Gamma v64520-balance thoughts

Discussion in 'Balance Discussions' started by trialq, April 21, 2014.

  1. trialq

    trialq Post Master General

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    Looks alright.
  2. tehtrekd

    tehtrekd Post Master General

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  3. shootall

    shootall Active Member

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    I lost all my faith in uber now....... HOW can they ship the game with such a game breaking and incomplete feature? Commander needs a fire extinguisher!!!

    #savetheforests #nerfthefires


    ober pls fix
  4. Clopse

    Clopse Post Master General

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    Think it's a lot of changes to a build that maybe needed a few tweeks. Hard to say without the numbers but could be nice. A nice change at least.
  5. superouman

    superouman Post Master General

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    I thought the build was released. I hate you.
    thetrophysystem and stormingkiwi like this.
  6. trialq

    trialq Post Master General

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    Be prepared for much trolling in the usual places ;)

    It might be today. It's best to just ignore all sources except checking yourself. It's like april fools, but year round and more annoying.
    stormingkiwi likes this.
  7. stormingkiwi

    stormingkiwi Post Master General

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    I'm positive about change.

    I have these issues.

    • Bots and Vehicles. Vehicles have extra health at the cost of mobility. You use Vehicles to steamroll defences, and bots to avoid them - Why are Doxen then Grenadiers, to be used to steamroll defences?
    • Bot factories vs Vehicle factories - previously, you were on a scale between bots and vehicles. If you wanted more mobility and numbers per cost, you went bots. If you wanted more damage and hp per cost, you went vehicles.
    • I have a concern that the current strategy encourages advancement to tech 2. I hope that the new build changes the game so both advancement and expansion of t1 are valid.
    • Kind of sad about rumoured firefly having no weapon. Nice little distinguishment there between fireflies and bombers.
    • I am nervous that the commander and defences won't have received a nerf significant enough to make T1 armies a threat.
    Last edited: April 22, 2014
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  8. nateious

    nateious Active Member

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    It would be nice to see a T1 vehicle arty. However, I think Grenadier bots will be OK as long as they are short ranged. We don't want T1 bots to be completely unable to handle walls.
  9. stormingkiwi

    stormingkiwi Post Master General

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    Grenadier bots supplementing Dox - Yes
    Grenadier bots replacing Dox? That's completely killed the bot factories ability to handle units.
  10. nateious

    nateious Active Member

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    Your right, I hadn't thought of the fact that T1 bots would now lack any sort of direct fire anti-unit bot. I guess if the grenadiers are accurate enough, it will be OK, I haven't had a chance to see if there is a video of them in action yet.
  11. thetdawg3191

    thetdawg3191 Active Member

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    I'm going to take a shot in the dark here, and say that maybe - just maybe - Uber is trying to encourage players to use bots and tanks at the same time, as opposed to using one or the other, exclusively.

    we already have this situation with combat fabbers and infernos/vanguards. yes the beef tanks have lots of health, but without combat fabbers, they still die horrible deaths at the hands of turrets. with CF's backing them, their power is fully realized.

    on the other hand, it may be an attempt to increase our attack options against a defense.

    with the upcoming changes, T1 turrets will match the t1 tank in range - meaning that walls in front of them will no longer act as a turret's hp buff - now they will simply delay the inevitable. the tanks will chip away at the walls freely if there are no Pelters to back them up.

    with the grenadier change for bots, it's more like assaulting the defense by attempting to toss as many doxen as you can, overwhelming the turrets who can no longer rely on the wall for absolute protection. all the walls can do now is prevent them from running past the turret, thus overwhelming it completely (again, just delaying the inevitable). many doxen will die, but they are replaceable - turrets, not so much.


    EDIT***

    i just had another thought. again, pertaining to the first part of the post. imagne the following:

    i am up against a defensive wall. turrets and wall segments, classic lineup.

    my army is composed of the following:

    35% Grenadier Doxen (or GrenaDoxen, as i hereby christen them)
    35% Ants
    15% Infernos
    10% C-F's (Combat Fabbers)

    so 45% bot, 55% tank, roughly.

    i believe it would play out as follows, in rapid succession:

    1 - Ants beat at the wall at range, safe from turret attack- unless they try to kill the turrets directly, thus getting into their range.

    2 - Infernos, G-D's, and C-F's move in. turrets begin firing.

    3 - Inferno - C-F combo tanks the turret fire

    4 - G-D's pelt the turrets directly, knocking a few out, buying the infernos more time.

    5 - Infernos chew through the wall, and subsequently, the remaining turrets.

    6 - remaining forces push into the base, now unopposed.
    Last edited: April 23, 2014
  12. thetrophysystem

    thetrophysystem Post Master General

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    I sort of liked it when they were delayed. They missed moving units. However, give them more damage to comphensate, that way they raid buildings faster. It would be nice to see raiding armies of at least 2 or 3 unit types, rather than 1 or 2 unit types. At least less monotone lol.

    I am not just saying "moar unitz" just cuz "moar moar", I am actually interested in a diverse unit production, not tons of different units but a few at least. Stingers, dox, grenadiers, combat and structure and fabbers would actually be a valid 4 unit factory, that factory would be pretty worth it. For t2, fast explosive high-damage bots, sniper bots, strong fragile bots with some kind of a long reload, combat and sturcture fabbers.

    Heck, to take a shot at tanks, I like the current spinner, ant, inferno, and fabber. For t2, vanguard, levelers, shellers, and fabber, is good. Tbh, they would technically lose to well kited bots at that rate, but they would be pushed through a base a lot more fluidly.

    The neat thing is, the combat fabber is a buff if construction if it is kept a little more efficient than the stucture fabber and is used in assisting, but it is hard to believe that fragile bots will have much to repair in combat so they synergize better with tanks and especially infernos. With infernos and assist commands to combat fabbers, tanks are a pretty powerful force.

    That is what, 4-5 units a factory, and fairly balanced yet powerful land.
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  13. nateious

    nateious Active Member

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    No arguments here, having a few more units per factory for better mixes would be nice.

    Ignoring the fact that TA had balance issues, I loved the sheet number of units, rocket bots, missile bots, arty bots, laser bots, like 6 different tanks not including AA vehicles. I hope PA gets to that point someday just for the extra variety.
  14. stormingkiwi

    stormingkiwi Post Master General

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    in which case why not just have a single land factory?

    That encouragement is removing diversity in playstyles. The 100% Bot playstyle was entirely different to the 100% vehicle playstyle, and different again to the 50% Bots, 50% vehicle playstyle.

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