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Would an engineer mobility and defense buff be balanced? I'm thinking the engineer should have enough defense to survive a speeder attack on normal hexes. For most of my TvS, I always use speeders to snipe lone engineers, so this change would require me to use 2 speeders for sniping. And that speeder speed buff over the summer didn't help matters.
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Will you still be able to see the map after your base is captured?
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UV, battery, and engineer changes all sound great. (also would be great if UV affected buried lings )
How about giving the marine a special ability against only titans? They lose one or two health, but their ground heavy attack increases to 8 or so. (10 is the ground heavy of a sap tank). And of course this ability would last for only 1 round, and I think a cooldown time of 7 or so rounds would be appropriate.
It seems that marines are only really being utilized against krahls/saps because of their AA; so why not make them more viable against titans?
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I don't mind; either one is fine for me.
I'll be buying Uniwar HD anways, to support the devs.
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johnalei wrote: However, I think being a top player, you should tell the whole story. At the time of the "luck" hit, you already 250p behind. And about the "lucky" hit, you should let the readers know it was a 10p marauder attacked by 3 marauders, 6p + 8p + 10p. If you think the last hit my 10p marauder kill your 5p (which was brought down from 10p by the 6+8 ) was unbelievable lucky, I would say 6p+8p+10p marauders kill a 10p marauder is normal.
If this is true, then I think john didn't get lucky. I agree it's quite probable that a 6, 8 , and 10 marauder would kill a 10 health marauder.
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Yeah just figured out the formula, there definitely is some chance of hitting a plasma for 1 damage.
Basically in the equation p = 0.4, and there are 60 tries to get a number > 0.4, with each try ranging between 0-1.
After you find the total number of tries >0.4, you divide that by 6 ,and get the damage done.
So therefore, in your scenario, only 6/60 randomly chosen numbers were >0.4.
Not very likely, but seems possible.
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Here's the formula for you. A dev posted this a while back.
First, the variables:
A = Attack strength of the attacking unit
Ta = Terrain modifier for the attacking unit
D = Defense strength of the defending unit
Td = Terrain modifer for the defending unit
B = Gang up bonus
H = The attacking unit's health points.
Next, the formula:
p = 0.05 * (((A + Ta) - (D + Td)) + B) + 0.5
if p < 0 then p = 0
if p > 1 then p = 1
This is how to figure out the damage:
1. Pick one unit to be the attacker and the other to be the defender.
2. Use the formula above to obtain p.
3. Take H and multiply by 6. This is the number of random numbers (r) generated between 0 and 1. For every r < p a hit is counted.
4. The total number of hits divided by 6 is the number of damage the defending unit will receive.
5. Switch roles between the units (attacker becomes the defender and vice versa).
6. Use the same formula above.
7. Once both units have attacked the damage points are calculated into their health points.
I will use a quick example:
Underling vs Marauder both on Plains
If you use the formula you see that the Underling has a 30% probability of dealing damage for each of its health points whereas the Marauder has a 75% probability of dealing damage for each of its health points.
If the Underling were on a Mountain though, the numbers change to 40% for the Underling and 55% for the Marauder.
That's it!
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Mass garuda beats mass aquatic I believe. (definitely hydronauts)
Helis are only good against hydros, really. They're not very cost effective against levis and destroyers imo.
But don't try swarmers against aquatic. They do about 2 damage each and take 8 in return.
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waxoid wrote: Can you list the map/matchups that the top 50 consider unfair, so that there is consistency in asking for or accepting draws? Is there really complete agreement on the list?
I think most people assume that the level of 'unfairness' gets increasingly hazy, such that it becomes too hard to decide what's 'too unfair' vs. just a little unfair and normal. Maybe the interesting list is – what matchups are considered perfectly fair? I'd be a little surprised there is such a list, given that the rock-scissors-paper dynamic and even in same race games someone is red.
Absent such a list, I don't think any effort at shaming people when they don't accept draws is likely to work.
+1
TBH, the only matchups I find to be 100% fair are mirror matches. All the other matchups, regardless of the map, will be unbalanced in some way or another.
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Sounds like a great idea!
I fully support this notion :p
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I found the attack formula thingy-
rolando wrote: Many players have asked for this so here it is!
First, the variables:
A = Attack strength of the attacking unit
Ta = Terrain modifier for the attacking unit
D = Defense strength of the defending unit
Td = Terrain modifer for the defending unit
B = Gang up bonus
H = The attacking unit's health points.
Next, the formula:
p = 0.05 * (((A + Ta) - (D + Td)) + B) + 0.5
if p < 0 then p = 0
if p > 1 then p = 1
This is how to figure out the damage:
1. Pick one unit to be the attacker and the other to be the defender.
2. Use the formula above to obtain p.
3. Take H and multiply by 6. This is the number of random numbers (r) generated between 0 and 1. For every r < p a hit is counted.
4. The total number of hits divided by 6 is the number of damage the defending unit will receive.
5. Switch roles between the units (attacker becomes the defender and vice versa).
6. Use the same formula above.
7. Once both units have attacked the damage points are calculated into their health points.
I will use a quick example:
Underling vs Marauder both on Plains
If you use the formula you see that the Underling has a 30% probability of dealing damage for each of its health points whereas the Marauder has a 75% probability of dealing damage for each of its health points.
If the Underling were on a Mountain though, the numbers change to 40% for the Underling and 55% for the Marauder.
That's it!
The UniWar Team
Meh, I guess luck is an important part of the game.
Hmm.
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What do you guys think about the luck factor in Uniwar?
i.e. sometimes a swarmer without gangup will do 3 damage or 1 damage to a garuda, instead of the usual 2 damage.
I feel that luck shouldn't be in a strategy game. Many games that I have won/lost all have come down to one lucky shot that managed to kill one of my opponent's/my key units.
I personally think that there should be a preset damage number for each unit. In other words, those yellow and orange dots that predict how much damage you'll do/take should be correct 100% of the time.
Your thoughts?
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Which maps are you hosting them on? Some maps can't be hosted on rated anymore, such as Green Valley, etc.
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waxoid wrote: Good point about needing to balance buffs with nerfs, though I don't think the plasma tank needs to be nerfed. (To help Khral-Titan balance, dropping swarmer g. heavy attack to 4 may be something to consider.)
So what to do with battery? Can mobility be upped to 9? The thing is on a truck, after all. This would help in late game positioning vs. walkers, and would generally allow Sapiens to mount more aggressive pushes. Seems reasonable in the face of the speeder buff, might be unbalancing on some maps.
I like the swarmer and battery ideas. I think maybe 8 mobility would be good for the battery (one less than marine)
As for balancing KvT, there needs to be a nerf for the ants and wyrm (possibly).
Right now early wyrm aggression with ants and swarmers are just too much to handle for titans.
If anything, wyrms should cost 600 credits IMO. They're much more useful than a battery, as their attack after move makes them considerably more dangerous.
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Sap tank's ground heavy attack is increased from 9 to 10.
This helps balance out tvs a bit, as sap tanks fare slightly better against plasmas now (before it was usually 2 damage to plasma and 4 to sap tank, now it's 3 to plasma and 4 to sap tank)
TvS still isn't balanced yet, but I'm glad the devs are taking a step towards the right direction
I guess I'm personally hoping for a battery buff next, how 'bout you guys?
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