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Is having "good" long range units healthy balance-wise?

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Date Editor Before After
5/7/2018 7:56:31 PMCZrankpsaniac before revert after revert
5/7/2018 6:52:53 PMCZrankpsaniac before revert after revert
Before After
1 With the skirmisher meta in 1v1s and the arty meta in teamgames reigning for a very long time, I had an idea. 1 With the skirmisher meta in 1v1s and the arty meta in teamgames reigning for a very long time, I had an idea.
2 \n 2 \n
3 A temporary (probably opt-in) experiment. 3 A temporary (probably opt-in) experiment.
4 \n 4 \n
5 What if we doubled the price of ALL skirmishers, artillery and "long range support"(I mean Sniper, Nimbus, Fencer, Felon, Crabe, Grizzly)? 5 What if we doubled the price of ALL skirmishers, artillery and "long range support"(I mean Sniper, Nimbus, Fencer, Felon, Crabe, Grizzly)?
6 \n 6 \n
7 This is obviously a ridiculous change breaking all current balance. But it poses a question. Will all of the nerfed units be unviable? Definitely not. (But many definitely will be made useless with this change) 7 This is obviously a ridiculous change breaking all current balance. But it poses a question. Will all of the nerfed units be unviable? Definitely not. (But many definitely will be made useless with this change)
8 \n 8 \n
9 And could this stupid-looking change actually lead to healthier gameplay? It just might. 9 And could this stupid-looking change actually lead to healthier gameplay? It just might.
10 \n 10 \n
11 Now here's my thinking: 11 Now here's my thinking:
12 With less skirmishers there are more incentives to build riots and assaults. 12 With less skirmishers there are more incentives to build riots and assaults.
13 Will less arty there are more incentives to build porc and units that can be out-atrittioned by arty. 13 Will less arty there are more incentives to build porc and units that can be out-atrittioned by arty.
14 But uith more assaults there are less incentives to build porc. So no Stinger-pocalyse. 14 But with more assaults there are less incentives to build porc. So no Stinger-pocalyse.
15 \n 15 \n
16 Eventually, with all of these units counterable by skirms and arty swarming the field, players will build the skroms and arty. But you know, as a counter. Not as an anti-everything, as they do now. Those units will be simply too valuable to lose, players will dedicate a lot more support for them. 16 Eventually, with all of these units counterable by skirms and arty swarming the field, players will build the skroms and arty. But you know, as a counter. Not as an anti-everything, as they do now. Those units will be simply too valuable to lose, players will dedicate a lot more support for them.
17 \n 17 \n
18 Skirmishers and arty are by design really hard to counter. Raiders can't counter skirm+riot. Assaults can only in large numbers and if they are significantly faster then the skirmishers. Arty is even worse- you can cloak it and hide it behind the frontline and very slowly kill everything. I usually kill arty either because the enemy managed them badly, or because I used some (generally expensive) cheese strat. With assaults, you run the risk of your units dying without making cost. With heavy units you run the risk of infi/skuttle/dgun troll/some terraforming cheese. And that's fun. What's not fun is getting pounded with units which you can't get to. (Note: If you account for reclaim, arty is even more overpowered. If you kill the super-annoying arty, your enemy will get to reclaim it and the units used to kill it. If you account for ressurection... well at least nobody does ressurection) 18 Skirmishers and arty are by design really hard to counter. Raiders can't counter skirm+riot. Assaults can only in large numbers and if they are significantly faster then the skirmishers. Arty is even worse- you can cloak it and hide it behind the frontline and very slowly kill everything. I usually kill arty either because the enemy managed them badly, or because I used some (generally expensive) cheese strat. With assaults, you run the risk of your units dying without making cost. With heavy units you run the risk of infi/skuttle/dgun troll/some terraforming cheese. And that's fun. What's not fun is getting pounded with units which you can't get to. (Note: If you account for reclaim, arty is even more overpowered. If you kill the super-annoying arty, your enemy will get to reclaim it and the units used to kill it. If you account for ressurection... well at least nobody does ressurection)
19 \n 19 \n
20 Also the skirms and arty that will be viable will almost certainly be the currently OP ones. I would expect Ronin and Rouge and maybe Recluse to be viable. For arty, I would also expect Lance, Envoy, maybe Felon and Sniper to be viable. 20 Also the skirms and arty that will be viable will almost certainly be the currently OP ones. I would expect Ronin and Rouge and maybe Recluse to be viable. For arty, I would also expect Lance, Envoy, maybe Felon and Sniper to be viable.
21 \n 21 \n
22 Now obviously don't do this change for real. As an experiment, it would tell us which skirmishers and arty are the OP ones (since a balanced unit shouldn't be viable at 2x the cost). Also it'll if show us if the game will be better of if skirmishers and long range stuff were nerfed overall. Perhaps skirmishers should generally bad. But they should be always useful as specialists. 22 Now obviously don't do this change for real. As an experiment, it would tell us which skirmishers and arty are the OP ones (since a balanced unit shouldn't be viable at 2x the cost). Also it'll if show us if the game will be better of if skirmishers and long range stuff were nerfed overall. Perhaps skirmishers should generally bad. But they should be always useful as specialists.
23 \n 23 \n
24 Or we could just nerf some skrirmishers. That could work too. 24 Or we could just nerf some skirmishers. That could work too.
25 \n 25 \n