moho exploiter too weak? - Page 2

moho exploiter too weak?

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: moho exploiter too weak?

Post by Pxtl »

Niobium wrote:
Pxtl wrote:My problem with a high-powered MohoExploiter is much simpler: if the thing becomes comparable to a Viper or a DDM for defense, you'd see people start building them as defenses, not just as extractors. Think, people spamming MohoExploiters instead of Vipers
It only fires when its built on metal, so in a way it would be better to have exploiter-type units as the primary defense, given they can only be built in limited numbers and in specific places.
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I did not know that.
Hackfresser
Posts: 86
Joined: 23 Dec 2008, 20:26

Re: moho exploiter too weak?

Post by Hackfresser »

haha... i've never even tried to build them without an m spot.


but i agree with niobium, given the restriction on these units, they should be better then the standard units. or at least not worse.

maybe make them a bit more like the core geo gun?
drastic increase in combat effectiveness, but cut their metal extraction in half? this way it would be neither strictly better nor strictly worse then a combination of normal moho mine/normal porc unit.

of course, making this unit useful would change the balance between core and arm, but core is the weaker faction imo, so they could use a boost. also this would help making the factions more distinct. unlike in other rts (think SC), core and arm feel too much like two different flavors of the same kind of dish.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: moho exploiter too weak?

Post by Pxtl »

Well, the interesting thing of the Core geo-gun is that it's so incredibly *specific*. It can only be built in a very particular location, but it's also the longest-ranged area-denial weapon (as opposed to offensive weapons like the LRPCs and the missile launchers).

I'd love to see a game with more mechanisms like that... but BA probably isn't the place for that kind of mechanic. BA is complicated enough.
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