Another balance considerations
Posted: 24 Apr 2012, 15:39
BAlanced suggestions
General remark: I like BA as it is: unit should have a use as specific as possible to avoid the "click and hope for the best" behavior of the player
The one I think are really necessary:
Pakage 1: make all those 3 changes at once
- panther: +30 % E-cost: discuss 100 times: panther is spammable by engineer and have 2 weapons, that is the better click and hope for the best unit.
- croc ! +30% E-cost: Croc is amphibious and you are supposed to pay for that ability.
- T3 arm amphib : remove AA missile (unit is fast, amphib, good hp, that is ultimate raider and core cannot stop it without blades on FFA)
T3 arm bantha : decrease EMP resistance : 50% -> 20%, +10% M-cost
cans: remove AA abilities
Mortier: +20 % E-cost
The one I would like to see if the MM econny change here after is adopted:
Doomstay : + 20% E/M-cost
Fatboy : -15% hp
goliat : hp 7k -> 6k
Sniper: + 15 % M-cost
Mortier: + 15 % E-cost (in addition of last nerf)
Metal Maker economy nerf
The main reason why T2 unit are not used is: making advanced fusion give you such a huge eco advantage, that the time you build some t2 unit (that are quit slow), and the time they reach the front, the ennemy spend the same amount of ressource to building a advanced fusion and a few defence. Then you are just over ecoed and u die. That surely is case depend but in order to damp this behavious, I suggest to nerf the exponnantial MM ecommy using a progressive decreasing MM efficiency
MM : metal maker
Eff_cur: Current Metal maker efficiency
Eff_new: New Metal maker efficiency
E_conv: Energy converted using metal maker
Eff_inf: Metal maker efficiency when E_conv reach infinity
I propose new MM efficiency: Eff_new
Eff_new = Eff_cur * ( (1+Eff_inf)/2 + (1-Eff_inf)/PI Atan((E_conv-E_threshold)/tau)))
With :
Eff_inf = 0.7
E_threshold = 3000
tau= 500
Basically, that means your MM efficency, starts around the current one; then go down to 0.85 at +3000E converted and it goes futher down (0.7 Eff_cur at infinity). This way, the guy that invested into economy get less reward that the one that invested into unit.
And the reason I dont want to increase cost of Energy building (fusion, etc...) is you sill need a lot of energy to produce unit / rez unit.
Number are to be discuss but I guess that could be a good idea. Please give constructive feed back.
Edit: unit I thing there is a problem with :
Those unit are: best click and hope for the best unit and should get a more specific use but is is kinda hard to thing about what to do
- Karganeth
- Razorback
General remark: I like BA as it is: unit should have a use as specific as possible to avoid the "click and hope for the best" behavior of the player
The one I think are really necessary:
Pakage 1: make all those 3 changes at once
- panther: +30 % E-cost: discuss 100 times: panther is spammable by engineer and have 2 weapons, that is the better click and hope for the best unit.
- croc ! +30% E-cost: Croc is amphibious and you are supposed to pay for that ability.
- T3 arm amphib : remove AA missile (unit is fast, amphib, good hp, that is ultimate raider and core cannot stop it without blades on FFA)
T3 arm bantha : decrease EMP resistance : 50% -> 20%, +10% M-cost
cans: remove AA abilities
Mortier: +20 % E-cost
The one I would like to see if the MM econny change here after is adopted:
Doomstay : + 20% E/M-cost
Fatboy : -15% hp
goliat : hp 7k -> 6k
Sniper: + 15 % M-cost
Mortier: + 15 % E-cost (in addition of last nerf)
Metal Maker economy nerf
The main reason why T2 unit are not used is: making advanced fusion give you such a huge eco advantage, that the time you build some t2 unit (that are quit slow), and the time they reach the front, the ennemy spend the same amount of ressource to building a advanced fusion and a few defence. Then you are just over ecoed and u die. That surely is case depend but in order to damp this behavious, I suggest to nerf the exponnantial MM ecommy using a progressive decreasing MM efficiency
MM : metal maker
Eff_cur: Current Metal maker efficiency
Eff_new: New Metal maker efficiency
E_conv: Energy converted using metal maker
Eff_inf: Metal maker efficiency when E_conv reach infinity
I propose new MM efficiency: Eff_new
Eff_new = Eff_cur * ( (1+Eff_inf)/2 + (1-Eff_inf)/PI Atan((E_conv-E_threshold)/tau)))
With :
Eff_inf = 0.7
E_threshold = 3000
tau= 500
Basically, that means your MM efficency, starts around the current one; then go down to 0.85 at +3000E converted and it goes futher down (0.7 Eff_cur at infinity). This way, the guy that invested into economy get less reward that the one that invested into unit.
And the reason I dont want to increase cost of Energy building (fusion, etc...) is you sill need a lot of energy to produce unit / rez unit.
Number are to be discuss but I guess that could be a good idea. Please give constructive feed back.
Edit: unit I thing there is a problem with :
Those unit are: best click and hope for the best unit and should get a more specific use but is is kinda hard to thing about what to do
- Karganeth
- Razorback