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    The Problems With The UEF - Part 7 (The Ravager)

    Scheduled Pinned Locked Moved Balance Discussion
    31 Posts 17 Posters 2.6k Views 1 Watching
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    • FemboyF Offline
      Femboy Promotions team
      last edited by

      Now this is a change I actually approve of and makes a lot of sense from the user experience (Gatling shoots for long time in most media / games) without (from my ignorance about T3 PD) doing some major gameplay changes.

      FAF Website Developer

      1 Reply Last reply Reply Quote 1
      • IndexLibrorumI Offline
        IndexLibrorum Global Moderator
        last edited by

        Oh yeah, this'll do well.
        The Gatling gun really does feel underwhelming. Doesn't the cerberus 'tickle gun' shoot faster?

        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

        See all my projects:

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        • maudlin27M Offline
          maudlin27
          last edited by

          I'm not sure - ravagers already feel like a niche unit that is mostly for chokepoints on certain maps (astro/dual gap) and given your changes would reduce both strike damage, overall dps (through the increased spin up time) and effective dps (through reduced accuracy) this sounds like a significant nerf to a unit that's already relatively weak

          I like the 'costs e to fire' instead of 'costs e to reload' change, and the visual change re which shots hit (I didnt even know only 1 in 4 would have an effect), but the other 3 changes (increased spin up time, decreased accuracy, less upfront damage) should be compensated by an overall DPS boost compared to what it is now.

          M27AI and M28AI developer; Devlogs and more general AI development guide:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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          • ArranA Offline
            Arran
            last edited by

            Its tricky. I like the OP's suggestion to make the Ravager feel more like a gatling gun with continuous fire. But like other posters I'm worried about change. However I don't share their concerns that this will be a deliberate nerf/buff. Unless I'm misunderstanding the OP's intentions, this is intended as a shift of function, not a change in effectiveness.
            It can be summed up (correct me if I have misconstrued you ComradeStryker) as an increase in ubiquitous effectiveness against a wider range of units, to a slight hit to performance via energy cost, spin up time and inaccuracy vs small units, while retaining its ability to shred EXP's with high dps.

            1 Reply Last reply Reply Quote 2
            • JipJ Offline
              Jip
              last edited by

              Looking forward to this - brings a lot of 'feeling' to the game. We may even be able to turn the barrel red the longer it fires 😃

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 8
              • ArranA Offline
                Arran
                last edited by

                That would be a very cool change (red barrel).
                A completely imbalanced suggestion that would be cool: Make the Ravager fire rate increase the longer it fires with proportionally higher E costs 😛

                1 Reply Last reply Reply Quote 0
                • B Offline
                  Blade_Walker
                  last edited by

                  Could get a similar result by making power adjacency reduce the cooldown

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                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    The fire rate should be continuous as noted and a change in dmg to keep the dps intact.

                    All of your other suggestions are nerfs to the ravager, and I don't agree with. If anything the e cost to fire should be taken away as this is supcom, and not ta.

                    1 Reply Last reply Reply Quote 0
                    • N Offline
                      Nex
                      last edited by

                      I'd rather like to see e cost to fire on all Pds instead of removing it from the ravager.
                      If the mass/e costs get reduced to compensate it wouldn't even make a difference for the one building it, but it would give you another option of breaking firebases.

                      1 Reply Last reply Reply Quote 2
                      • ZeldafanboyZ Offline
                        Zeldafanboy
                        last edited by

                        I think this is a good proposal, I didn't even know 4/5 ravager bullets were fake lol

                        put the xbox units in the game pls u_u

                        1 Reply Last reply Reply Quote 1
                        • S Offline
                          snoog
                          last edited by

                          I came in here fired up and ready to see what shit you were throwing at us this time Stryker but gotta say, I actually like this one. Always thought it was weird the Ravager was burst fire. Can't say if the proposed changes would be an overall nerf or not, but I say do it and tweak the changes later if necessary.

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                          • FtXCommandoF Offline
                            FtXCommando
                            last edited by FtXCommando

                            The proposal wouldn’t do anything, nobody makes ravager because it’s insane expensive and difficult to spam up in an emergency. It also carries massive opportunity cost. Why would I spend an additional upfront 2-4k mass for t3 upgrade/engies for ravager when I could just make 3 t2 arties with more range anyway on a lower tech which can’t be countered by t3 mobile arty. This is just a visual change for survival and ai game players.

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                            • veteranasheV Offline
                              veteranashe
                              last edited by

                              What's the dps/mass between the Rav and the clink?

                              When I used to play Astro with firebases I tended to build ravs instead of t2 arty, always seemed to work better.

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                              • ResistanceR Offline
                                Resistance
                                last edited by

                                there is no point in comparison between ravs and arties since those have completely different roles, morever they completely different stats

                                queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
                                https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

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                                • FtXCommandoF Offline
                                  FtXCommando
                                  last edited by FtXCommando

                                  They really don’t have completely different roles, they’re both primarily there for basebreaking. The efficiency of ravager against giant t3 armies or t4s is so bad that it doesn’t make sense to plop a few down so things run into them. Their utility is aggressive basewars which t2 arty already does better and earlier.

