2012-02-27, 23:25:15
All four of these feel imbalanced to me - I've listed below why I think so.
Double Mech (seriously imbalanced):
Practically impossible to kill if you're 1:1 - still you can denie the enemy from creeping. And theyre pretty easy to play if you use some macro program - which, in my eyes, kinda defeats the whole game. I mean, I don't have anything agains programs for mapping keyboard shortcuts, and yes, I could use some macro programs myself (or write some, it's not that hard), but that's just not fair to those who're out to play for fun. And even after they can be killed 1:1 (about 20 mins in game), you can still use them for free shopping as well as tower rebuild. The game, I think, should be about fun, and people should measure their skills - not their tools. Or their knowledge about imbalanced game mechanics ...
Ghost Tank (seriously imbalanced):
The creeps of the ghost tank are just way too powerful. Everything else is fine I'd say, but I've seen those creeps kill a heavy tank in about 3 seconds, which isn't funny, as they take damage as well, don't give money, have a pretty low cooldown, level up for free with troop upgrades, and can't be killed anymore easily with many ultis (airship, gobo ulti depending on trooplevel as well as gobo ulti level). I'd say they should either
- have lower range,
- have lower damage,
- or have lower hp
Antigrav (a bit imbalanced in higher levels):
Two stuns, one is multistun, and the other is the strongest stun in the whole game. Remember that heli's bombardment stun has been reduced to 0.1 secs before, so something should be done about antigrav as well. While I find dimension shift to be in how it works, as it can backfire as will, the duration for what you can stun someone if you combine dimension shift and multistun is just way too long. Reducing shift duration would fix it imho.
Medivac (a bit imbalanced in higher levels):
weapon invulnerability is fine, as you can still kill with skills, but used as support skill for more than yourself it can get pretty overpowered. On the other hand, at start it's not that strong. So I'd vote for having the duration upgraded on the lower levels, while downgrading the duration on the higher levels. Or, another option (if that's possible): Instead of invulnerability, make it evade 75% and just upgrade lower level duration.
I hope there's gonna be some discussion now, as otherwise it would seem to me that everybody just knows about this and accepts it silently
And yes, I've had those thoughts for some time now, but as I've been playing btanks for more than 4 years now I know you should watch stuff for some time before voicing your oppinion on it.
Btw: Thanks to all the btanks devs, supporters, forum admins, bot provider(s), ... !
.50
Double Mech (seriously imbalanced):
Practically impossible to kill if you're 1:1 - still you can denie the enemy from creeping. And theyre pretty easy to play if you use some macro program - which, in my eyes, kinda defeats the whole game. I mean, I don't have anything agains programs for mapping keyboard shortcuts, and yes, I could use some macro programs myself (or write some, it's not that hard), but that's just not fair to those who're out to play for fun. And even after they can be killed 1:1 (about 20 mins in game), you can still use them for free shopping as well as tower rebuild. The game, I think, should be about fun, and people should measure their skills - not their tools. Or their knowledge about imbalanced game mechanics ...
Ghost Tank (seriously imbalanced):
The creeps of the ghost tank are just way too powerful. Everything else is fine I'd say, but I've seen those creeps kill a heavy tank in about 3 seconds, which isn't funny, as they take damage as well, don't give money, have a pretty low cooldown, level up for free with troop upgrades, and can't be killed anymore easily with many ultis (airship, gobo ulti depending on trooplevel as well as gobo ulti level). I'd say they should either
- have lower range,
- have lower damage,
- or have lower hp
Antigrav (a bit imbalanced in higher levels):
Two stuns, one is multistun, and the other is the strongest stun in the whole game. Remember that heli's bombardment stun has been reduced to 0.1 secs before, so something should be done about antigrav as well. While I find dimension shift to be in how it works, as it can backfire as will, the duration for what you can stun someone if you combine dimension shift and multistun is just way too long. Reducing shift duration would fix it imho.
Medivac (a bit imbalanced in higher levels):
weapon invulnerability is fine, as you can still kill with skills, but used as support skill for more than yourself it can get pretty overpowered. On the other hand, at start it's not that strong. So I'd vote for having the duration upgraded on the lower levels, while downgrading the duration on the higher levels. Or, another option (if that's possible): Instead of invulnerability, make it evade 75% and just upgrade lower level duration.
I hope there's gonna be some discussion now, as otherwise it would seem to me that everybody just knows about this and accepts it silently
And yes, I've had those thoughts for some time now, but as I've been playing btanks for more than 4 years now I know you should watch stuff for some time before voicing your oppinion on it.
Btw: Thanks to all the btanks devs, supporters, forum admins, bot provider(s), ... !
.50