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Nerf Brick range and DPS #6641
Nerf Brick range and DPS #6641
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HP: 7500 -> 7250 Damage (DPS): 125 (312.5) -> 120 (300) Range: 34 -> 33
Turn rate is increased due to the range decrease giving a shorter reaction time against ACUs
Since the `TurnRate` is higher than the resulting turn rate from `TurnRadius`, `TurnRadius` will never take effect, so to simplify the bp the radius is removed.
cleans up range rings
New changes:HP: 7500 (no longer changed) Damage (DPS): 125 (312.5) -> 120 (300) -> 118 (295) Testing:Brick right clicked onto Percy: Percy survives with 474 HP Brick dodges 1 shot fighting Percy: Brick lives with 250 HP Percy kiting brick: Percy survives with 2008 HP (was 1920 with 120 dmg, 1700 with 125 dmg) |
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Everything is as it should be.
Issue
Relevant Balance Team discord thread.
The brick has become too powerful after its +2 range buff, in a way that it can quite well stand up to Percies in direct combat, on top of being far more versatile with their speed and ability to handle T1/T2 spam. Essentially Bricks became a better version of Percies. Cybran doesn't need this as they have two direct fire T4s, which UEF doesn't.
The purpose of the range buff was to help Bricks fight ACUs, since previously they had a 2 range advantage at 30 vs 32 range, which made it too difficult to stay out of range of ACUs, while Bricks are very weak against ACU overcharge because they have no shields.
Two side effects of the range buff were that Bricks became far more effective kiting against Othuums/Harbingers, and that Percies no longer had any range advantage to rely on when being chased by Bricks.
For Harbingers, Bricks at 32 range used to deal 2841 damage before the Harbinger got in range, and 34 range increased that to 3977 (+1136 or +40%). Othuums are not very relevant as they have extremely short range + lower speed so the matchup was not ever close, although they are worse off too.
For Percies, Percies with a range advantage of 2 were able to fire 3.3 shots (The initial shot out of range is extremely important:
3.3 shots while running = (2 distance / 0.2 speed difference) / (1 shot/4.3 seconds) + 1 initial shot
) before the Brick got in range if the Percy was running away while being chased. A Percy takes 6 shots to kill a Brick so this range being removed is a massive difference in this scenario.Description of the proposed changes
TurnRadius
:180 / (pi * 2 radius / 2.4 speed) = 68.75
) to 75 so that the reaction to turn around when an ACU starts coming into range has the same reaction time given as before.Testing done on the proposed changes
In an ideal kiting scenario (both units start facing the correct direction, and are moving at full speed before anyone fires):
In a scenario where the Percy approaches the brick:
The drastic difference is due to the removal of overkill. If there is 250 damage from supporting units, the difference would not be so large.
Unlike with a 2 range difference, the Percy cannot automatically stop out of range of the brick when on attack move/attack order.
MaxBrake
would help, but it would adversely buff its micro potential overall, and in a massive way, since decreasing the stopping distance from 1.1 to something more fitting the 1 range difference requires a large change of 2.2 to 3.025 (0.8 stopping distance) or more depending on how unfavorable the AI is behaving (target check interval, which is 1.1 seconds for the Percy by default due to its fire rate, also plays a huge role how far away the Percy stops).In sandbox testing, there is a noticeable range where the Percy can walk around in and fire without being fired back at, which is important but I don't think it will play as strong of a role in real games.
7v7 scenario Bricks walking into Percies:
Test spawn units
With micro the bricks can win in any scenario because they can dodge huge chunks of damage from the Percies.
Checklist
- [ ] Changes are annotated, including comments where useful