                                  My options are:
                                  6 t2 pd, a shield (540 mass and 600 mass each)
                                  2 ravagers (2000 mass each)
                                  2 t2 arty (1800 mass each)

                                  This is before you factor in ravagers require 2500 more mass in an acu upgrade which is another t2 arty + shield + idle acu for at least 2 minutes. Or 5000 mass in a t3 land HQ which is 2 t2 arty and 2 t2 shields. Or 4 more t2 pd or 9 more t2 pd. In essentially any situation I would take the t2 pd or the t2 arty.

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                                  • T Offline
                                    Tagada Balance Team
                                    last edited by

                                    I like some of these ideas but this will for sure be low priority as A) this is mostly cosmetic B) Revenger is a very niche unit

                                    1 Reply Last reply Reply Quote 2
                                    • JipJ Offline
                                      Jip
                                      last edited by

                                      In that case - allow me to 🙂

                                      A work of art is never finished, merely abandoned

                                      1 Reply Last reply Reply Quote 6
                                      • ComradeStrykerC Offline
                                        ComradeStryker
                                        last edited by ComradeStryker

                                        Just to help out, I have gone ahead and done some of the math to show how the change would work - so we all have a better idea of what to expect.

                                        This info is from what I can gather from the Database as well as in-game.


                                        Current Ravager:

                                        The Ravager, as it currently works in FAF has a rough 2-second spin-up time, then it fires for about 4 seconds, and then it needs a 3-second cooldown before it spins up again. So, one complete fire cycle is roughly 9 seconds long. This could also be seen as a fire cycle of 4 seconds with a 5-second cooldown.
                                        (I'm rounding a bit as the actual timings are in decimal points. Database shows a fire cycle of 8 seconds, but in-game, it seems more like 9 seconds.)

                                        During these 9 seconds, the Ravager fires 15 Projectiles that deal 175 damage each for a total output of 2,625 per volley.

                                        2,625 damage over 9 seconds gives you 291.66. (2,625/9 = 291.66)
                                        So, a Ravager has a DPS of 291.66. (Database shows DPS of 272.87)

                                        Using this info we can now get an idea of how it would work if the Ravager would fire continuously - Shedding out almost 300 Damage Per Second.


                                        Improved Ravager (Increased Projectile Count):

                                        Base Projectile Count: 15 (1 in 5)
                                        Damage Per Projectile: 175

                                        Projectile Count: 18.75 (1 in 4)
                                        Damage Per Projectile is: 140

                                        Projectile Count: 25 (1 in 3)
                                        Damage Per Projectile is: 105

                                        Projectile Count: 37.5 (1 in 2)
                                        Damage Per Projectile is: 70

                                        Projectile Count: 75 (1 in 1)
                                        Damage Per Projectile is: 35

                                        I recommend the middle option, 1 in 3, which grants up 25 projectiles for the entire 4-second volley. This is a 66% increase in projectiles!

                                        Remember, this is just increasing the projectile count of the current Ravager whilst keeping the damage per volley the exact same.

                                        Keeping this Projectile count, we can move on to see how it would act in a continuous stream:


                                        Suggested Ravager (25 Projectiles & Continous Stream):

                                        So, a volley would now have 25 Projectiles; and the fire cycle will now be lacking the cooldown and consequent spinup times (except the beginning spin-up time) - It would be difficult to know how long the Ravager would fire, so for this equation, we will not include the beginning 3-second spin up time. The Ravager also still needs to keep its original DPS meaning it needs to deal 2,625 damage in 9 seconds.

                                        Again, the original timings are a 4-second fire stream and a 5-second cooldown.

                                        With this new Ravager, it would be 9 seconds of fire stream with no cooldown.
                                        So, that is a 225% increase in fire time. That means, 25 projectiles in 4 seconds, multiplied by 2.25, gives you 56.25 Projectiles fired in 9 seconds. But for simplicity's sake, let's round to the nearest whole number - 56.

                                        These 56 projectiles must dish out the original damage of 2,625.
                                        So, each projectile should be applying ~47 damage.


                                        Hope this helps you all see how the Ravager would work with these changes!

                                        Thanks!


                                        ~ Stryker

                                        ( ͡° ͜ʖ ͡°)

                                        maudlin27M 1 Reply Last reply Reply Quote 1
                                        • veteranasheV Offline
                                          veteranashe
                                          last edited by

                                          Does the ravager spin up before a unit is in range? Like a turret points at units out of range.

                                          ComradeStrykerC 1 Reply Last reply Reply Quote 0
                                          • ComradeStrykerC Offline
                                            ComradeStryker @veteranashe
                                            last edited by ComradeStryker

                                            @veteranashe

                                            Does the ravager spin up before a unit is in range? Like a turret points at units out of range.

                                            Unfortunately, no. It only spins up once an enemy unit enters its range.
                                            This is a downside of the Ravager as it is the only PD that needs to spin up - losing time & range to deal it's damage.

                                            However, one good thing is that it does still spin up whilst it is rotating - meaning that if a unit enters its range, and the Ravager is facing away from that unit - it still spins up whilst rotating. By the time it's aiming at the target, it can shoot its volley.


                                            ~ Stryker

                                            ( ͡° ͜ʖ ͡°)

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