Internal Playtest – Econ Balance Changes and New Teleporter Model - 3/27

Discussion in 'Planetary Annihilation General Discussion' started by brianpurkiss, March 27, 2014.

  1. LetsOne

    LetsOne Active Member

    Messages:
    101
    Likes Received:
    39
    Thats not true. You can easily invade a planet with a teleporter even if it colonized by someone else as it's hard to have a army on every section of a planet. You just send someone units over with fabbers to build umbrellas.
  2. shootall

    shootall Active Member

    Messages:
    218
    Likes Received:
    184
    I love watching tests, and i love you guys for being so open about your development. Most of us understand that you get a couple of headaches with it (something something unit cannon) but i really hope you all feel it is worth it. So thanks again for sharing everything with us, it's really appreciated.

    What i would love even more was is there was more notifications of streams, i caught the end of this one by chance via the irc, so maybe start a thread or just let me / us know where i should look for notifications of upcoming playtests. Maybe here or in a similar thread for play tests? https://forums.uberent.com/threads/uber-dev-streams.54862/

    And yes scathis, most of us understand that a playtest is a test and nothing final ;) However since we care a lot about this game, we might come with a bunch of questions and speculations afterwards but please just take them for what they are, speculations on a test :)

    Thanks again guys, you are doing a great job. And i really enjoy watching you go at it.
    stormingkiwi likes this.
  3. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    Isn't this the first livestream with experimental changes which may not be incorporated into the next patch? It could explain why some of us were discomforted.
  4. calmesepai

    calmesepai Member

    Messages:
    180
    Likes Received:
    21
    Just have "experimental test may not be implemented" stamped in a corner during the video and if people still don't see it easy to point them to the corner that said it.
  5. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    If I am not mistaken Scathis also played a big role in the SupCom balancing (correct me if I am wrong) which was a huge mess at release. The tiered system was simply bad design and scared many players away from SupCom entirely - myself included. Now we are strongly going in that direction again - it is natural to be sceptical and worried.
    I absolutely hate the listed changes, even though I admit I haven't watched the playtest yet.
    In my opinion this would put an even bigger gap into T1 <-> T2. Whatever happened to the "T1 Basic - T2 Specialist" paradigma which wanted to prevent direct upgrades of every unit?
  6. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Commanders consume 30 for 1500, adv. bots consume 90 for 3000.

    So Commanders run at 50 energy per metal. Adv. Bots run at 33.33 energy per metal.

    Lower values are closer to the 1 energy per metal, which is the 100% efficiency.
  7. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    This night, I had nightmares about nuke launchers assisted by the tweaked adv fabber.
    Mommy! The opponent has a gatling gun shooting nukes!
  8. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    Aww, don't do that. This is exactly the reason why uber is so awesome. Or in he very least if you don't feel like showing these test to the majority of the community record them, upload to youtube as viewable for those with links only and post the link in backers lounge.
    brianpurkiss likes this.
  9. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    I'd agree with the fact that the first wave of units should arrive by transports, even of that wave is 1 non-orbital fabber going to set up a teleporter. This is also the reason why I'd make astraeuses cheaper. After you have your beachhead you can then build a teleporter. I'd also like to see air and naval unit be transportable with astraeuses and at least a placeholder-model T2 mobile flak and a placeholder-model Tactical missile defense (anti catapult) be made, so you can invade easier that way a lot easier.

    As for the unit canon: Once they hit the game I see them as kind of "advanced tech 1 way teleporters" that work within orbital bodies in the same planetary orbital well (like work nukes now, but need to be able to hit moons orbiting moons and vice-versa too). The unit canon is what should allow you to instantly stream units to another body without a beachhead.
    Antiglow likes this.
  10. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    Don't misunderstand us, I think almost everyone understands by now that Uber has an iterative development process and how else can you know if something will work without trying it? But who the hell wants to prefix every post with that statement? It'd be like sticking IMO in front of everything.

    Just assume it's there.

    On the flip side, we're always going to comment on things like they're final because we don't know where you are in your experiments or what happens at the discussion afterwards. In the same way you have that post-game discussion we have the post-game thread discussion. Perhaps we'll think of something you didn't, or spot something you missed. It'd be incredibly uninteresting if every discussion was "I have thoughts, but I'm not going to post them until everything is final and it's too late to post".

    Uber shouldn't be worried by these threads, it's a natural part of an open development process. I think it's a good thing, apart the "NO! YOU MAY NOT RELEASE YET!" or "UBER HAVE RUINED IT!!" threads; those guys are nuts.
    Last edited: March 28, 2014
    shootall and cola_colin like this.
  11. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    I see what they are trying. It's for sure a step in the right direction for t2 specialist units. I think there is a very thin line between building specialist units and spamming t1 units. Only a small handful of t2 units are used competively in TA for this reason.

    The problem I see with this test is that you will be making so much metal and energy that you could spam much more t1 factories. The speed the now more efficient t2 fabbers can build 1 t2 power will make 8 t1 factories a better option than 1 t2. Even in the current state with t2 units not being specialist but better upgrades.
  12. philoscience

    philoscience Post Master General

    Messages:
    1,022
    Likes Received:
    1,048

    Actually its incredibly easy to cover the planet - just set one factory to spam out bombers and or gunships on global patrol and its impossible to land a teleporter within 5 minutes. Fabbers with umbrelles will do positively nothing to break a turtled planet.
    carlorizzante likes this.
  13. LetsOne

    LetsOne Active Member

    Messages:
    101
    Likes Received:
    39
    But if you scout the planet first a see only air you send anti air bots etc. Also a lot of people won't bother with the gunship spam unless there has been a previous attempt that match.
  14. spainardslayer

    spainardslayer Well-Known Member

    Messages:
    304
    Likes Received:
    257
    How are you going to get those anti-air bots on the planet in the first place? Send them en masse via Astraeus? Attacking a locked down planet is nearly impossible unless you are playing against a brand new player.
  15. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    Anyone see a problem with orbital fabbers being able to build flak turrets?
  16. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    The air just stops you building. Even if you penetrate that long enough to get a Teleporter up and move an army onto the planet, the next thing that happens is a nuke lands on you.
  17. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    It seems extremely arbitrary and not intuitive at all. Yes there are already arbitrary decisions in the game but this one seems even more extreme.
  18. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    Stupid phone. Double post. Sorry
  19. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    How so? If someone is controlling the whole planet with air so you can't build a teleporter how is it not intuitive to build aa to kill his air before you build your teleporter?...... with a fabber. Let them build all typed of point defenses. Let's see how that works.
  20. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    What seems unintuitive is that the orbital fabber can build ground structures, except the stargate since it's a very special kind of building

Share This Page