Unit Balance and statistics Discussion
Re: Unit Balance and statistics Discussion
For the new metropolice SMG1 upgrade: I think it should cost 2r or even 1r and no power. In this case they will be well-balanced with SMG soldiers that cost 4r, have Medium armor and better weapon upgrades than metrocops, but take longer to recruit.
Testers gonna test.
Re: Unit Balance and statistics Discussion
HEVcrab wrote: no power.
I think it should require at least one power.
Re: Unit Balance and statistics Discussion
well combines should have more things to be bought with energy since combines have stable income of energy , unlike rebels who suppose to risk to gather it
Re: Unit Balance and statistics Discussion
I agree with Prog, and Nqss
Re: Unit Balance and statistics Discussion
OK, let it be 1r 1p, it should be cheaper than a shotgun/AR2.
UPD: Why should SMG upgrade require armory, as it does now? Soldiers are issued with SMGs without an armory.
UPD2: Manhacks should also cost 1r 1p, in my opinion.
UPD: Why should SMG upgrade require armory, as it does now? Soldiers are issued with SMGs without an armory.
UPD2: Manhacks should also cost 1r 1p, in my opinion.
Testers gonna test.
- pandango
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Re: Unit Balance and statistics Discussion
HEVcrab wrote:UPD2: Manhacks should also cost 1r 1p, in my opinion.
This! so it's less likely that you're able to spam manhacks while working on better units. (as armory and stuff costs power too)
Re: Unit Balance and statistics Discussion
i would say 1r and 2p for manhack
since power at early game is not used for anything
and player will be low on power , so would be a choice of trying to get spam of manhacks and yet achive advantage of upgrades and armory
losing manhacks = wasting energy this way
and i agree that metrocops can have smg upgrade with garrison being build , but losing manhacks
since power at early game is not used for anything
and player will be low on power , so would be a choice of trying to get spam of manhacks and yet achive advantage of upgrades and armory
losing manhacks = wasting energy this way
and i agree that metrocops can have smg upgrade with garrison being build , but losing manhacks
Re: Unit Balance and statistics Discussion
Manhacks are only good against weak enemies (and in demining) there no reasons to increase this value, as you can build stronger units against them.
Re: Unit Balance and statistics Discussion
Yurtex wrote:Manhacks are only good against weak enemies (and in demining) there no reasons to increase this value, as you can build stronger units against them.
stronger units at early game ?
you know , you are getting wiped out at early game as rebels vs combines without ability to get anywhere near "stronger units"
Re: Unit Balance and statistics Discussion
Nqss[RUS] wrote:Yurtex wrote:Manhacks are only good against weak enemies (and in demining) there no reasons to increase this value, as you can build stronger units against them.
stronger units at early game ?
you know , you are getting wiped out at early game as rebels vs combines without ability to get anywhere near "stronger units"
Hah if you play against pandago you lose any way no matter whom you playing:P
Game it self is not forgiving at the beginning.
All you need is to build barracks asap, start building rebels/combine_S. Rebels are faster building race so manhacks kinda balancing that.
Re: Unit Balance and statistics Discussion
i played starcraft 2 with him , i know that i can hold out in fully balanced game much longer then first seconds of the match
pointing out that it was because i was playing againist Pandago doesn't mean anything , he himself agreed with such change of cost increasing of manhacks
He is experienced strategy games player and exploits game unbalanced moments so they can be noticed and fixed
pointing out that it was because i was playing againist Pandago doesn't mean anything , he himself agreed with such change of cost increasing of manhacks
He is experienced strategy games player and exploits game unbalanced moments so they can be noticed and fixed
Re: Unit Balance and statistics Discussion
Nqss[RUS] wrote:i played starcraft 2 with him , i know that i can hold out in fully balanced game much longer then first seconds of the match
pointing out that it was because i was playing againist Pandago doesn't mean anything , he himself agreed with such change of cost increasing of manhacks
He is experienced strategy games player and exploits game unbalanced moments so they can be noticed and fixed
HLW is not a starcraft and it was a joke

Any way, increasing costs will leave manhacks useless. They are not OP, there counter-measures against them. I don't understand why would you want t change it.
Re: Unit Balance and statistics Discussion
+1 to Yurtex)
For further balancing of metrocops, I think floor turret deployment cooldown should be at least 35 seconds, like the manhack.
Another idea: if a floor turret is cancelled, the deployer metrocop should become able to place it again, not waiting for the cooldown.
For further balancing of metrocops, I think floor turret deployment cooldown should be at least 35 seconds, like the manhack.
Another idea: if a floor turret is cancelled, the deployer metrocop should become able to place it again, not waiting for the cooldown.
Testers gonna test.
Re: Unit Balance and statistics Discussion
Yurtex wrote:Nqss[RUS] wrote:i played starcraft 2 with him , i know that i can hold out in fully balanced game much longer then first seconds of the match
pointing out that it was because i was playing againist Pandago doesn't mean anything , he himself agreed with such change of cost increasing of manhacks
He is experienced strategy games player and exploits game unbalanced moments so they can be noticed and fixed
HLW is not a starcraft and it was a joke
Any way, increasing costs will leave manhacks useless. They are not OP, there counter-measures against them. I don't understand why would you want t change it.
hlw is not a starcraft , i agree , starcraft is balanced and proven over time big project , while hlw is on its way to become something on similar level
and how exactly it will leave them useless? it will cost power , not additional REQ , just power which is gathered by combines without much effert , since they must build power generators and power getting gathered as it is , it is measure to prevent spam of manhack , even in small numbers those things are dangerous and can kill several rebels easily , not to mention that they are insta created
there is measure againist them? like what?
why am i suggesting this? i want this game to be balanced , i dont see any profit or anything of this project or make this game for myself to be comfortable to play with my own faction , i dont care about those things. I do care about actual balance and i have ability to play with strong player to see if its my fault or game balance. Losing doesn't mean that game is unbalanced , but if there is such thing , it must be considered
In terms of game balancing im always have to argue with other people over ovibious things , even if there facts and respectable opinion. im really getting tired of all this
Re: Unit Balance and statistics Discussion
just played dev build , seems that 1p is fine , instead of 2p
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