Editing Balancing Guidelines
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The use of a unit is not always determined by good stats, but often by the right combination and values. There is a huge difference between just out-ranging an LLT, and having the same range as an LLT. Try to think more in terms of unit relationships than pure numbers. When balancing a unit, try and think of other areas that can be changed to make it useful, rather than just its hp/dps. What specifically is holding it back/making it too strong ingame? Also remember knock-on effects. If you nerf something, another unit which it has until now effectively countered may suddenly be OP. | The use of a unit is not always determined by good stats, but often by the right combination and values. There is a huge difference between just out-ranging an LLT, and having the same range as an LLT. Try to think more in terms of unit relationships than pure numbers. When balancing a unit, try and think of other areas that can be changed to make it useful, rather than just its hp/dps. What specifically is holding it back/making it too strong ingame? Also remember knock-on effects. If you nerf something, another unit which it has until now effectively countered may suddenly be OP. | ||
− | Be aware of what your values mean in relation to other units. Buffing a units HP by 5% might not actually do anything, because all the weapons that can shoot it still take just as many shots to kill it, or it might put it over a threshold which means it takes an extra shot to kill, for much more than a 5% difference. This matters particularly for Air vs AA, Subs vs Anti-sub, | + | Be aware of what your values mean in relation to other units. Buffing a units HP by 5% might not actually do anything, because all the weapons that can shoot it still take just as many shots to kill it, or it might put it over a threshold which means it takes an extra shot to kill, for much more than a 5% difference. This matters particularly for Air vs AA, Subs vs Anti-sub, Missile Towers vs Raiders, and low RoF units like Penetrators, Skuttles and Spies. Keep in mind that actual weapon damage is ~2% lower than shown, so always test how many shots it takes in-game. |
Keep Quant's rule in mind, buff strengths, nerf weaknesses, otherwise all units tend over time towards the average and unit difference is lost. Ultimately though how it fits within the game design and how it can better fulfill its role is the most important factor though, and one of its strengths or weaknesses may in fact be preventing it from fulfilling that role. | Keep Quant's rule in mind, buff strengths, nerf weaknesses, otherwise all units tend over time towards the average and unit difference is lost. Ultimately though how it fits within the game design and how it can better fulfill its role is the most important factor though, and one of its strengths or weaknesses may in fact be preventing it from fulfilling that role. |