional damage resistance of 15% at Infantry Boost 3.
    • Increased health equivalency by 11% from 720 to 797 with Player Boost 3.

Movement Speed Increases
  • Increased base stealth assassin speed by 3%.

  • Increased speed of all classes by 2% at Infantry Boost 1.
  • Increased speed of all classes by 4% at Infantry Boost 2.
  • Increased speed of all classes by 8% at Infantry Boost 3.

  • Increased grenadier, bbq and assassin speeds by 1% at Infantry Boost 1.
    • Infantry Boost 1 Totals: Grenadier +3%, BBQ +3%, Assassin +6%

  • Increased grenadier, bbq and assassin speeds by 2% at Infantry Boost 1.
    • Infantry Boost 2 Totals: Grenadier +6%, BBQ +6%, Assassin +9%

  • Increased grenadier, bbq and assassin speeds by 4% at Infantry Boost 1.
    • Infantry Boost 3 Totals: Grenadier +12%, BBQ +12%, Assassin +15%

Corner Map Only (Special Case)
This map only has one lane to build structures. It requires additional balance changes for this new concept. The traditional game balance causes far too many stalemates.

Rocket Turret Protection for Exos
  • Added 5% rocket turret protection at Infantry Boost 1.
  • Added 15% rocket turret protection at Infantry Boost 2.
  • Added 25% rocket turret protection at Infantry Boost 3.

Artillery Protection for Exos
  • Added 5% artillery protection at Infantry Boost 1.
  • Added 10% artillery protection at Infantry Boost 2.
  • Added 20% artillery protection at Infantry Boost 3.
Last edited by Vertex; 5 Apr, 2020 @ 10:53am
Vertex 4 Apr, 2020 @ 5:03pm 
Resource Patch - Initial & Team Resources
Initial Resources: All resource points have initial resources by default. After they extract the initial resources, they reduce their production by 50-60% depending on the resource point.

Team Initial Resources: This feature functions the same way as initial resources. Expect for these are reserved for each team to extract at full production.

Initial Resource Values
  • Created tertiary team initial resources 8000.
  • Decreased tertiary initial resources from 16000 to 8000.

  • Created secondary team initial resources of 3300.
  • Decreased secondary initial resources from 44000 to 40700.

  • Created primary team initial resources of 3000.
  • Decreased primary initial resources from 80000 to 76500.
When Roadwork and Clocktower start with less than 12 players on the server
When Downtown, Gate or Oilfield start with less than 16 players on the server
  • Created tertiary team initial resources of 4000.
  • Decreased tertiary initial resources from 16000 to 2000.

  • Created secondary team initial resources of 6600.
  • Decreased secondary initial resources from 44000 to 17050.

  • Created primary team initial resources of 6000.
  • Decreased primary initial resources from 80000 to 35250.
When the Corner map is played (under any player count)
  • Created primary team initial resources of 40000.
  • Decreased primary initial resources from 80000 to 40000.

Resource Patch - Team Trickle Degeneration
Team Trickle Degeneration: As stated above, each team has reserved resources at full production. These resources start to disappear if the resource point is not captured for while.

Team Trickle Degeneration Values
  • Created tertiary team trickle degeneration of 300 res/min.
    • This applies if the resource point is not captured for 8 minutes.

  • Created primary team trickle degeneration of 1500 res/min on the Corner map only.
    • This applies if the resource point is not captured for 12 minutes.

Resource Patch - Team Trickle Regeneration
Team Trickle Regeneration: As stated above, each team has reserved resources at full production. These regenerate for the opposing team, when the enemy owns the resource point. This a reward for capturing the resource point. It disappears if the point is not captured for while.

Team Trickle Regeneration Values
  • Created tertiary team trickle regeneration of 180 res/min up to a max of 2160 res.
  • Created secondary team trickle regeneration of 330 res/min up to a max of 3300 res.
  • Created primary team trickle regeneration of 300 res/min up to a max of 3000 res.

Resource Patch - Resource Fracking
Resource Fracking: After a certain period of time, resource points generate more resources. This happens after the resource point runs out of initial resources to extract at full production.

Resource Fracking Values
  • Increased tertiary resource generation from 240 res/min to 390 res/min.
    • The tertiary resource point must be held for 13 minutes first.
    • This feature is disabled on the Corner map for balance reasons.

  • Increased secondary resource generation from 743 res/min to 1195 res/min.
    • The secondary resource point must be held for 15 minutes first.
    • This feature is disabled on the Corner map for balance reasons.

  • Increased primary resource generation from 1350 res/min to 2175 res/min.
    • The primary resource point must be held for 20 minutes first.
    • This applies to all maps expect for Corner and Coast.

  • Increased primary resource generation from 1350 res/min to 3000 res/min.
    • The primary resource point must be held for 15 minutes first on corner.
    • The primary resource point must be held for 20 minutes first on coast.
    • This applies only to the Corner and Coast maps.

Resource Fracking Player Counts
  • Downtown, Gate and Oilfield require 12 players on teams to enable fracking.
  • Roadwork and Clocktower require 10 players on teams to enable fracking.
  • All other maps require 8 players on teams to enable fracking.
Last edited by Vertex; 9 Apr, 2020 @ 11:17am
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All Discussions > Other Stuff > Topic Details
Date Posted: 26 Jun, 2016 @ 7:51am
Posts: 3