T2/T3 land balance

T2/T3 land balance

Postby Zock » 03 Nov 2013, 22:25

This thread is to discuss everything regarding the balance between t2 and t3. Please make sure to read the overview and rules first: viewtopic.php?f=58&t=5681

In specific, but not exclusive:

T3 units in general
do all t3 units need a change? (arty, snipers, titan...)
T3 tech upgrade (factory)
according land t4 adaption
t3 nerf leading to a buff to commander/pd/everything that i used vs t3
gg no re

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Re: T2/T3 land balance

Postby FunkOff » 03 Nov 2013, 23:55

I'm just throwing this out there.... how about a global cost increase for T3 land and air factories? The t2 stage is too short for land and air, imo... and T2 is where most of the fun stuff is, and is considerably better balanced.
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Re: T2/T3 land balance

Postby RoundTabler » 04 Nov 2013, 00:06

Just curious, why did the mongoose get nerfed? :/ I thought UEF t2 land was a little weak atm.
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Re: T2/T3 land balance

Postby pip » 04 Nov 2013, 00:38

RoundTabler wrote:Just curious, why did the mongoose get nerfed? :/ I thought UEF t2 land was a little weak atm.


30 DPS for grenade weapon instead of 26, with faster rate of fire is a buff, not a nerf.
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Re: T2/T3 land balance

Postby IceDreamer » 04 Nov 2013, 01:42

FunkOff wrote:I'm just throwing this out there.... how about a global cost increase for T3 land and air factories? The t2 stage is too short for land and air, imo... and T2 is where most of the fun stuff is, and is considerably better balanced.


Thank you FunkOff!

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Re: T2/T3 land balance

Postby Ato0theJ » 04 Nov 2013, 02:35

FunkOff wrote:I'm just throwing this out there.... how about a global cost increase for T3 land and air factories? The t2 stage is too short for land and air, imo... and T2 is where most of the fun stuff is, and is considerably better balanced.


Interesting, but I think it might just cause a bigger shunt to someone economy when going to t3, but if they have the eco, it won't slow them down much. Maybe if all of the t2 units got some sort of buff, or the cost to go to t2 and make t2 units was less.
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Re: T2/T3 land balance

Postby RoundTabler » 04 Nov 2013, 03:08

Pip: the changelog thread says from 65 dps to 50. I guess I didn't read it correctly (from 26 to 30 dps)
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Re: T2/T3 land balance

Postby IceDreamer » 04 Nov 2013, 03:48

Ato0theJ wrote:
FunkOff wrote:I'm just throwing this out there.... how about a global cost increase for T3 land and air factories? The t2 stage is too short for land and air, imo... and T2 is where most of the fun stuff is, and is considerably better balanced.


Interesting, but I think it might just cause a bigger shunt to someone economy when going to t3, but if they have the eco, it won't slow them down much. Maybe if all of the t2 units got some sort of buff, or the cost to go to t2 and make t2 units was less.


You can't change the DPS/HP/Speed etc of any of the involved units as part of this without messing up in unknowable ways. Costs are definitely the right way to do things at first, whether to the upgrade or to the units. All we need is to give T2 more time to establish itself in large numbers.

Mass/Energy cost increase on the factory would mean upgrading with an economy that's not ready yet will totally stall you. This means you get no units onto the field for that time, which means the enemy overruns you. This is already the case to some extent, but a cost increase would make it even more pronounced.

BuildTime increase on the upgrade would help too, as it literally takes longer to get there. Personally I'd start with Mass/Energy cost *3 and BuildTime cost *2. Doubles the time it takes, and increases the drain/s on economy by *1.5 this would really really hurt if you upgrade before your economy can take it.
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Re: T2/T3 land balance

Postby Nombringer » 04 Nov 2013, 04:55

One important thing that people at the moment are failing to consider in this discussion the impact on experimental units.

Just throwing this out there
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Re: T2/T3 land balance

Postby Ato0theJ » 04 Nov 2013, 05:26

Nombringer wrote:One important thing that people at the moment are failing to consider in this discussion the impact on experimental units.

Just throwing this out there


Yeah, making t3 factories any harder to get might make getting t3 commander and using t2 power/RAS with t3 mex to make an exp while your opponent is trying to get a t3 factory and gets utterly steamrolled. So, making t2 better might come down to stuff on the t2 side, not t3. It's kind of like the snipers were- they weren't horribly broken, they were just ineffective.
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