Internal Playtest – Unit Balance Changes, Econ Changes, Combat vs Turrets, Nav Fixes

Discussion in 'Planetary Annihilation General Discussion' started by brianpurkiss, April 3, 2014.

  1. stormingkiwi

    stormingkiwi Post Master General

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    Existing costs in this patch.

    T2 costs from playtest: Let's just say that 1 Advanced Assault Bot costs 12 Assault Bots, for the sake of simplicity.

    Ugh :( I really do like the idea of having both assault units, and advanced assault units. But their roles need to be much more well defined.
    godde likes this.
  2. brianpurkiss

    brianpurkiss Post Master General

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    In this playtest they had the increased advanced costs, production, and the like, along with grenadiers, and whatnot.
  3. igncom1

    igncom1 Post Master General

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    Don't get us wrong, we LOVE these play-tests.

    But being that we are all forum going RTS players here, it will always draw a huge amount of speculation, hype, doom-saying and other such knee jerky stuff.

    Don't get yourselves down about it though.

    If you are right in the end, then no worrys, but if it end up a little blotchy....well find yourselves lucky your not building something as ridged as a building.

    While I myself find some of the changes a little funny to how I saw it going, and what I feel is best, I FRIGGING LOVE that you are going balls to the wall with the experimentation to find a new and fantastic way to play the game, along with possibly exposing new unit types, and new ways to fight.

    I was worried about you just going with the alpha born balance for the finished result, and love that you are going or at least trying to find a unit balance that will make PA truly unique in the RTS world!


    YOU GUYS BLOODY ROCK!
  4. stormingkiwi

    stormingkiwi Post Master General

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    Yip.

    To clarify - this patch is livebuild.

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