by skakarn » 19 Mar 2013, 21:39
im with pip on the changes :
ta (not core combat)) was well equilibrated , supcom too defensive , and fa too rushy , meaning they all got balanced in a way that bended the gameplay to two sided edge.
ground units in fa are well used , and are efficient because of their mass ratio .
-ground units :
we can see like in every video game that involves tanking ratio that there is some very neat problem betwen raw damage and better dps .
some weapons like cybrans have exellent dps but a crappy raw damage , lets point some tank you all know about : T2 aeon hover tank . it has very bad tanking ratio , why ? crappy hp and crappy gun against the enemies coupled with bad range . we can call those tank/planes/marine the forgotten . because they will cost half but are not good to anything but cost less : its a poor way to balance as people will tend to skip them as theres already T1 units to soak up the damage /create a mass effect (why loose 240 aprox metal in one unit when this metal make up about 5 T1 tanks that will outdps and outtank the t2)
mongoose : will be good at range , but in packs will work very good ... but dont talk about their hp and their gatling damage , the dps they have will never come out even at range because they wont have time to apply it .
on the other side we have the tankers :
obsidian : can tank lot of damage , or just ignore it because the shield will regen , and a comet launcher as weapon , how comes the more tanky have the best raw instead of best dps ? it would even the things out !
anyway it was my two cents on unit , lets scale up .
how the hell are we supôsed to deal with defensive structures ?
there is an easy counter to every defensive structures , meaning you can roll on those structures if you have the right counter . IT IS RIGHT but .... look a minit : it breaks the miror game , someone who spend less mass into his offense shouldnt be able to overwhelm a more expensive structure !!! , ull tell me : why man ? , because the game isnt strategic at all at the moment : you need to be a uber sim city player to be able to compete , in fact i see more robots winnin' doing templates and rushing like hell without micro and win than good players with lot of micro .
defensive sturctures are too expensive for their outcome , change this . the only viable is t3 uef pd , others cant even think about their arty : they are ALL inacurate and rubish , if someone rush your base with t1 , artilleries will have time to fire max 2 times before being swarmed ... how comes ? arties cost LOT and are very BAD
bring us much lower cost T2 and t3 fixed artilleries , goddamn please !
i mean :
increase pd cost efficiency ! any of them ! equilibrate turtles ! they will have to bite if they want more defensive structures but it is actually not possible because of the cost ratio balancing.
one more thing :
WTF YOU DID WITH MY PINK COMMANDER COLOR
Last edited by
skakarn on 19 Mar 2013, 21:47, edited 1 time in total.