Orbital and T2 balance tips.

Discussion in 'Balance Discussions' started by ademonicpeanut, July 10, 2014.

  1. ademonicpeanut

    ademonicpeanut New Member

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    So far since the last balance update I've notice two persistent problems in balancing. These problems, in my opinion, are making the game less fun in various ways.

    orbital
    First of, orbital. Then specifically orbital rushing followed by turtling. I have often encountered players who quickly build a T1 bot-factory and create some fabbers to then build an orbital launcher. These people then move their commander to the planet with the least halleys required to slam. They then continue to lock down that planet with hundreds of avengers and anchors. To maintain a monopoly on planet slamming they move their fighters to other planets which they then claim and turtle. Leaving the opposing team with only the spawn planet. The game often takes over an hour this way, if the opposing team still tries to fight, and then still ends in one or two planet slams. The result was a slow paced game with little to no action.
    My tips to fix this:
    -Make nukes cheaper so you can still effectively fight your opponent with those.
    -Add an additional way to unit transport that can't be intercepted. I'm talking about the unit canon here. Really hoping that's coming
    - A mobile anti-orbital unit in T2. Something like a reverse orbital laser platform. This unit should be very strong against orbital but have little health so it needs to be protected properly on the ground. And it should be fairly expensive.
    -Maybe make orbital units either more expensive, or faster. So that either the combat is faster and more fun or to expensive to be effective.

    T2
    the second tier of units have been topic of debate for quite some time now. Should it be prominent on the battlefield or just a extra gimmick?
    In it's current state the first to make T2 practically has already won. This should obviously not be that way. The main causes of this problem are:
    -Too cheap. The units are currently too cheap for what they can do.
    -Too powerful. I've tested it, one vanguard can take out a commander. But it's not just the vanguard. Most T2 units are way too strong and have way too much health.
    Of course this is all fixable. These are my tips:

    -If the T2 units are too stay this way. Up the price, A LOT. A constructable unit as strong as the commander should be a little more than 2000 metal.
    -Of course you could also stay with the same price, which is my preference. This way T2 stays in the core of the game and is more than just a nice addition. For this the units should huge drawbacks to one of their
    features. I mean features like speed, damage, range and health. An unit should always excel at one be medium at another and be bad at the rest. The Gil-E already meets these requirement. It excels at range and is medium in fire power. It's still pretty fast but nothing above average and it's fairly easy to kill. So far most T2 units don't meet these requirements. Especially not the vehicle class units.
    -Make the commander stronger. The commander shouldn't die within 4 shots of a unit it can't even see, shellers for example.

    I'm interested to see if you guys agree or if you have any other tips to fixed the problems I mentioned. I hope the devs see these and keep it in mind.
    stuart98 and brianpurkiss like this.
  2. brianpurkiss

    brianpurkiss Post Master General

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    Very much agree with pretty much everything you said here.

    The biggest fix we'll have to Orbital is proportional planet smashing. When a moon doesn't destroy an entire planet, it won't be the instawin cheap trick that it is currently.

    I also very much agree with you about T2. From what I can tell, the majority of the community also agrees with you about T2.
    stuart98 likes this.

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