Pointless yet essential balance discussion and testing

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Pointless yet essential balance discussion and testing

Postby IceDreamer » 29 Aug 2012, 05:40

*Disclaimer*

Do not expect anything discussed in this thread to be acted on any time soon. Things have become a bit of a mess, and official balancing is on hold for the near future. This post will bring to a head the more popular problems and solutions to them.


Perceived Problems:

1 - Tech 1 Spam being too much of an overriding strategy on smaller, and to some extent, larger maps.
2 - Tech 1 Engineer Spam being the only way to gain efficient buildpower.

Proposed Solutions in need of testing

1:
Slightly increase the speed of T2 Heavy Tanks to give teching to T2 Land more of an impact.
Introduce Splash Damage to the ACU and T2 Heavy Tanks to punish the use of T1 as huge mobs rather than raiding groups.
Make the Heavy Tanks even Heavier. Leave the speed the same and test increased HP and DPS as an alternative solution.

2:
Increase the static buildpower of factories to lessen the need for Engineer blobs.
Reduce the HP of T1 Engineers to increase the impact a small raid will have on buildpower.
Last edited by IceDreamer on 09 Sep 2012, 15:50, edited 2 times in total.
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Re: Is T1 Too Strong?

Postby Myxir » 29 Aug 2012, 08:22

in my opinion, t1 is kinda fine

you can't expect t2 units in every game, especially 5x5 maps, but i can assure you that also this happens. when two even players meet and fight for quite a while with t1, t2 is usually the next step to take
also there is t2 rush by some players, also on 5x5 maps. you will lose mapcontrol if you try this but will be awarded with lots stronger t2 units and then can get mapcontrol back

also, it's the current mappool which is like 70% 5x5 maps, so you rarely see t2 units by this.
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Re: Is T1 Too Strong?

Postby X-Peri-MENTAL » 29 Aug 2012, 11:22

I too think it is fine.

I love the way the different size maps force different types of games. The very nature of a 5v5 map it is going to place you close to your opponent so it is a rush to grab mass and get the most firepower, especially as units have a short distance to travel to engage the enemy. Early on 14 more T1 tanks over your opponent is much more appealing than a T2 factory which at that point is nothing more than a target.

Moving up to a 10x10 map T2 makes more of an appearance. If you move to T2 to soon then it will feel that you have been beaten by a T1 rush. If you move to T2 at the right time then there is no reason the game would not carry on at this tier or even move on into higher levels.

If you make T1 weaker then you could risk losing that level altogether, apart from the odd small raiding parties to harass the enemy it will be a rush to T2 and then spam T2 units.

No flaming so far, just honest opinions. Nice 8-)
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Re: Is T1 Too Strong?

Postby Voodoo » 29 Aug 2012, 12:54

Try and play the vanila mod, then you know what happens when t1 is nearly useless.
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Re: Is T1 Too Strong?

Postby dstojkov » 29 Aug 2012, 13:17

Hi guys,


It would make sens to have a map pool according to your rating level in ladder 1 vs 1

x < 300 only little map in order to learn the basics

300 < x < 150 middle map to introduce other tech level

> 150 only big map allowing you all the possibility of the game play


switching the map size is kind of disturbing for new one and force them to only adapt instead of mastering a part then another one ....


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Re: Is T1 Too Strong?

Postby uberge3k » 29 Aug 2012, 13:54

dstojkov has a very good point.

I miss the old map pool with Setons, Bermuda, Pizza, Roanoke, Vya-3 and other 10x10 and 20x20 maps. Maps where you could see everything from the humble LAB to the mighty experimental and everything in between.

But, the community voted them out so we're left with nothing but 5x5 maps. :)

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Re: Is T1 Too Strong?

Postby Myxir » 29 Aug 2012, 14:19

i also agree to this, but i see one problem:

what'll happen when two players with different map pools will meet?
maybe just take the smaller maps...


whatever, good idea imo
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Re: Is T1 Too Strong?

Postby Ze_PilOt » 29 Aug 2012, 14:30

It's funny to see community complaining about the lack of big maps when the lack of big maps come from asking the community.
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To the people complaining of "too much patches".

Postby Ze_PilOt » 29 Aug 2012, 14:34

About the way it's done, if you missed it, I've tried to opened it completely to community, as asked.
After only 2 days, the forum was a mess between people thinking all the threads will be made into official patches, off-topic, and flame.
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Re: To the people complaiging of "too much patches".

Postby ColonelSheppard » 29 Aug 2012, 14:35

did you just erase the balance testing Forum?

im very sad about this cause i think some good idea would have comeout or even already came out

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