Game balancing
01-13-2013, 11:17 PM
(This post was last modified: 01-13-2013 11:19 PM by Harti.)
Post: #111
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RE: Game balancing
Harti, on the beta forums, Wrote:Again, this is merely some kind of gut feeling but as the time is short there is NO way to figure it out: jesusfuentesh Wrote: Harti is like the silent lion. He never says any word, but when so, he was just waiting for his victim haha |
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01-13-2013, 11:26 PM
Post: #112
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RE: Game balancing
I like your argument Harti, you're right on all accounts
In the beta games, what happens when p2 spawns a bramble on the first turn on SFI? It's just too powerful. Specially that killing a thorn doesn't give one wit back it's a nightmare! |
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01-14-2013, 02:33 AM
Post: #113
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RE: Game balancing
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01-14-2013, 09:39 AM
(This post was last modified: 01-14-2013 09:41 AM by ImperialSun.)
Post: #114
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RE: Game balancing
(01-13-2013 07:07 AM)connor34911 Wrote:(01-13-2013 04:08 AM)game_taker Wrote:(01-13-2013 03:06 AM)connor34911 Wrote:(01-13-2013 01:20 AM)ImperialSun Wrote: 3 hp seems more balanced (I've seen some of the games). That's funny. Firstly, gametaker and I are both FEEDBACK users so trying to playoff our comments as defensive scallywag players is just wrong. Secondly, adorables get the biggest advantage from turtling now, not scallywags. That's not just my opinion, I believe it was terenceshiu or garcia who made that statement. Another high level player also stated that adorables are like zerg. If you let them sit back and macro (or in outwitters, turtle), they get a huge advantage. Scallywags were the big turtlers prepatch and it was a problem. Now though mobi turtles are worse. As feedback players we can be more neutral in this discussion. Are you an adorables player? Sure sounds like it. Also I meant to say, I don't quite agree with gametaker's blanket statement that small maps are more strategic. It's more dependent on the particular features of the maps than just the size. |
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01-14-2013, 04:28 PM
Post: #115
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RE: Game balancing
swag is short for scallywags
just saying jesusfuentesh Wrote: Harti is like the silent lion. He never says any word, but when so, he was just waiting for his victim haha |
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01-14-2013, 11:07 PM
Post: #116
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RE: Game balancing
Sorry if I only got to read this thread now. I've been thinking about it, and I think this post from garcia10000 sums it up:
(01-14-2013 12:29 AM)garcia1000 Wrote: The problem isn't with Adorables mainly, it is with the two new maps. The two "holes" on Thorn Gulley are just ridiculously safe for the Adorables player to abuse. Reaper everyone knows about already It's not just the holes on Thorn Gulley, it's also because the map is so large, that it favors the Mobi so much. Reaper, on the other hand, is not a very large map, but it favors the Mobi because of the predeployed Sniper and Heavy. I've been using the Adorables even since before the update, and I don't think there was any problem with it back then (It was more of the BS everyone was complaining about). People are now saying that it is OP and such; I think it is more with the two new maps rather than the +1 wit for kill rule (On a side note, I think this rule actually made turtling harder, in effect "nerfing" the BS). So for me, if any changes were to be made, I suppose it should be with the two maps (remove the sniper on reaper? Change the heavy to a soldier?), and of course with the Veggies (I hear thorns will get 3HP. Hmm, might work). |
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01-15-2013, 01:30 AM
Post: #117
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RE: Game balancing
So, maps with holes in them like Thorn Gully will never be an option anymore for the map creators....
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01-15-2013, 04:36 AM
(This post was last modified: 01-15-2013 04:36 AM by Gavin Wins.)
Post: #118
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RE: Game balancing
Alvendor makes some good points, but I think the nerfs he is proposing go too far. That said, Veggies definitely need a buff.
I don't think Alvendor's his justification for not allowing placed vines to root/uproot for free (no wit cost) is a good one. Let the penalty for poor planning be the waste of the wit you spent constructing the vine (that you now need to uproot) in the first place. I think there are a few ways to buff the bramble without increasing vine hp to 3. For starters, vines could be given a new property where they are usable on enemy units and "entangle" that unit. When a unit is entangled, it cannot move or attack until the entanglement is broken and removed. The entanglement can be broken by either killing the mother vine or attacking the entangled unit (attacking an entangled unit only breaks the entanglement, it does not damage the unit that was entangled). Otherwise, allowing the bramble to move around without destroying all of its previously placed vines might work. |
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01-15-2013, 05:01 AM
Post: #119
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RE: Game balancing
I wonder if this would work at all. What if the veggienaut units could move onto their own vines? So that there was no movement restriction. Also, if you're attacking a unit that's sitting on a vine, it has a 2HP shield that must be destroyed first. You would only be allowed to move through your own vines though.
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01-15-2013, 05:43 AM
Post: #120
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RE: Game balancing
(01-15-2013 05:01 AM)lawtai Wrote: I wonder if this would work at all. What if the veggienaut units could move onto their own vines? So that there was no movement restriction. Also, if you're attacking a unit that's sitting on a vine, it has a 2HP shield that must be destroyed first. You would only be allowed to move through your own vines though. A boosted Heavy in vines = 7HP Interesting idea, though! |
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