Forum Discussion
11 Replies
- infantyman92446 years agoNew HotshotWell considering you made the tank more expensive now you might want to drop how many you build bounties. 6 tanks still at 70 tib is a bit high need to drop it down to 4 that needs to be built.
- BattaIia6 years agoSeasoned Acenot having issues with the bounty, but I can see your reasoning.
- infantyman92446 years agoNew HotshotNeed to nerf the orca bomber against troops they one shot them and it designed against vehics.
- BattaIia6 years agoSeasoned Aceorca bomber as analogous to the NOD inferno which is also good against vehicles and infantry. While a laser/rocket squad can get a shot or two off, it's best you counter it with air or a hard AA vehicle/infantry.
But currently I don't think it needs infantry damage nerf. What is your experience that makes you think it requires it? I have read every post you have put on here and you are so arrogant thinking you know best out of everyone you are so full of * you are literally cancer on these forums you are exactly why nothing ever gets fixed properly stop trying to act like you’re somebody when you are actually nobody just an arrogant * and I am not fussed about EA seeing this because it’s not like They give a * about the customers considering they have a literally the worst customer service out of all businesses
- infantyman92446 years agoNew Hotshot
Need to iron out blitz and champs as well. I shouldn't be going against people that are in tib league no matter the reason. There are more than enough of them in the game by this point. As of right now the game is designed for you to loose to one of these types of players.
- BattaIia6 years agoSeasoned Ace
@infantyman9244 wrote:
Need to iron out blitz and champs as well. I shouldn't be going against people that are in tib league no matter the reason. There are more than enough of them in the game by this point.You are going to have a rough time then, 19th is going to be a level 9 flat event and then at the end of the month will be the first "everyone in 1 big pool with level 6 units" event.
- Well i didnt know Battalia before i joined the forum but from what i have seen he knows how most of the units work and he knows the counters for every unit. My guess is that he is around masters/tiberium league. If you were around here too you could be able to recognize that he speaks the truth. But practice makes perfect man.
And that’s why when iv played him in the past I killed him with out even trying 🤣
- BattaIia6 years agoSeasoned Ace
Sorry @bsmith8617, but... who are you in-game? I know you aren't alicia, but I've not bested her yet to date, or bikerush but I've given him as many lumps as he has given me. There is no bsmith in the top 100... So I can't say I've ever played you, but I do cast doubt on your claim of beating me without even trying. But hey, please illuminate us all on the topic =)
I think the biggest problem with the game is currently the way unit levels affect gameplay. Per unit level, a unit gains 10% life and damage, this doesn't sounds like that much, however the these effects stack and it takes effectively 1.1^2 = 1.21 (about 20%) more hits to kill a unit if it gains one unit level.
For 2 unit levels this becomes 1.21^2 = 1.46 = ~45% and three level 1.21^3 = 1.77 ~75%.
Note that at lower ranks (up to gold), the effect is less, since one can win with a better balanced deck and better micro. If you look at the tiberium league, you need to have lvl 10-11 units to have any chance. For new players this is/ becomes also very frustrating, since they can be matched against unit levels that are way higher.
Even an experienced player with a new account probably would take months to get to master league.
A possible solution would be to cap the effective level difference, i.e. damage is capped as if the unit dealing damage is max 2 levels higher. A variation of this would be apply diminishing returns (e.g. 1 level difference -> cap of 1, 2 lvl diff -> cap of 1.5, 3 level difference -> cap of 1.75, etc.. by halving the benefitrs per level).
This could further be combined by reducing the gains per level from 10% to 5% (still resulting in an effective 1.05^2 = ~10% gain).
I believe such an approach would not remove the incentive to have a level advantage, while at the same time making the game more attractive for new players.