Unit Balance and statistics Discussion

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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HEVcrab
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Re: Unit Balance and statistics Discussion

Postby HEVcrab » Thu Mar 28, 2025 2:40 pm

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.
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ProgSys
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Re: Unit Balance and statistics Discussion

Postby ProgSys » Thu Mar 28, 2025 3:30 pm

HEVcrab wrote: no power.

I think it should require at least one power.
Nqss[RUS]
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Thu Mar 28, 2025 3:52 pm

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
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Ancient
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Re: Unit Balance and statistics Discussion

Postby Ancient » Thu Mar 28, 2025 4:03 pm

I agree with Prog, and Nqss
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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HEVcrab
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Re: Unit Balance and statistics Discussion

Postby HEVcrab » Thu Mar 28, 2025 4:53 pm

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.
Testers gonna test.
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pandango
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Re: Unit Balance and statistics Discussion

Postby pandango » Thu Mar 28, 2025 5:25 pm

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)
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Thu Mar 28, 2025 5:50 pm

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
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Yurtex
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Re: Unit Balance and statistics Discussion

Postby Yurtex » Thu Mar 28, 2025 7:21 pm

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.
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Thu Mar 28, 2025 7:54 pm

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"
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Yurtex
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Re: Unit Balance and statistics Discussion

Postby Yurtex » Thu Mar 28, 2025 8:54 pm

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.
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Thu Mar 28, 2025 8:58 pm

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
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Yurtex
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Re: Unit Balance and statistics Discussion

Postby Yurtex » Fri Mar 29, 2025 9:44 am

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.
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HEVcrab
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Re: Unit Balance and statistics Discussion

Postby HEVcrab » Fri Mar 29, 2025 10:37 am

+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.
Testers gonna test.
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Fri Mar 29, 2025 12:19 pm

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
Nqss[RUS]
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Re: Unit Balance and statistics Discussion

Postby Nqss[RUS] » Fri Mar 29, 2025 12:29 pm

just played dev build , seems that 1p is fine , instead of 2p

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