1 |
@ivand it was discussed openly in zkdev and later in an open testing room, although the zkdev discussion may have been discord-only due to a bridge bug. At least @Sigero, @DeinFreund, @gajop, @Aquanim and @Licho were involved, with others commenting as well. Prior to this there were some really poorly organized threads. So, there was no secret decision circle, but I also didn't feel the need to explicitly invite everyone to a drawn out discussion when the change is hard to predict and easy to test.
|
1 |
@ivand it was discussed openly in zkdev and later in an open testing room, although the zkdev discussion may have been discord-only due to a bridge bug. At least @Sigero, @DeinFreund, @gajop, @Aquanim and @Licho were involved, with others commenting as well. Prior to this there were some really poorly organized threads. So, there was no secret decision circle, but I also didn't feel the need to explicitly invite everyone to a drawn out discussion when the change is hard to predict and easy to test.
|
2 |
\n
|
2 |
\n
|
3 |
In
every
supplied
replay
and
game
where
a
gunship
start
beat
a
land
start
I
saw
the
gunship
start
switch
to
land
within
about
four
minutes.
The
land
switcher
was
in
a
better
position
as
their
opponent
tended
to
still
be
rebuilding
after
the
result
of
the
gunship
start.
@DeinFreund
said
the
problem
was
Blastwing
itself
but
I
do
not
know
how
they
reached
that
conclusion
from
the
games
they
showed
me.
If
the
change
has
done
nothing
or
made
things
worse
you
should
be
able
to
demonstrate
it,
this
is
the
benefit
of
experimenting
with
a
large
change.
|
3 |
In
every
supplied
replay
and
game
where
a
gunship
start
beat
a
land
start
I
saw
the
gunship
start
switch
to
land
within
about
four
minutes.
The
land
switcher
was
in
a
better
position
as
their
opponent
tended
to
still
be
rebuilding
after
the
result
of
the
gunship
start.
@DeinFreund
said
the
problem
was
Blastwing
itself
but
I
do
not
know
how
they
reached
that
conclusion
from
the
games
they
showed
me.
|
|
|
4 |
\n
|
|
|
5 |
If this change has made things worse or had no effect then you should still be able to gunship rush. If it is map dependent then get some people together to test it on a particular map, like I did earlier today.
|
4 |
\n
|
6 |
\n
|
5 |
[quote]As for this balance change I think it could possibly work. Currently this meta feels like theres like 1 or 2 particular unit in each lab everyone wants- so they end up with a vehicle lab for an impaler, a Jumpbot lab for a firewalker etc. Every game end up kind of samey.[/quote]Spot on, this was another motivation. Too much of the price of a big unit from a factory that you do not own was in the unit itself so it felt like everyone had access to everything too early in the game. Also I felt that an air factory would too easily make back its cost in forced AA.
|
7 |
[quote]As for this balance change I think it could possibly work. Currently this meta feels like theres like 1 or 2 particular unit in each lab everyone wants- so they end up with a vehicle lab for an impaler, a Jumpbot lab for a firewalker etc. Every game end up kind of samey.[/quote]Spot on, this was another motivation. Too much of the price of a big unit from a factory that you do not own was in the unit itself so it felt like everyone had access to everything too early in the game. Also I felt that an air factory would too easily make back its cost in forced AA.
|