Hover propulsion (overpowered)
Posted: 02 Mar 2012, 11:30
Hover propulsion
i say: Hover propulsion is OP (overpowered)
from my game experience
why hover is OP (overpowered)
1) no alternative for hovers if we play on big maps (oil is spread on map)
*even if map have only narrow passages, hover player can make deadly backstabs at enemy's oil resources/bases
*player uses hover have great advantage in formation (hard to explain this)
...army effective if all tanks in good range to enemies
...hover player have much more chances make situation when his army attack enemy from flank and make all his army "in range" to flank of enemy army, in result 50 hover tanks kill 20 (from 50) enemy tanks, then repair and again kill another 30 tanks
2) no alternative for hovers if we play on maps with water passages
3) hover goes repair much more faster
* hover units can retreat from fire very fast to avoid death
4) hover tanks have more chances to avoid bombs and artillery fire (in current game accuracy kinda broken, so this #4 is not so valuable)
5) In team game, hover player can help allies very effective
*its impossible for another propulsion: pass to another side of map, help ally, and retreat to defend own positions
With all this advantages, hover have same almost same HP and armor as another propulsions
yes hovers vulnerable to artillery and MG, but from experience of most games (low oil) this does not sense
ok, you can say "use MRA", but even MRA is used on hovers in most cases
(artillery ineffective on low oil (first 40 minues?) and MG army on another propulsion cannot kill hover tanks)
I know only few cases when hover is not OP:
1) some high oil games where player blocks passages with defenses with bunch of mortars
2) some duel games where hover player has not enough time to backstab because he under attack all time
but even in this games, hover is strong enough and even better
Another problems with hovered tanks:
1) Some weapons is very effective with hover propulsion
*example: inferno
*some weapon effective only on hover propulsion
*hover propulsion is effective for ALL weapons (except long ranged artillery in case artillery war)
2) Hover breaks weight/engine "balance"
i mean: we cannot implement slow weapons in game, because any slow weapon become fast on hover
and even if we make weapon slow on hover propulsion, then on another propulsions this weapon become totally useless
3) map-makers forced to make narrow and complex (labyrynth) maps to avoid create "hover-only" maps
*even in classic pre-installed set of maps we have such "hover-only" maps (ziggurat at least)
*OP hover makes little maps better in most cases
4) i feel: hover makes heavy bodies stronger (hard to explain)
my conclusion: hover propulsion breaks many game situations and its completely overpowered (overspeed)
Suggestion (ways to make hover more "balanced":
1) reduce speed of hover tanks (give more chances for another propulsion on big maps) 300=>260
2) increase weight of hover tanks (make more valuable weight of weapons) 200% => 300%
*note: this can make cannon line underpowered -> need also adjust cannons weight
3) slightly decrease HP of hover tanks 150% =>135%
4) adjust terrain modifiers to be more real
*in real life hover have 100% speed on water and flat ground (road), and hover is slow on rough ground or just not so fast
5) rebalance propulsions (improve wheels, improve tracks)
i say: Hover propulsion is OP (overpowered)
from my game experience
why hover is OP (overpowered)
1) no alternative for hovers if we play on big maps (oil is spread on map)
*even if map have only narrow passages, hover player can make deadly backstabs at enemy's oil resources/bases
*player uses hover have great advantage in formation (hard to explain this)
...army effective if all tanks in good range to enemies
...hover player have much more chances make situation when his army attack enemy from flank and make all his army "in range" to flank of enemy army, in result 50 hover tanks kill 20 (from 50) enemy tanks, then repair and again kill another 30 tanks
2) no alternative for hovers if we play on maps with water passages
3) hover goes repair much more faster
* hover units can retreat from fire very fast to avoid death
4) hover tanks have more chances to avoid bombs and artillery fire (in current game accuracy kinda broken, so this #4 is not so valuable)
5) In team game, hover player can help allies very effective
*its impossible for another propulsion: pass to another side of map, help ally, and retreat to defend own positions
With all this advantages, hover have same almost same HP and armor as another propulsions
yes hovers vulnerable to artillery and MG, but from experience of most games (low oil) this does not sense
ok, you can say "use MRA", but even MRA is used on hovers in most cases
(artillery ineffective on low oil (first 40 minues?) and MG army on another propulsion cannot kill hover tanks)
I know only few cases when hover is not OP:
1) some high oil games where player blocks passages with defenses with bunch of mortars
2) some duel games where hover player has not enough time to backstab because he under attack all time
but even in this games, hover is strong enough and even better
Another problems with hovered tanks:
1) Some weapons is very effective with hover propulsion
*example: inferno
*some weapon effective only on hover propulsion
*hover propulsion is effective for ALL weapons (except long ranged artillery in case artillery war)
2) Hover breaks weight/engine "balance"
i mean: we cannot implement slow weapons in game, because any slow weapon become fast on hover
and even if we make weapon slow on hover propulsion, then on another propulsions this weapon become totally useless
3) map-makers forced to make narrow and complex (labyrynth) maps to avoid create "hover-only" maps
*even in classic pre-installed set of maps we have such "hover-only" maps (ziggurat at least)
*OP hover makes little maps better in most cases
4) i feel: hover makes heavy bodies stronger (hard to explain)
my conclusion: hover propulsion breaks many game situations and its completely overpowered (overspeed)
Suggestion (ways to make hover more "balanced":
1) reduce speed of hover tanks (give more chances for another propulsion on big maps) 300=>260
2) increase weight of hover tanks (make more valuable weight of weapons) 200% => 300%
*note: this can make cannon line underpowered -> need also adjust cannons weight
3) slightly decrease HP of hover tanks 150% =>135%
4) adjust terrain modifiers to be more real
*in real life hover have 100% speed on water and flat ground (road), and hover is slow on rough ground or just not so fast
5) rebalance propulsions (improve wheels, improve tracks)