Balance 3.1. Is possibly to fix before 3.2?
Posted: 09 Feb 2013, 21:13
Hello.
As we know latest change in game balance was in version 3.11.
Long time we playing beta11-balance and now balance issues can be defined exactly.
List below is list of major balance issues of version 3.1. These issues was noticed by many players, not just by me.
Major balance issues:
1) Cannons are weak in early and medium game.
In classic low-oil games cannon became useless.
2) Flamers too strong. Inferno stronger than many weapons at same time.
3) Rush tactic are stronger than research tactic (low-oil).
4) Incendiary mortar too strong (medium-oil and high-oil)
Minor issues:
1) Machineguns also too strong. Twin assault gun is end-game weapon.
Machineguns are strong because it is universal weapon. Many HP, good damage, easy upgradeable.
2) <....>
My statements can be controversial but i think most MP players will be agreed with following:
- cannons too weak in low oil;
- flamers too strong in many game conditions.
Current situation we have developers working hardly on version 3.2, and also in master-brach we are experimenting with balance (derrick setted price to 100$).
I believe we can improve 3.1 balance, try to make it more perfect than current and do not change too cardinal as it done in 3.2.
So i suggest in 3.1:
1) Make cannons stronger in early and medium stages of game.
See what happen with rush/research conception. It is hard to say what happen with early game, but impoving cannons shold be good move. It can be good new option: get cannon asap and resist rush with cannons, not sure.
2) Make flamers weaker, do it indirectly (by making research path longer and more expensive)
3) Make incendiary mortar weaken somehow.
4) Nerf machineguns a bit (by increasing price of fire-rate upgrades)
Here my attempt:
https://github.com/crabster/warzone2100 ... d4f196f35d
* to make changes visual i made patch for 3.2 version
** github show changes a bit incorrect (dont be confused with name field shown wrong for some changes)
As we know latest change in game balance was in version 3.11.
Long time we playing beta11-balance and now balance issues can be defined exactly.
List below is list of major balance issues of version 3.1. These issues was noticed by many players, not just by me.
Major balance issues:
1) Cannons are weak in early and medium game.
In classic low-oil games cannon became useless.
2) Flamers too strong. Inferno stronger than many weapons at same time.
3) Rush tactic are stronger than research tactic (low-oil).
4) Incendiary mortar too strong (medium-oil and high-oil)
Minor issues:
1) Machineguns also too strong. Twin assault gun is end-game weapon.
Machineguns are strong because it is universal weapon. Many HP, good damage, easy upgradeable.
2) <....>
My statements can be controversial but i think most MP players will be agreed with following:
- cannons too weak in low oil;
- flamers too strong in many game conditions.
Current situation we have developers working hardly on version 3.2, and also in master-brach we are experimenting with balance (derrick setted price to 100$).
I believe we can improve 3.1 balance, try to make it more perfect than current and do not change too cardinal as it done in 3.2.
So i suggest in 3.1:
1) Make cannons stronger in early and medium stages of game.
See what happen with rush/research conception. It is hard to say what happen with early game, but impoving cannons shold be good move. It can be good new option: get cannon asap and resist rush with cannons, not sure.
2) Make flamers weaker, do it indirectly (by making research path longer and more expensive)
3) Make incendiary mortar weaken somehow.
4) Nerf machineguns a bit (by increasing price of fire-rate upgrades)
Here my attempt:
https://github.com/crabster/warzone2100 ... d4f196f35d
* to make changes visual i made patch for 3.2 version
** github show changes a bit incorrect (dont be confused with name field shown wrong for some changes)