2010-01-21, 17:50:10
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