-
Notifications
You must be signed in to change notification settings - Fork 21
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Change: Increase bonus firepower of China Frenzy to 30% flat, increase max duration from 30 to 40 s, decrease recharge from 240 to 180 s #2251
base: main
Are you sure you want to change the base?
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Changes look good to me. Reasonable improvements for a currently unused ability. This is a controversial change, so this pull request requires a rationale text to explain why this is done.
I added tables and rationale text to the opening post. |
For anyone that's bad with numbers: frenzy-vs-training.mp4With this buffed version of Frenzy, a Frenzy 1 Minigunner (vet 1) is now equally as strong as an Elite Training Minigunner (vet2). |
Did I read that right? Do you by chance know how the math works when stacking? |
He wrote only different levels would stack. So it is inconsistently stacking, which is not good. It should either stack uniformly or not at all. |
Frenzy only stacks if different levels are used at once on the same units. This is only possible in team games, where one player picks Frenzy X, the other Frenzy Y, where X != Y.
Multiplicative as they are completely different bonuses. Frenzy 1 + Frenzy 2 = +32% damage It's very illogical, but if you want to create the highest dps unit in the game, you need to stack all three levels of Frenzy lol |
I like the change, though i do feel that 10 and 20 seconds duration is too little that can be buffed higher, or just reduce the timer to 2 minutes is better, since as you mentioned, it's too situational, so there will be a lot of idle time where it's ready but not used, I'd really like that to be 2 minutes |
2 minutes might be a bit too little. With Level 3 Frenzy this would mean that it could be used for max 33% of play time. Originally max 12.5%. And in current proposal max 22.2%. |
Big duration disincentivises upgrading it to level 2 or 3. From player acceptance perspective, it's probably better to underbuff something initially than to overbuff it. It can always be tweaked further after people actually play with it. |
Yeah forget about the duration, i think reducing cooldown is the better approach, and actually incentivises level 2 and 3, maybe 2:30 if not 2 minutes But yeah i get it that we shouldn't overbuff, I'm interested into what others think though |
This comment was marked as outdated.
This comment was marked as outdated.
I approve big buffs to make it a good alternative to meta genpowers. Although I have to say level 2 or 3 aren't that attractive, since level 1 is already so good now. Remember that currently level 1 is already picked sometimes (mostly for the scan ability ironically), however even with the big % increase level 2 and 3 were never picked and the incentive only becomes smaller with this change? |
The Level 2 Frenzy is +100% better than Level 1 Frenzy. If Level 2 and 3 Frenzy were considered to be of no use, then this would imply that the increased duration makes no practical difference. Is that true? |
Originally higher levels increased both damage and duration, but this wasn't enough for players to sacrifice meta powers. Now it only increases duration, that doesn't improve the situation (for level 2 and 3). |
Well, on paper the Level 3 Frenzy still much better than Original. How high would this need to go and how can you determine this? |
Honestly it's tough to determine this evidence based. I know for myself I would definitely pick level 1 more often with this change, but the extra duration alone wouldn't make the cut for me to spent more genpoints. 2-3 genpoints is a huge investment/sacrifice. |
Another way to scale this would be with fixed time and increasing damage boost. |
I fixed the improvement percentages in opening post. Here is model with same improvement percentages, but instead of longer times they give bigger damages.
|
I feel like making people chose Frenzy 1 and using it for the intended purpose already is a victory. Truth though is the way Frenzy behaves, it is not really suited to be an upgradable power. Making Frenzy 1 any worse than OP suggests (< 30% boost) means it's not worth it, which in turn means it will never be chosen except to reach Frenzy 2 or 3. If you make 2 points of Frenzy necessary to have any tangible benefit (30%), then that comes at the cost of people skipping Cluster Mines, Cash Hack, Emergency Repair or maybe EMP instead. I'd rather they chose 1 level of Frenzy and the other powers, skipping maybe one point in Artillery Barrage, than have them sink it all into some overpowered form of Frenzy 2 or 3. |
The disadvantage of the increasing damages model would be that other players would not recognize the Frenzy level and therefore would not be able to anticipate the damage level early. This is already a problem in Original. The way to mitigate that would be to add different shades of red for each level, but it appears that Frenzy color is hard coded. I could not find it in INI. Another thing we can do to Buff Frenzy is raising these in Gattling Attachments:
On that note, it needs to be adapted for this change anyway. All to 70%. |
The implementation in the OP does not use FRENZY_ONE or FRENZY_TWO bonuses. Instead, FRENZY_THREE is granted on all levels, which, while confusing, at least leaves two hard-coded and limited buffs for other use, be it in this project in some other feature / fix (speculative), or a custom map or mod based on the patch. The red glow of Frenzy is indeed hard-coded as far as I can tell. |
Ah right. Then we can just think about changing them to 100%. |
Or removing them if you want Gattling towers on Overlords to benefit from Frenzy. |
I think we need to have much bigger upgrades from level 1 to 2 and from 2 to 3 for people to consider them over other genpowers, i think it would be beneficial to give the player more options and they decide how to play it |
This change buffs the Frenzy ability at all levels.
The bonus is now always +30% firepower.
Duration of the bonus doubles with every level of Frenzy
The recharge time is now 3 minutes
The Frenzy scan bug was previously removed: #593
Things left to consider:
Side effects:
Original
Patched
Rationale
The original Frenzy Power is rarely used. China Players typically prefer the Artillery Powers (3), Carpet Bomber (1), Mines (1) and EMP Pulse Bomb (1). Infantry General uses Frenzy (1) sometimes to scan at the start of the match, even though the Frenzy Power is not designed or advertised as a scan ability.
The new patched Frenzy Power makes it considerably more attractive to use due its favorable progression with higher bonus damages in the lower Frenzy levels, its longer bonus duration at the last level and the overall reduced recharge time.