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Watching today's 1vs1 tournament (won by a player using hovers : http://zero-k.info/Forum/Thread/9633 ), someone said that it would be normal if hovers were as strong as light vehicles on flat maps.
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Watching today's 1vs1 tournament (won by a player using hovers : http://zero-k.info/Forum/Thread/9633 ), someone said that it would be normal if hovers were as strong as light vehicles on flat maps.
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I don't understand this. As I can see it, fac design is based on strengths regards to terrain.
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I don't understand this. As I can see it, fac design is based on strengths regards to terrain.
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So let's imagine a big, completely flat map with no water. I consider obvious that light vehicles should beat hovers on this kind of map. As you add waterways/lakes on that map, hovers should become better, until at some water %, hovers start to beat light vehicles.
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So let's imagine a big, completely flat map with no water. I consider obvious that light vehicles should beat hovers on this kind of map. As you add waterways/lakes on that map, hovers should become better, until at some water %, hovers start to beat light vehicles.
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Now if the map was small, so that mobility isn't such a big factor as brute damage/health, you should have tanks > light vehicles > hovers.
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Now if the map was small, so that mobility isn't such a big factor as brute damage/health, you should have tanks > light vehicles > hovers.
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While it would seem that in the current state of the game hovers dominate vehicles and tanks on flat maps.
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While it would seem that in the current state of the game hovers dominate vehicles and tanks on flat maps.
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I've seen that in another thread that hovers are designed to be faster than light vehicles :
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I've seen that in another thread that hovers are designed to be faster than light vehicles :
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http://zero-k.info/Forum/Thread/4698
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http://zero-k.info/Forum/Thread/4698
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I feel this is a big part of why the balance is broken : it seems to me that speed should be the strength of the light vehicle factory, not the hover factory (which already can go over water).
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I feel this is a big part of why the balance is broken : it seems to me that speed should be the strength of the light vehicle factory, not the hover factory (which already can go over water).
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Another reason why the hovers are so good might be because dagger kind of has a triple role : it's a good scout, great raider, and not too bad riot with it's penetrating shot. So you can't even beat dagger territory control with darts (too weak) or scorchers (too slow).
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Another reason why the hovers are so good might be because dagger kind of has a triple role : it's a good scout, great raider, and not too bad riot with it's penetrating shot. So you can't even beat dagger territory control with darts (too weak) or scorchers (too slow).
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