2009-11-01, 21:11:07
Like I said in the other post, most private-normals games last 1:30, while I'd prefer it to be under an hour.
Since we both notice this problem, I'll start with some of the causes.
1. NO constant-fire weapon can shoot onto enemy factories from the 1st base wall (fence)...
Picture => http://i36.tinypic.com/2m31t7l.jpg
1050 ranged weapons fall just a tad bit short to hit the factories, while 1,300 don't attack buildings.
2. Ranged weapons favors the defender.
http://tinypic.com/r/2qspehd/4
With 1300 attack range, they effectively have a 250 yard range advantage over the person trying to attack their base factories.
3. The factories are placed very close to the towers.
http://tinypic.com/r/2d2geg9/4
This allows players to heal while defending their own towers.
4. Attackers have to run ~3000-4000 to heal.
Obviously, if you have to run back and forth from battle your at a disadvantage compared to the player that can sit there.
At the time, attackers have to either kill their opponent's tank so their base is open to attack or they have to widdle down their factories/towers so they cannot heal anymore and are required to retreat further into their base. In the early stages of the siege, that may be too overwhelming. If an attacker's aiming to destroy their buildings, he has to pass the first wall in order to close in on the first factory. This in-of-itself is a death trap for the less cautious player. