Lets face it.
Classic is the most original, most skill based. Most balanced. Source for tournaments. Thus most important.
Cost change means that we change DM as a whole. Completely different from classic, thus balancing both.
You cannot have the same in both and call it balanced due to tech paths. Cost changes can solve this.
Why are charrogs able to outrun swords?
Started by: alternate | Replies: 49 | Views: 3,567 | Closed
Nov 7, 2015 11:18 PM #1413941
Nov 7, 2015 11:29 PM #1413945
Quote from spinoLets face it.
Classic is the most original, most skill based. Most balanced. Source for tournaments. Thus most important.
Cost change means that we change DM as a whole. Completely different from classic, thus balancing both.
You cannot have the same in both and call it balanced due to tech paths. Cost changes can solve this.
Cost change meaning DM has different costs for upgrades, etc.? Still not clear what is meant by this.
I disagree classic is most skill based and important. Just different skill set.
Nov 8, 2015 12:05 AM #1413950
Quote from alternateCost change meaning DM has different costs for upgrades, etc.? Still not clear what is meant by this.
I disagree classic is most skill based and important. Just different skill set.
Either each empire starts out with different amounts of gold/mana that would balance out the early game or increase prices of units and/or techs for the empires who are too OP
Nov 8, 2015 12:20 AM #1413952
Quote from AsePlayerEither each empire starts out with different amounts of gold/mana that would balance out the early game or increase prices of units and/or techs for the empires who are too OP
Roger... I don't think DM would take too much to fix, at least chaos. Make Medusa have a delay for stone or something, that alone would really help balance, or allow ninja to have one upgrade only to full shinobi.
Nov 8, 2015 12:33 AM #1413956
Quote from alternateRoger... I don't think DM would take too much to fix, at least chaos. Make Medusa have a delay for stone or something, that alone would really help balance, or allow ninja to have one upgrade only to full shinobi.
I mean, you typically get out shinobi two before first engagement.
Nov 8, 2015 1:03 AM #1413960
Hey alternate, there's a reason Classic mains are just as good in DM while DM mains are often 300-400 rating less in Classic.
Nov 8, 2015 1:15 AM #1413961
Quote from DazzyHey alternate, there's a reason Classic mains are just as good in DM while DM mains are often 300-400 rating less in Classic.
Because classic has been around way way longer? ;)
:p
Nov 8, 2015 1:53 AM #1413966
Quote from alternateOrder is def broken in DM.
Bruh.
Order is the most underpowered Empire in DM atm.
Also DM is imbalanced too, so don't bring that gamemode up again. -_-
Nov 8, 2015 2:09 AM #1413967
Quote from SuperterryBruh.
Order is the most underpowered Empire in DM atm.
Also DM is imbalanced too, so don't bring that gamemode up again. -_-
Pretty sure CJ just added it for those lower level players that like to get right in to the action, in lower levels if the chaos player is bad it should be a more balanced fight :P
Nov 8, 2015 10:58 AM #1414082
If empires are balanced in classic and not balanced in DM change DM, don't make specific match type changes, that's just counter intuitive for players.
DM gives gold and mana such that Ele can go 100% gold on miners and have enough mana to last for several mins, where Chaos can also get a similar gold/mana high efficiency and Order can't. A slight tweak such as 5000|500 instead of the 2000|1000 to start the game might actually do a lot of balancing all on its own as Order would be able to stream gold only units, Chaos wouldn't be able to go for Marrow+Medusa start to shut down Order on shorts and Ele would have to stop running all miners on gold much quicker into the start game which would reduce Ele's gold income.
DM gives gold and mana such that Ele can go 100% gold on miners and have enough mana to last for several mins, where Chaos can also get a similar gold/mana high efficiency and Order can't. A slight tweak such as 5000|500 instead of the 2000|1000 to start the game might actually do a lot of balancing all on its own as Order would be able to stream gold only units, Chaos wouldn't be able to go for Marrow+Medusa start to shut down Order on shorts and Ele would have to stop running all miners on gold much quicker into the start game which would reduce Ele's gold income.
Nov 8, 2015 2:34 PM #1414096
I would say maybe 1000|1000
Nov 8, 2015 3:03 PM #1414100
Quote from AsePlayerI would say maybe 1000|1000
This would no longer really be DM... amounts too low.
Nov 8, 2015 3:14 PM #1414101
In general units that move forward are fast than those that run backwards. (I'm talking slight difference not massive) or at least it seems that way. my juggerknights have sometimes been caught by spears when retreating.
Nov 8, 2015 4:10 PM #1414104
Quote from AsePlayerI would say maybe 1000|1000
It's not really that 'death matchy' then?
I mean 1000|1000 would still leave open Chaos's Medusa + Marrowkai start which could mean Order still loses shorts, but I guess with that gold reduction Chaos would actaully sacrifice other things to go for the Medusa + Marrowkai shutdown. Ele would collapse on just 1k starting gold but frankly that's a different issue altogether. I think raising rather than lowering the total starting is best for the game to really feel like a deathmatch.
Quote from SevarusIn general units that move forward are fast than those that run backwards. (I'm talking slight difference not massive) or at least it seems that way. my juggerknights have sometimes been caught by spears when retreating.
This was added over a year ago, units chasing run faster than ones fleeing for obvious reasons.
Nov 8, 2015 6:01 PM #1414112
Quote from SkeletonxfIt's not really that 'death matchy' then?
I mean 1000|1000 would still leave open Chaos's Medusa + Marrowkai start which could mean Order still loses shorts, but I guess with that gold reduction Chaos would actaully sacrifice other things to go for the Medusa + Marrowkai shutdown. Ele would collapse on just 1k starting gold but frankly that's a different issue altogether. I think raising rather than lowering the total starting is best for the game to really feel like a deathmatch.
This was added over a year ago, units chasing run faster than ones fleeing for obvious reasons.
Up gold, eliminate short maps, or fix the longer upgrade time for order units to have damage output powers.