RC weapon balance

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Galdred
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RC weapon balance

Post by Galdred » Fri Nov 21, 2014 9:21 pm

The volcano cannon still has 2 shots, making it just plainly superior to the plasma blastgun (both are supposed to be reasonable equivalent choices on a super heavy tank).
It would be better to reduce it to 1 shot, and bump its accuracy to something between -0 and -5 /hex, as it is supposed to be a very long range weapon.

The Gatling blaster needs to have its max range set to 4 : Otherwise, the Reaver can only fire all of its weapon at range 3 exactly, which does just make the loadout look retarded.

As I pointed out in the bug thread, land raider Helios should have 4 lascannons, and not 2 arrays of 4.

Otherwise, I quite like the changes made.

Kerensky
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Re: RC weapon balance

Post by Kerensky » Sat Nov 22, 2014 12:23 am

Had to take all direct fire weapons to range 4 maximum because of game limitations, and Volcano is balanced by price. 1 RoF just wasn't getting the job done. Considering the power of the new Reaver, a extremely small window for optimal firing range is a good thing to have!

IainMcNeil
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Re: RC weapon balance

Post by IainMcNeil » Sat Nov 22, 2014 8:17 am

Out of interest why are direct fire weapons all range 4?

Galdred
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Re: RC weapon balance

Post by Galdred » Sat Nov 22, 2014 9:34 am

I am also curious about it. I had no problem firing from range 5 last build with tue volcano. The AI won t try hard to engage the units it cannot see indeed, but this is already the case at range 3. I fins the statement that it is not possible to make a one shot weapon stronger than a 2 shots weapon strange and worrying. Maybe that is the core of all weapon balance problems in the game (with multiple weapons tanks destroying single weapon ones).

Kerensky
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Re: RC weapon balance

Post by Kerensky » Sat Nov 22, 2014 6:59 pm

IainMcNeil wrote:Out of interest why are direct fire weapons all range 4?
Good question.

I also asked this when I noticed the Quake Cannon wasn't functioning by it's defined 3-7 range, but only seemed to work at 3-4 range. It apparently has nothing to do with the numbers put into the data fields, but more to do with how the game reads these numbers (stopping after 4). rudankort will be able to answer this question much more precisely, but for the moment we have limited direct fire weapons to cap at 4, and anyone above that has been given 'indirect' trait. Namely the Quake Cannon.
Last edited by Kerensky on Sat Nov 22, 2014 8:56 pm, edited 1 time in total.

Kerensky
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Re: RC weapon balance

Post by Kerensky » Sat Nov 22, 2014 8:52 pm

To clarify, no, not ALL direct fire weapons are maximum 4 range. I mean that any large weapon who could possibly be interpreted as having 5 or more than 5 range were limited to 4. There are plenty of direct fire weapons that are 1,2, and 3 maximum range. :)

Galdred
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Re: RC weapon balance

Post by Galdred » Sun Nov 23, 2014 1:13 am

Anything else I have noticed :
4 Lascannons is still more than 2*better than 2
2shots 85 AP 30 to 1 shot 75 AP 30
While 2 bolters aremuchworse than 2*1
I think it would be better to have 4 lascannons = 2 shots 75 AP30 for consistency...

Another problem :
Reaver weapons are both worse than Warhound's :
Gatling blaster is strictly inferior to Mega Bolter (less range, less shots, same damage). It should be better against vehicles, and have same range at least.

Laser Blaster is weaker against super heavies, but might be better against lighter tanks due to high RoF.
The reaver does not offer much compared to the Warhound currently in term of firepower.

IainMcNeil
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Re: RC weapon balance

Post by IainMcNeil » Sun Nov 23, 2014 8:23 am

If we could get a list of all suspected differences between the tabletop and the game that would be useful. We may not want to change things but being aware of them is useful.

zakblood
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Re: RC weapon balance

Post by zakblood » Sun Nov 23, 2014 8:27 am

Code: Select all

http://www.40krpgtools.com/armoury/weapons/
if not already seem that is :wink:

vadersson
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Re: RC weapon balance

Post by vadersson » Mon Nov 24, 2014 2:18 am

IainMcNeil wrote:If we could get a list of all suspected differences between the tabletop and the game that would be useful. We may not want to change things but being aware of them is useful.
This is exactly what I have been trying to do! Want my Data Mine Spreadsheet? It has comparisons for all weapons vs. Tabletop.

Let me know.
Thanks,
Duncan
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Rudankort
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Re: RC weapon balance

Post by Rudankort » Mon Nov 24, 2014 9:05 am

Galdred wrote:I am also curious about it. I had no problem firing from range 5 last build with tue volcano. The AI won t try hard to engage the units it cannot see indeed, but this is already the case at range 3. I fins the statement that it is not possible to make a one shot weapon stronger than a 2 shots weapon strange and worrying. Maybe that is the core of all weapon balance problems in the game (with multiple weapons tanks destroying single weapon ones).
No fundamental problem, just our LOS algorithm requires some handiwork for each additional hex of range. In the beginning all direct fire weapons capped at 4, so I did not check longer distances. And when, just before the GM build, it turned out that longer ranges don't work, we just did not have time to investigate. In one of the future patches this will be addressed.

Galdred
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Re: RC weapon balance

Post by Galdred » Mon Nov 24, 2014 9:14 am

Glad to hear that! :)

IainMcNeil
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Re: RC weapon balance

Post by IainMcNeil » Mon Nov 24, 2014 10:37 am

Yes please send over your data mine spreadsheet. Mail to iain@slitherine.co.uk and we can look in to it.

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