Nerf novax aim speed, beam lifetime, and rebalance costs#7123
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station cost is reduced in proportion to 4k mass of pgens, which is about enough to sustain the 3750e/s avg energy cost if the power is built with energy storage adjacency (which you need for the power fluctuation from firing anyway).
Ratio 14.2 -> 13.8 -> 25 This makes you pre-build the energy which will be used to fire the novax.
📝 WalkthroughWalkthroughThis PR implements a balance pass for the Novax Center experimental satellite unit. The Orbital Death Laser's beam lifetime is reduced and aim speed drastically lowered to reduce effectiveness in massed volleys, while damage is increased and energy charge/drain mechanics are introduced. The base station's economy is rebalanced with higher energy requirements and lower mass cost. ChangesNovax Center Balance Adjustments
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Actionable comments posted: 1
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Verify each finding against current code. Fix only still-valid issues, skip the
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Inline comments:
In `@units/XEA0002/XEA0002_unit.bp`:
- Line 148: The BeamLifetime value (BeamLifetime) is currently 5.3 which,
combined with the weapon Damage (Damage = 90), reduces the total volley damage
below the documented 4860; update BeamLifetime to 5.4 so that BeamLifetime *
Damage * (number of beams per volley) matches the expected total volley damage
(preserve the intended volley damage calculation by setting BeamLifetime = 5.4).
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changelog/snippets/balance.7123.mdunits/XEA0002/XEA0002_unit.bpunits/XEB2402/XEB2402_unit.bp
| BallisticArc = "RULEUBA_None", | ||
| BeamCollisionDelay = 0, | ||
| BeamLifetime = 8, | ||
| BeamLifetime = 5.3, |
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Beam lifetime value breaks the stated “same volley damage” target.
Line 148 uses BeamLifetime = 5.3, but with Line 153 Damage = 90 this yields lower total volley damage than the documented 4860. If the intent is to preserve volley damage, this should be 5.4.
Proposed fix
- BeamLifetime = 5.3,
+ BeamLifetime = 5.4,📝 Committable suggestion
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| BeamLifetime = 5.3, | |
| BeamLifetime = 5.4, |
🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.
In `@units/XEA0002/XEA0002_unit.bp` at line 148, The BeamLifetime value
(BeamLifetime) is currently 5.3 which, combined with the weapon Damage (Damage =
90), reduces the total volley damage below the documented 4860; update
BeamLifetime to 5.4 so that BeamLifetime * Damage * (number of beams per volley)
matches the expected total volley damage (preserve the intended volley damage
calculation by setting BeamLifetime = 5.4).
Description of the proposed changes
Inspired by Caliber's novax rework.
Discord discussion
Reducing aim speed and lifetime nerfs the OP retargeting that could kill 7 shields or tons of t2 fabs in the 8 second lifetime.
Cost is rebalanced by moving mass cost into the form of an energy drain to fire the novax. This means that novax timings are the same but there are additional power generators to defend, especially when making many novaxes, so there are more vulnerable locations for artillery/units to attack, which requires greater investment in shields and engineers to defend. The energy ratio is increased so that players build the power for firing the novax before they build the novax.
Testing done on the proposed changes
The forum thread has details on the economic numbers and the impact of aim speed. Basically it can kill 50% less shields/t2 mass fab mex caps.
Checklist
- [ ] Changes are annotated, including comments where usefulSummary by CodeRabbit