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8.50 Armor Reqs Complaint
#1
Ugh, at leat in 8.49 you could request armor requirements that made sense. In this version, they are reduced too much. What does an armor req of 3 for heavy tank do? That's hardly a requirement... Also why have the armor reqs for all tanks been lowered by 2? I vote for putting armor reqs back where they previously were.
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#2
They were lowered to standardize the calculations across the board & to make an easement for the shredder. Otherwise the shredder will have a lvl req.
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#3
IMO, all tanks should have an armor req (not sure about rounding up or down) = (cost of tank) / 1,000 with the exception of any tank that costs 3,000 or less since you start with that much money and that gives early game picks/strats more variability. Adding armor requirements to tanks that previously did not have them is to force players to pay more to get them sooner or to wait. The reason that makes the game more balanced is because it widens the viable strategies people can use. If no armor reqs existed, there would be only 2 strategies - get the most expensive tank that doesnt have an armor req as soon as possible or become the exploder. Not only is the money for the HP better than any hull you can purchase b/c it doesnt take up an item slot, you also get the added benefits of higher armor enabling you to take more damage from creeps and buildings as well as more advanced abilities, which usually translate to more killing power (as in the case of the demon tank which is really good at assassinating). You also get more free item slots this way too.

So... if you have a game where one player is ahead, all they have to do is be smart and get a DT before other players and the game is over. Having armor reqs makes them invest more for that tank or purchase guns or hulls which they will most likely ultimately have to sell, resulting in a net loss of half the purchase price, in order to advance, thereby inhibiting how quickly they can become stronger.

As far as the inf and titan, I personally think their armor reqs should stay where they previously were. Getting an inf early game can easily = gg.
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#4
Lol at complains...

Ever played a .48 pros game? It was more like a .48 mass DT game until someone breaks away and get an infernal. Was really not enjoyable.

Requirements screws that up. If your team wants DTs, they need right away to invest into armor upgrades... oh, don't feel like having a player drop behind due to mass upgrades, you start taking heavy tanks instead? OH OH... well, you get my point...

Also, tanks like Frost Tank are now viable options... if demontank is a level 8 req and frost tank a level 11... it makes sense... before, it was a level 0 req vs a level 13 req... gimme a break.

Anyway, you get my point, GOGO requirements!!!
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#5
Maybe everything from Demon Tank up should have armor req of it's level, everything else has no requirement. Especially with alot of people recently rushing demon tank ----> poisons.
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#6
NoobStrike, I think you misunderstand me. I'm in favor of the current armor reqs vs. none. However, the previous custom mode to add armor reqs made more sense bc all armor reqs = tank cost / 1000. having HT cost armor 3 doesnt do a damn thing. DT at 8 is too low too.
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#7
xenocide85 Wrote:. DT at 8 is too low too.

Without armor requirements you will normally see demons appearing @20-25 mins mark. DT at level 8 is a good 40 mins into game. That is still too early???
So how long shld the game last? 2 hours minimum?
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#8
An hour is optimal, we all do have lives, afterall.Smile

Therefore I think some tanks, most often rushed ones, should have higher armor reqs than others which are not often used.
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#9
Quote:Without armor requirements you will normally see demons appearing @20-25 mins mark. DT at level 8 is a good 40 mins into game. That is still too early???
So how long shld the game last? 2 hours minimum?


Well of course not, and from the few games I played on 8.48-.49 with custom armor reqs that had 10 for DT, I don't remember the games taking any longer. The way I see it, having 1:1 armor reqs to tank cost / 1000 doesn't prolong the game - you're still earning money as quickly as before and can buy weapons and hulls. IMO, what it *DOES* do is maintain the utility of using tanks that aren't the best buy for the armor level. For example, if DT is going to be ready at level 8, you have no reason not to plan on saving for it and getting it as soon as its ready. On the other hand, if it's available at 10, you have time to try other strats with varied tanks and items.

Another example of an ineffective armor req is the Heavy Tank. I understand they did an across the board lowering of the 1:1 armor req to tank cost / 1000 by 2 (being Titan 25k AR 23, Inf 16k AR 14, DT 10k, AR 8, etc.). But honestly, most players dont get 5500 to quickly before armor level 3 and the whole point of having armor reqs is to inhibit tank rushes since they are the most logical choice to rush.
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#10
xenocide85 Wrote:
Quote:Without armor requirements you will normally see demons appearing @20-25 mins mark. DT at level 8 is a good 40 mins into game. That is still too early???
So how long shld the game last? 2 hours minimum?


Well of course not, and from the few games I played on 8.48-.49 with custom armor reqs that had 10 for DT, I don't remember the games taking any longer.

I'm not sure what you are talking about. I've added the new requirements option together with the lowered requirements for all tanks in 8.49 (as you can easily see in the changelogs). This means, there has never been a Demon Tank with an armor requirement of 10.

I might increase the requirements again by 1, but only for all tanks, I won't benefit single tanks because someone says the tank is underused, because this will only cause further imbalances and discussions.
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#11
Oh, perhaps I remembered incorrectly... I thought I rememebred playing w/ custom armor reqs that were = tank cost / 1000. Anyways, I would be in full support of increasing all tanks, flatly, by 1 or 2 (with the exception of any tank that costs 3000 or less).
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