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proposal to make some changes to basing

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  • proposal to make some changes to basing

    Basing has always been one of the most exciting parts of the game, but I think it’s been held back by a few lingering issues that keep it from being as competitive as it could be. I would like to propose a few balance tweaks to shake things up a bit during off-season as now is the perfect time for experimentation.

    I am aware that not everyone is a fan of change—we’ve seen that before with previous updates like shrapnel patterns being standardized instead of random, or when bullet damage was made consistent, or when rocket was removed from Javelin. But looking back, I feel all of those changes made the game more balanced and competitive. I think we’re at another point where some thoughtful adjustments could really improve the overall experience.

    Let us start with Lancaster. It went through a complete rework around 2012 and received changes as recently as 2019 (see here), but still it remains mostly unused in competitive basing. Against experienced spiders and sharks, it simply doesn’t hold up. The movement feels sluggish at times, its recharge rate doesn’t really support its higher bullet costs, and shots are too slow making them easy to dodge and repel.

    To address this, I would like to propose a few minor adjustments to help Lancaster feel better and more viable without making it overpowered. Slightly improving its energy recharge and reducing bullet costs while increasing bullet speed would enhance its offensive presence, while refining its thrust and rotation values would improve its overall mobility. Lastly, a small increase to afterburner cost would discourage reckless rushing as that could be an issue with close range shots while keeping the ship effective in the hands of skilled players. These changes aim to give this ship a proper role in basing again—as a ship that can punish overextended, low-energy opponents. I would like to test these changes in MMR while initially limiting teams to a maximum of one per team.

    Below are my proposed adjusted values for Lancaster. You can check here other ship settings for comparison.

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    My second suggestion might be a bit more controversial, but I hope it's taken with an open mind. In my opinion, the impact of Terrier often swings too much due to item randomness. Depending on how lucky you are, it can either feel way too strong or frustratingly weak, and that kind of inconsistency isn’t ideal for competitive play.

    To address some of the problems this ship has, I would first start by reducing burst duration by 25%. Lingering bursts are a known issue—they tend to bounce around unpredictably in the flag room, which makes it impossible for Sharks to react properly resulting in getting their team mates killed in the process. Slightly shortening the burst duration would help reduce some of that chaos.

    To balance the reduced burst impact, my proposal for Terrier would be a slight increase to bullet speed, a small reduction in bullet energy cost, and a slight bump in max energy and recharge rates. These changes would help the ship stay more active and effective in crams and tight flag room fights. The extra energy would also allow full energy Terrier to survive a shrapnel hit, as you can make shrapnel deal exactly 1500 damage, thus adding a little more durability in those chaotic moments. Bursts would still kill.

    To give straight values for easier comparison, here would be my proposed changes:

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    The second part of this is about greens. As things stand, a lucky streak of prizes can completely swing a flag room battle. In my honest opinion that kind of randomness doesn't belong in a competitive setting. We previously tested a timed prize system in TWLB, and while the implementation wasn’t perfect, the idea itself was generally well-received by top Terrier players, as it added an extra layer of strategy.

    I would suggest reintroducing that concept in a cleaner form: remove Bursts and Portals from the random prize pool entirely and instead prize them when your team collects enough greens. For example, a Burst every 14 team greens, and a Portal every 30 team greens. This would keep the overall rates close to what we have now but eliminate the unpredictability. I feel this would encourage more coordinated green collection by the team while also rewarding Terriers who can plan and time their item usage strategically—making the role feel more skill-based.


    I am pretty we already implemented this proposed system, but it was never tested as there was not enough time before leagues started.
    Last edited by Turban; 03-25-2025, 07:58 PM.

  • #2
    Suggestions sound sensible, you'd have to play test it to see how it works out.

    My comments:

    Ships
    I'd like to see wb and jav used more also. Consider weakening spiders.

    Greens
    When a player collects a green, what are the odds on what prize they get? before + after the change to remove port + burst.

    I'm imagining a world where terrs live longer so more of game time is spent in fr battles than in cramming (a good thing) and maybe fcs are more common so in fr battles spiders can do more pushing and less camping (also a good thing).

    Map
    A bit off topic but I always thought the main problem was the map, the fr is quite small (obvs from the days of small resolutions), and the cram is too easy to defend it draws so much of the gameplay, and holy stagnation batman. For example what if every season was required to make some change to the map? Basing was a lot more fun when people could discover strats.

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    • #3
      Current prize weights for Bursts and Portals are 8.70% and 3.49% respectively. This means, on average, your team would need to collect around ~11.5 prizes for a Burst and ~28.65 prizes for a Portal.

      When we consider how Terriers usually to hold onto their items, which often can be the correct choice, I think my previously suggested numbers would offer a good balance. My intended goal with these changes isn't to overload the ship with more power, but rather make it more durable and interesting to use. For example with these changes you could push more aggressively knowing a Portal is coming up soon, or coordinate a double Burst for a stronger offensive or defensive play. It would also further encourage team greening, which in my mind is an important part of basing. Overall the ship would feel better to play in all situations.

      As far as basing map changes go, I definitely think there’s some room for improvement and countless ways to approach it. My suggestion would incorporate the door system that is currently in place and further expand on it. My suggestion there would be to improve on what we tested previously by utilizing the new door system that is in place. I would propose adding a two-tile entrance below cram on both sides. This would be positioned high enough that cram still serves its purpose of buying time, but it would no longer be a game-ender as there would be ways to break it with a coordinated push. These doors would stay open when the bot detects that a Terrier is outside of the flag room, and close once they’ve entered.

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      On the topic of ship balance, I do feel that Warbird is in a pretty solid spot, whereas Javelin feels notably weaker since the removal of rocket. I think few minor tweaks such as increasing its recharge speed and overall mobility could make it viable again as those are its two biggest weaknesses.
      Last edited by Turban; 03-26-2025, 07:19 PM.

      Comment


      • #4
        While we are on the topic of ship variety and expanding viable options for basing ships, I would like to propose a completely reworked version of the Weasel as a new playable ship.

        Historically speaking the Weasel has been known as a stealthy and tricky fighter as its core identity. I suggest reworking it to once again embrace that role with some proper balance to make it competitively viable.

        The updated Weasel would return to being a normal-sized ship. It would feature a smaller energy pool compared to Spider, but in return it would have slightly faster recharge rate allowing it to recover from damage more quickly. Bullets would have a higher cost and shoot at a lower rate, and when MultiFire is toggled on it could cover a larger area which could prove to be rather handy in some situations.

        I feel the ship should retain its signature cloaking ability, which would now significantly drain energy recharge making it difficult to recover energy while cloaked, and it would no longer have access to stealth allowing for some counterplay with radar. It would also gain a short duration decoy, which would last for two seconds, to add an extra layer of trickery and mischief during flag room fights.

        Click image for larger version

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        When comparing Weasel to Spider, it would lose out on raw firepower. However, with its new enhanced mobility, slightly quicker energy recovery, and stronger bullet coverage when MultiFire is toggled on, and its unique features to make it more elusive, I feel it would offer a unique role in basing. You can test out these ship setting changes in ?go #turban.
        Last edited by Turban; 03-26-2025, 06:51 PM.

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