Age of Wonders: Planetfall

Age of Wonders: Planetfall

Expanded Arsenal
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Juz  [developer] 14 Apr, 2020 @ 11:47pm
Balance Discussion
Please post balance issues or suggestions here!
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Showing 1-15 of 48 comments
sandman25dcsss 15 Apr, 2020 @ 3:32am 
Kirko is supposed to spam weak units, not Thraxians with their range 7 repeatable attack just for 26 production, I build 7 units per turn in a single colony.
My suggestion is to keep roles unchanged, just add a copy of standard unit with different channel(s) used.
I mean, Kirko tier 1 can have bio or psyonic melee, but it cannot have range 7 repeating attack.
Juz  [developer] 15 Apr, 2020 @ 5:04am 
Hmm, I mean kirko are one of the only races in the game to get snipers, so I'm not entirely adverse to them having range 7 attacks.

There are things that make them strong compared to other ranged infantry thoguh, obvious swarm shield is bonus at long range and I used the base Thrax rifle which is damage 10 rather than say the Troopers which is 9.

So I'm thinking of doing some of these
Reduceing Armor or Shields or both to 0
Reducing health by 5
Reducing range to 6
increasing cost

Definately doing
Reducing damage to 9.
ChaoZ 15 Apr, 2020 @ 5:51am 
reducing armor and shields + reducing health shoud do it.. so they are sort of glasscannons and you need to protect them like i do it with melee units... ;)
Last edited by ChaoZ; 15 Apr, 2020 @ 5:55am
sandman25dcsss 15 Apr, 2020 @ 6:51am 
Snipers are too weak IMHO, at least without any mods, staggering hurts them too much.
ChaoZ 15 Apr, 2020 @ 6:54am 
agreed, but the laser sniper from the vanguard rocks! i wish all snipers have a snapshot ability... or agile overwatch, so they can enter overwatch and fire with full actionpoints even if they lost one or two from staggering. :)
Last edited by ChaoZ; 15 Apr, 2020 @ 6:55am
Juz  [developer] 15 Apr, 2020 @ 2:41pm 
Which sniper? Or all of them?

They all have snapshot abilities and most of them have another abilities as well. The standard snipers in the original game suffer from the same issue.
sandman25dcsss 15 Apr, 2020 @ 6:21pm 
All of them IMHO. Snapshot ability does less damage than double repeating attack. Kirko has 50% upkeep of tier 1 units and huge production bonus because non-cosmite units are much weaker than units of other factions.
Juz  [developer] 15 Apr, 2020 @ 6:46pm 
Well this mod isn't about changing the standard game and I want to stay in the convetion of the game, I.E none of the vanilia snipers have inbuilt stagger resist. They're meant to be used at range, hence the range of 9. You can always give them a stagger resist mod if you have one.

Many of the snipers I made have other abilities as well, the Vanguard Airborn has an inbuilt mini jetpack which allows it to position very well for a good full attack and a snapshot for when it is staggered. It's drawback is that it does not have overwatch.

The vanguard laser sniper has the bonucing shot, which with a few mods can get pretty crazy, but it's full attack does not stagger and deals less damage. Their snapshot has a stagger inpact which means with a hardlight mod it can deal massive impact on the snapshot and stagger two targets with a full snipe attack. They also can give allies agile overwatch for 1 turn.

The amazon snipers are the weakest, their full action attack only Charrs enemies but it does stagger and thier snapshot lowers shields. They don't have any other abilities so they should get one.

Kirko, Assembly and syndicate had snipers so I didn't feel the NEED to give them another, but I could in an alternative damage channel.

And Dvar I don't feel are a very snipery race, they got some very powerful ranged attacks as is. If any race would have a sniper with stagger resist it'd be Dvar.

Anyway the only change I'm looking to make to any snipers I have made is to give the amazon sniper an additional misc ability and perhaps rework their full attack. I'm not giving all snipers stagger resist.
sandman25dcsss 15 Apr, 2020 @ 10:53pm 
Probably I was not clear. I am not asking to buff snipers, they are fine. I am asking to nerf new Kirko units with repeating range 7 attack, they are OP with production/upkeep bonuses. Removing shields/HP/some damage won't help IMHO. I had a fight with vanguard where I had more "troopers" then they had and I killed them all despite not having "overcharge", "jetpack" and "nanite injectors".
Last edited by sandman25dcsss; 15 Apr, 2020 @ 10:54pm
Juz  [developer] 15 Apr, 2020 @ 11:00pm 
Righto,

Well right now I plan to
Reduce their damage from 10 to 9.
Reduce their Optimal range by (I think the weapon uses the same accuracy settings as Assault rfiles and the optimal range is 4, meaning anything beyond 4 suffers a penalty to accuracy for each hex beyond 4. I.E range 5 suffers -15%, 6 suffers -30% and 7 suffers -45%) Their new max penalty would be -60% at range 7 and they would suffering accuracy penalties at range 4.
And removing both armor and shields from the unit as they have swarm shield.
Edit: This also means that the kirko accuracy mod is more useful/needed on them.

I'll see about costs as well but overall these nerfs are quite big, it'll knock them down a peg but I want to keep them and not have them be useless.
Last edited by Juz; 15 Apr, 2020 @ 11:01pm
sandman25dcsss 16 Apr, 2020 @ 1:05am 
Thank you, sounds good to me!
Juz  [developer] 16 Apr, 2020 @ 1:36am 
Done, see the change log.
sandman25dcsss 16 Apr, 2020 @ 9:07am 
I suggest to decrease attack of Indentured PsiTech, currently it is 8 psi while standard Indentured has 9 electro. 1 difference is not enough to compensate ignoring armour IMHO. It is especially noticable when attacking electric minerals.
Juz  [developer] 16 Apr, 2020 @ 2:26pm 
Idk about that, Psi has inheriant disadvantages vs things like machines and mods like the psi fish's mind barrier
sandman25dcsss 16 Apr, 2020 @ 10:38pm 
Not as syndicate who have easy access to arc too. I use just 2 types as indentured and don't need anything else to build (I am Xeno). Psi can be converted into flame/bio with a mod.
Last edited by sandman25dcsss; 16 Apr, 2020 @ 10:40pm
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