STEAM GROUP
SASRT Balance Mod Beta Group SASRTBalance
STEAM GROUP
SASRT Balance Mod Beta Group SASRTBalance
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IN-GAME
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ONLINE
Founded
1 September, 2013
Language
English
Showing 1-10 of 11 entries
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Balance mod v0.33
5
Balance mod session: 22nd February 22:00 UTC
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Balance mod v0.30
Hey guys,

This contains all of the changes listed in the "Current Changes" thread.

Changes new to this version:

General

Rebalanced Acceleration:
-Bonus per stat point increased by 45% across the board (Acceleration 1 unchanged)
-Slowdown from being hit by projectiles and hazards is now decreased more per point of Acceleration
-Level 6 Acceleration has a 1 second immunity upon being hit twice in a one second period.

-Enabled matchmaking play. Modded clients will be unable to connect to unmodded clients.

-Reduced level 6 Speed bonus by ~1.5%.

-Further collisions tweaks. Will revert if this exhibits regressive behaviour.

Tracks

NOTE: I know the added Super Pickups look weird, I'll be fixing that in a future version.

Ocean View:
-Replaced Boost x 3 Super Pickup with Blowfish x 3
-Removed the fish in Lap 3. Fish_Goes_Dead

Samba Studios:
-Removed Super Glove pickup.
-Removed the first set of weapon pickups.

Seasonal Shrines:
-Removed several sets of weapon pickups in order to reduce pickup density.
-Added a Drone x 2 Super Pickup at the right most path during the first set of stairs. You know, the path you never normally go.

Graffiti City:
-Removed several sets of weapon pickups along the Building Jump portion.
-Changed Boost x 3 Super Pickup to Firework x 3 .
-Added Boost x 2 Super Pickup to the lower-most route for the final building.

Graveyard Gig:
-Removed Boost x 3 Super Pickup

Shibuya Downtown:
-Drone x 3 Super Pickup is now Drone x 2

Roulette Road:
-Removed the Boost x 3 Super Pickup



Weapons

Ice Cannon (Rear):

Changed weapon to function similarly to a slow moving mine:
-Duration increased to 9.5 seconds, from 5.5
-Speed decreased to 40, from 300
-Scale increasd to 1.4, from 1.2

Firework (Rear):
-Speed decreased to 145, from 210

Swarm:
-Swarms now spread slightly further apart.

Drone:
-Reduced iniial speed to 90, from 160
-Reduced Acceleration significantly

Hot Rod:
-Fixed animation to match increased duration of Hot Rod



All-Stars:

Ryo:
-Speed bonus increased to 1.10, from 1.00

Yogscast:
-Speed bonus increased to 1.10, from 1.02
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Balance Mod v0.24
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Balance Mod v0.22
0
Balance mod v0.21
4
New download method & v0.20
4
Current Changes:
1
What is this mod?
Hi,

This mod is intended to rebalance weapons to target a mid to high level playing field.

Download the updater here: https://dl.dropboxusercontent.com/u/46534045/SASRT%20Mod%20Updater.rar this will keep you up to date between versions, and automate installing and uninstalling the mod.

This mod is VAC Safe.
This mod only changes content files, and does not touch the core executables or dlls in any way. I've also disabled Time Attack, Matchmaking and Grand Prix, so you can't set any times or ratings anywhere. The game crashes when entering a race in such modes.
If you play against players who do not have the mod in Custom Games, expect to run into multiple issues.

Reduce overall amount of spam in game
There have been tweaks across the board, adding reload timers to weapons with multiple shots, like Ice or Super Firework. This will help in situations where you get hopelessly shot by multiple passers by after getting hit once in a tight race.

The Slot Machine has been changed so that it will never give anything offensive. This will address the cheap shots at the beginning and also some of the more crazy collisions at start.

Nerf Super Boost
One of the biggest offenders of the imbalanced weapons, burst firing a Super Boost will now only fire once. This means that if you have a Boostx3 and burst fire it, it will give you one level 6 boost.

The Boost weapon has also been reduced to give a level 3 boost, down from level 4.

Increase potential of dodging projectiles while in car
Ice and Firework have both had significant reductions to their speed while on land. This will create situations where you can feasibly react to pickups that your opponents have, and also reduce the cheap shots in long straights.

Swarm balance changes
Swarm has been changed so that it will spawn a lot quicker (if it doesn't break) in front of first. It will also linger for a lot less time, so that 2nd and 3rd don't get impacted by it when first has a ~5sec+ lead.

Drone now more consistent
Drone has been sped up and now slows down less around corners, making them more predictable but also faster. This will even out pressure from firing it around corners vs. firing it in straights. Drones also have a 3 second delay on firing, to reduce the ridiculous pressure from Dronex3 pickups.

Allstar balance changes
Most projectile based all stars have been nerfed pretty hard - see the change log post for full details. All stars in general give you a decreased speed bonus, however the Blast type All-Stars (like Shadow and Vyse) give more of a speed boost than projectile based All-Stars (like AGES and Team Fortress).

Hot Rod emphasis change
Hot Rod has seen a significant increase in its overall duration - this will push its direction into that of a speed boost, rather than an offensive attack. To compensate, the radius of the explosion has been reduced.

Boost stat rebalanced
The Boost stat has been rebalanced so as the stat isn't too powerful - previously, characters with a high Boost stat were regarded as the best characters to pick in most situations by a mile. My change has the difference between Boost 1 and Boost 6 be less. This means that Boost stats 1 to 5 got a big to small increase respectively.

Acceleration improved
The acceleration stat is unanimously agreed upon to be the worst stat in the game. As such, I've given it a healthy boost. Higher levels of Accel now give you significantly more acceleration. In addition to this, you will get slowed down less by weapons with a high acceleration.

Collisions improved online
I've made various changes to the collision system that will be more online friendly. Against very low ping players they will be very slightly more bouncy (this is shown when vs. the AI), but it's nothing that's serious. The trade-off is that you can crash into players, and while you will still slow down pretty drastically and ping pong, it should be nothing like what it is on Live with flinging backwards or all over the track.

AI will no longer spawn in Custom Race, Battle Race and Boost Race
Does this need explaining? :P



This is all subject to change, of course - that's what play testing is for. Overall, though, I feel that these changes will go a long way to making matchmaking play in high level scenarios more enjoyable for all.
Showing 1-10 of 11 entries