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Balance ( Patch 15 ) New!

Please post balance issues in here.
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Computer1

Beta Tester

  • Posts: 32
  • Joined: 29 Nov 2011, 16:31

Balance ( Patch 15 ) New!

Post02 Dec 2011, 21:23

The phoenixes is too powerful they have high damage vs air and high damage vs ground,they're fast attack speed is fast too,if the one player use air merc like muta and then i go phoenix,i will kill hes muta quickly and the rest of marines with my own basic units.

HT Feedback and Force field need to fixed,both is still F.

Im not sure but if one player use Destroyer then he can snipe your merc if he want.because HQ can't prevent your merc getting sniped by Any air units,and Towers cost too much,with that cash you can buy a nova and try to snipe the Destroyer. ( need prevent air sniping our merc so easy ).

Ht storm is way too Great,no basic units can survive the storm. zealot maybe,but doesn't matter,because storm will kill marines and zerglings very very fast, 10 damage per half second is way too Wonderful,but you don't need nerf the damage, i think increase cost to 700 or 650 would be nice, a nova cost 1100 which is hard to get.


Nova Need more energy, but if you could add hero energy regen and energy pool upgrade this is fixed.

Thors attack visual is not so cool, if you give them the barrage cannon visual then everybody thinks that they can splash but they don't i more like the original visual ( this is just what i think )

And here is one thing, if we play a game that a lot of guys hard counter my units, then is hard to farm anything, when you got 750 to switch your merc to hard counter them, they already got a hero, or tons of upgrades,they can even change their merc too.
what i say is we should Lower he cost of change mercenary units. about 600 or 500 is nice.
( because if im on huge disadvantage then i could get another merc )

Some hero really cost too much, like engineer and stank Overseer too, if i can get them more quickly than anybody get a counter for my hero then i have time to spent on farm.

All the text above is just what i think,if i have something wrong help me pls.
My english bad i know,i missed a lot english lesson while i got to do other things ( which is not my fault that i don't go to english lessons ).
Last edited by Computer1 on 08 Dec 2011, 19:18, edited 2 times in total.
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Nishiyamo

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Re: Balance

Post07 Dec 2011, 14:39

Ok where do I begin... well:

- There is no such thing as low and high tier merc, that means all mercenary types should be equal and of course, they aren't atm because the game is still in testing phase. The goal is to make them equally strong and useful. There should be no need for a cooldown then.

- Yes, Thor do have low damage and shoot slowly. They are tanking units, as you can see in the tooltip of the Thor when you choose your units. Tanking units are weak in damage output but great in defense. They profit more from defensive upgrades and have more defensive abilities. Selfdestruction isn't useless at all, it's very effective vs. melee units and properly microed, the selfdestructing Thors can become a key to winning entire battles.

- Immortals aren't supposed to counter massive units. In TA, there aren't massive units, nor is there any other unit type of SC2. The TA system works completely on its own and hasn't anything to do with the balance and purposes of the normal SC2. Immortals are, like Thors, tanking units, and they are meant to protect your army from receiving damage. It works very well as I experienced in the testing games yesterday.

- The Phoenix attack is a photon blaster and it does have visuals, but no projectiles. It's the weapon of the Scout.

- The Diamondback has already been nerfed.

- Special upgrades for heroes will come for sure.

- Nova Snipe vs. heroes has been buffed recently.

- Why should shield upgrades be useless? They grant +100 shield HP and some regeneration. It makes the tanking units much more endurable than damage type units.

- I never wanted the boss creatures to have a high damage output. They should take a lot of damage so that players need time to defeat it. This (+the high bounty) encourages fights at the center of the map.

- The HQ itself can shoot at enemies and you can place turrets on the top of your platform. This is a strong defense if you use your army within the firing range. There are also siege tanks which can do splash to air and ground. I agree with you in the case of early mass air attacks on HQs. This should be prevented somehow.

- Phoenix blink can be useful for surprising your enemy. Also it is more easy to avoid anti air units, heroes and abilities. The blink range seems too low though.

- The difference in weapons (when it comes to re-equips) is clear. Each weapon has its advantages and disadvantages. The Particle Disruptors have an attack speed of 1.44. The Prismatic Beam has an attack speed of 0.08. This is more than 15x faster. If theres a huge army of zerglings or mass low hp units attacking your stalkers, the Particle Disruptor weapon won't do much damage to them since they only hit few units, whereas the Prismatic Beam can continuously change targets. The damage problem is due to no balance.

- Hard counters in TA rely on the armor type. There's a counter system in TA and it works very well as far as I can see. But it needs more testing.

Thank you for your feedback so far. The problem I can see is, that you don't understand the game mechanics yet since you haven't played the TA15 very much. There are a lot of misunderstandings. So I suggest you help us testing the map in the upcoming beta games and discover the whole mechanics / features. I know TA is very complex for beginners to understand, but most ppl play arena games frequently and are able to learn how they work. TA is very much different from the normal SC2 and from Marine Arena. You should keep that in mind.

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