Game start and builds[Land]

Discussion in 'Balance Discussions' started by scifi99, September 1, 2014.

  1. scifi99

    scifi99 New Member

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    I come from a TA background, i helped play test and even develop games on the Spring engine based around TA its economy and overall unit balance. And for people that dont know, spring had up to 500 people playing at all times, and it had a somewhat competitive community with clans and all that jazz.

    I get this is a different game, and it has the right to do things differently.

    Iam by no means an expert, but i feel the early game could be better.

    -Too much metal/energy income, i get that its interesting that you can do a 3 fac 1 mex start or even start storage, but it hinders the importance of raiding and early expantion a lot. Reducing income to allow for a 1-2 factory only start would make choices more impactfull.

    -Raiding units
    I dont know if UBER meant bots to be raiding and support, and vehicles to be their natural transition, i know you can open with either air/bots/vehicles but i just think raiding isnt done very well.
    ----vehicle scouts are underutilised at the moment, i would prefer having more than Bolos for raiding as a vehicle player, maybe them having a small damage component to raid mexes.
    ----Raiding with DOX is ok, but again they are more like the early front line units of a bot opener, you essencialy stop raiding with them if the game prolongs itself too much.

    But besides balance i think the main issue is the overpowering ECO you have when you start, you can expand and spam t1 defences and be safe.
    -Early game land unit compositions and micro.
    Id like the usage of more interesting unit compositions
    ----Infernos/grenadiers ->grenadiers arent that good these days and bolos just wreck the infernos before you get close.
    ----Bolos/grenadiers->why make grenadiers where you should make more bolos.
    ----Infernos at the front and bolos mixed-> it can work if your pushing the enemy base.
    I love the fact we have a healer unit the combat fabber but somehow it isnt worth mixing it with bolos or even bots in general since everything gets almost either 1 to 3 shot except infernos, id say it might only be good with tier 2 and tier 1 infernos.

    -Assist versus Factory spam
    ----I think both should be decent but i think units take too loong to leave the factory, its like 2 seconds of delay it makes assist horrible with regular fabbers.

    Again this is my take on the game, please take this as suggestions and not complains.
    I wish we had units similar to the old rockos and thud/hammer but cliff combat isnt very present in PA, but PA is still a fun and different game.
    Last edited: September 1, 2014

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