Jigs are way too strong

Discussion in 'Balance Discussions' started by DeadMG, September 8, 2014.

  1. elodea

    elodea Post Master General

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    I don't really see this as a problem.

    Regardless of the game, if you let your opponent snowball a resource advantage, you will lose. This is like saying mex is op because players who build lots of mex and then defend it with units cannot be beaten by players with less mex.

    I mean, we are even talking about the orbital layer, where you can literally teleport your units to any precise position without the opponent knowing where that will be. On planets that you cannot build umbrellas on.

    Jig's have half the hp of a t1 mex, cost 13 times more, are less cost efficient than t2 mex. And are built by fabricators that cost a whopping 2.1k metal.

    Also, we all know that 9k energy is mostly going to waste. The metal to energy balance on jigs is totally skewed. You can't just say jigs are op because 9000 t2 energy and 30 t2 metal costs more than 3k. It's about how much of it you actually use.
    Quitch, igncom1 and philoscience like this.
  2. Slamz

    Slamz Well-Known Member

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    Don't play on maps with gas giants. Create your own FFA maps, start your own game and don't use any gas giants in them.

    I don't know that jigs are a problem as-is; I just don't find "gas giant space battles" to be very fun. So I don't put gas giants in my maps. If I play a map that has a gas giant, getting there and spewing fighters and producing my own jigs and building anchors becomes a top priority.

    I don't know that this is necessarily a bad thing....it's just a different style of game. Gas giants are like moons that only take 2 Halleys or metal worlds in general: the game becomes all about that thing and all combat should be related to getting you control over that thing. Don't like it? Pick a different map. A lot of times I like to do 1-world FFA maps because then there is no single thing to fight for -- it's just a general, regular, RTS style scrum.

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