Metal Makers - Page 3

Metal Makers

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Metal Makers

Post by albator »

triton 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.
+1

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...
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Metal Makers

Post by Gota »

But...this is not gonna happen since its BA..
save your breath.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

Want diminishing maker returns? Play CA.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Metal Makers

Post by Jazcash »

Pxtl wrote:Want diminishing maker returns? Play CA.
Actually, that's not what I want. Therefore, I shouldn't play CA?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Metal Makers

Post by Gota »

I think Pxtl is just excited about CA.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

I was replying to Albator, who was talking about diminishing metal maker returns. If you want that, play CA.

Personally, I'd just like to see moho-makers turned upside-down - instead of being high-efficiency makers, I'd rather see them be hardened, stable (no boomdeath), low-efficiency makers. So you'd have a real decision - make maker fields for efficiency, or mohos for safety.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Metal Makers

Post by Gota »

Pxtl wrote:Personally, I'd just like to see moho-makers turned upside-down - instead of being high-efficiency makers, I'd rather see them be hardened, stable (no boomdeath), low-efficiency makers. So you'd have a real decision - make maker fields for efficiency, or mohos for safety.
well,than you should play SA.
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Metal Makers

Post by albator »

Pxtl wrote:Want diminishing maker returns? Play CA.
What is ths point really ?

We want to make think move here cause we all like BA (far) more than CA (and I am not going to explain here why I am so much bored when I play it). If that was our only purpose we will surely play it but CA is not BA, so your opinons are welcome as long as it makes things move, if you want to advertise go somewhere else where poeple never played it (yet)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

It wasn't advertising - I'm just saying that, in many of these threads, people describe a laundry list of features they want in BA. In many cases, these features have been implemented in other games.... but people keep playing BA because it's the popular one, rather than trying new games. Plus, BA is unlikely to get any real changes - any suggestions in here are just spitballing unless they're small changes (like iirc, the last big one was nerfing the scout-cars). So when somebody says "I want BA with feature X", I think it's perfectly reasonable to say "Y is a Spring game with feature X, if you really want X, why don't you try Y?"
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Metal Makers

Post by Regret »

Pxtl wrote:So when somebody says "I want BA with feature X", I think it's perfectly reasonable to say "Y is a Spring game with feature X, if you really want X, why don't you try Y?"
"Because Y is not BA"
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Metal Makers

Post by smoth »

well he is just pointing out an alternative... nothing wrong with that.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Metal Makers

Post by Regret »

smoth wrote:well he is just pointing out an alternative... nothing wrong with that.
So you'd be ok with someone advertising/suggesting some other spring game (say, BA, saying how it has better gameplay) on gundam forums?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Metal Makers

Post by smoth »

Considering Xta and Ba are based on the same shit I would say it is silly. Gundam is very different from ba. If someone did talk about ba in the gundam forum it probably would just get ignored.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Metal Makers

Post by luckywaldo7 »

Actually if someone was on the gundam forums complaining about the lack of moho metal maker porc and combombing, pointing them to BA would be quite logical.

It would just be rather unlikely that there would be somebody on the gundam forums missing these...features.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Metal Makers

Post by smoth »

lol
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Metal Makers

Post by ginekolog »

I LOVE metal makers. Ever since OTA this unit makes TA full of surprises. In many other RTS u control more land than opponenet and u just know you will win cause those RTSes dont have Metalmakers.

In TA however, game can turn aorund in unexpected path because some player was left alive and did some fus/MM spam and can make big comeback. These kind of surprises and combacks make this game so enjoyable i play it now for 13 years lol :lol: :lol:

I would not touch current economy in BA as it works good and even cloackable fus get used (check FFA games) :!:
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Metal Makers

Post by 1v0ry_k1ng »

albator wrote:

+1

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...
I know a quicker fix

stop playing DSD rammed with eight players a side
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Metal Makers

Post by Gota »

Just imagine,if MM economy was nerfed people would play even more crowdedly on DSD to get the same effect :)
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Metal Makers

Post by JohannesH »

if mm economy is nerfed maybe ppl will start building&reclaiming twilights for the same effect
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Metal Makers

Post by 1v0ry_k1ng »

spring needs 32 player capability.

16v16 dsd, one mex each
Post Reply

Return to “Balanced Annihilation”