+1triton wrote:
Big problem is about T2 metal makers with advanced fusions spam.
For many reasons :
Too much eco ruin games on guys with a normal computer, cause of cpu usage.
Many T2 units are useless, cause the moment where you would use them, you'd better make advanced fusions.
You easily can find many more reasons but i wont focus on this..
NOW problem is to try find solutions which suit to majority, but IMO ba wont change anyway, since thefatcontroller only maintain balanced annihilation (and he does that well) , i think he's afraid by doing changes since he tryed to change thud.
Maybe I said some crap but contrary to most players I can change my opinion if you can argue without trolling.
How does a DSD game ends if the eco-ratio between the two team is close to one. Nor t1 neither t2, not even t3 ground usually can go through If you just spam berta, you just reclaiming a lot of metal. (easy to defend basically casue if you have the same amount of eco, producing unit and make them go to the ennemy base take a lot of time)
-> I suggest to make mobil shield to make ground attack more valuable : someting like the current static shield except it cost
3 times less m/e/bt. Can sustain the continuous fire of 1.1 berta.
ATM, The key to victory is T2 air: the best eco make the bigger amount of fighters, kill the ennemy fighter screen (or partially) since ground AA still sucks for its price (One t2 flack does not kill a t2 core bomber, far slower than air) with a few bombers and kill the eco of the air players. Starting from that game is over. All descent player know that. Of course there are some other tactics like selfD a spybot near an antinuke, etc... but usually far less efficient.
That is the reason all descent player focus on air and why advanced fusion spam is so important. Winning a game become totally eco-dependant and it is exponnential.
My suggestion will be to decrease efficency (e) of metal maker: for exemple
e=1 from +0 energy to +2k energy
e= 8 starts to decrease form +2k energy to +10k energy) (exp decreasing for exemple) to end at 0.8 (or less )
In math:
p= energy production
e= metal maker efficiency
p = [0,2000]
e(p)=1
p = [2000,infinity]
e(p)= 0.8 + (1-0.8) * exp(-(p-2000)/tau)
with tau = 3000, e(p) become about 0.8 when p is about 2000+3*tau = 11000
This is just an exemple ofc, but it could prevent game to become too eco dependant
We could also rebalance air/ground_AA but ofc everyone will object...
I know how to win game, I dont complain, my point is that lot of units are useless for a player when he knows what he have to do to win...