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Closing the High Bounty discussion (last words..)
#2
Quote from Prog (http://btanks.net/forum/viewtopic.php?f=...266#p34245) what is it like in hb and how it is not balanced as it should be (like normal mode)

Prog Wrote:
  • You can change Tank/get hulls at a much lower lvl becouse of the additional gold.
  • This results in a worse possibilty to use temporal advantages against people waiting for a stronger tank/hull, becouse the length of the advantage-time window is decreased.
  • Same argument can be made with porter and the opportunity window with porter against no porter being shorter and any other temporal advantage.
  • This implies different early-mid game balance in strategies. For example: artillery shot of the demolisher is way more effective in normal than in hb.
  • Total weapon damage in comparison to Creepstats differ from normal mode, neglecting their difference in creeping capacity in hb (and/or shifting it towards different weapons).
  • This Gold-to-Creep-stats difference influences all types of playstyles depending on force upgrades, namely: factories, troop command, troop command center, mines (item and demolisher), orbital control and bomb.
  • It influences the defensive capacities of towers and barricades as well, making them weaker in general.
  • Force Upgrades differ, shifting late game tank balance towards tanks without requirements, especially Frost Robot.
  • As the importance of force upgrades decrease, the importance of control points decreases as well.
  • Control Point Teleport becomes cheaper in terms of creeps-to-kill, making a more defensive orientated (camping) playstyle more viable.
  • Offensive Factories become weaker due to the lower armor upgrades.
Marvin Wrote:The first ten million years were the worst and the second ten million years, they were the worst too. The third ten million years I didn't enjoy at all. After that I went into a bit of a decline
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Re: Closing the High Bounty discussion (last words..) - by eSVau - 2010-01-21, 17:50:10



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