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ShahBlitz

Unit requiring some tweaks to make them worthwhile

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So yea, as the topic says. i've been playing for some time now and feel that some units just lack usefulness especially when it comes to pvp matches. 

i have some units in mind that could be tweaked and will be posting them lateron.

In the mean time i'd like to know what everyone in the community thinks regarding certain units and how better the they think the units can be so please!

post to your hearts content! :D

but, as an example, i find that there can be more potential in a unit like The HUNTER IF it was able to fire more then 2 shots. I suggest 3 shots instead of 2 to make it more effective in battle.

Another would be The CYCLOPS. 1 shot makes it more a hinderance then anything else. i mean at 450 creds i expect it to atleast shoot twice. yes its one shot is powerful BUT when overwhelmed, its nothing but a walking target practise. 

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It will be really nice to hear your thoughts about game balance! Speak it up! 9_9

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Well imo all epic units exept scrilla are just not good enuf, they are to slow or fire only 1 shot or turn way to slow.

Oger, jetpack, jackfrost are all below par, though im not sure how to make them better without making them op.

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Firestarter is way too strong in my oppinion.  Which leads to very common rush tactic to enemy generators. Maybe tweak the  burn damage to generators a notch?

I also find Scrylla performing quite well compared to the other epic units. Maybe increase speed and turn ratio to the others?

Right now I see pretty much the same unit setups in battles. Granted it’s VS another player and not pirate.

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My opinion on some of the units i rechecked so far.

Glinty (aka Photon) i recommend a 7 attack radius

Ogre -  0.5 preparation time

Jack frost - Fast Speed instead of                                 medium. 

jet rider - 5 shots instead of 4 OR fast                       speed instead of medium

Hunter - 3 shots per turn with a 0.5 prep                  time

Heavywtzer - 2 shots per turn 0.6 prep                            time

Cyclops - 2 shots per turn

Leviathan - faster turn rate OR wider                            attack arc

Destroyer - 9 attack radius OR 8.5

Bomber - 6 attack radius

 

I will post on support weapons once i experiment on them enough

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Hey @TeslaNi I was wonderin ... how were the units adjusted and balanced? 

was there any inspiration from other game? or did it have to do more wirh trial and error? oh and whats your opinion on the unit tweak post i made up top? :)

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I would be happy with a fast jetraider! 

Personaly i hope the devs will try to buff units instead of nerfing units. Buffs always make the playerbase happy nerfs are normaly such a letdown.

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On 1/27/2018 at 1:22 PM, ShahBlitz said:

Hey @TeslaNi I was wonderin ... how were the units adjusted and balanced? 

To find a balance in our game we play it a lot xD! Like really we have an amazing Q&A specialist that help our team to establish what should be done here or there. But it doesn't mean that we don't consider your feedback before implying any changes in the game. So that's why all your ideas are extremely important at working on the gameplay. 

On 1/27/2018 at 1:22 PM, ShahBlitz said:

was there any inspiration from other game? 

If you missed our first Dev Diary where we told a lot about how this game was made and what was our original concept and stuff, I would like you to see it 9_9

 

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Thanks for the response @Teslani

Waiting on the next update to see if there are any changes, add-ons and suprises before posting again :)

but as @Twitch said, it would be nice to tweak the units slightly so that there could be more variety of troop used at higher levels. 

Cause currently a majority of players at the 1000+ rating are pretty much focusing on similar deck builds that make the battles interesting but at the same time very limited due to some units not doing as well as one hoped they might. 

Hopefully there can be some slight changes made in the near future :)

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On 1/27/2018 at 5:20 AM, ShahBlitz said:

My opinion on some of the units i rechecked so far.

Glinty (aka Photon) i recommend a 7 attack radius

Ogre -  0.5 preparation time

Jack frost - Fast Speed instead of                                 medium. 

jet rider - 5 shots instead of 4 OR fast                       speed instead of medium

Hunter - 3 shots per turn with a 0.5 prep                  time

Heavywtzer - 2 shots per turn 0.6 prep                            time

Cyclops - 2 shots per turn

Leviathan - faster turn rate OR wider                            attack arc

Destroyer - 9 attack radius OR 8.5

Bomber - 6 attack radius

 

I will post on support weapons once i experiment on them enough

Photon and Ogre are hard to balance as they are designed to have great stats and be inconvenient in use. They have both problems - relatively low speed and small range - at once.

that makes them unflexible.
Missiler has great range to offset it slowness, Hammersmith or athena have great speed.
Photon and Ogre are have great punkch end killing them often means losses, but they are also not really able to achieve anything on they own easily - can't chase the enemy, cant outrun enemy support, take long time to reach generator and are rather easily ambushed.....

But with speed upgrade Ogre will be way too good.


Jack frost to be used effectively requires lots of units to be closed together. I cant manage it ever

 

Jet rider offers half of the firepower of 2 flakkers at the same price.... I would love to see both changes ShahBltz suggests - while flying it is fast with 4 shots, when ground unit it is medium with 5 shots

Hunter idea is ok but also it would be helpful if hunter spread the shots among targets instead of only firing at weakest unit. Or it may be made to move faster?
I'm not really into epic units, but Scrylla is too good. Changing cost to 310 would probably help or slowing a bit rotation so outmaneuvering it would be manageable and not extremely hard.

 

Destroyer seems okayish considering it is easy to get blueprints for it, but in this case any buff seems to be able to work - range or damage or number of shots or even increased HP will work.

I use bombers, they are great as they are at destroying generators and immobilised/slow targets while moving targets are tricky. Increasing range will make outmaneuvering them way more difficult. It's the same issue with bombers like with hammersmith or athena. 

Firestarters are way too good with the fact they just need to reach generator for a moment.
Maybe scalling burn damage with the time of firestarting damaging the target would help
Example: Right now if firestarter lev 1 burns a target for a second it will make 273 damage + 968 from burn over 5.32 seconds, 1241 total
if it burns target for 5 secs it will make 273*5+968=2333 total
But if we change the max burn slightly that the "afterburn" cannot exceed twice the burn made by attacking then in first scenario firestarter will make only 273 from attack + 273*2 from afterburn = 819 instead of 1241.
And basically every attack over 3 secs long will stay unchanged

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Anymore suggestions? I feel some units Really need tweaking to make them more competative and ofcourse, more useful.

Will there be any tweaking in the near future @TeslaNi ???

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22 hours ago, ShahBlitz said:

Will there be any tweaking in the near future @TeslaNi ???

Yeah, we plan to release a whole patch dedicated to the balance of the game, but it’s not 1.3 :)

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i tried to play ogre.... it definitely needs boost in speed. Missiler has at least range to compensate, ogre is useless, even at defending 1 generator because it takes around 4 turns to reach YOUR OWN generator with it

it is more expensive and much slower than tank, with no splash, bonus to killing light units only, preparation time and no firerate boost from huskarl..... it is one of the most useless nits in game

 

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