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Expensive factories and engine update

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Date Editor Before After
1/23/2018 2:12:30 PMAUrankAdminGoogleFrog before revert after revert
Before After
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.
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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.
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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.
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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.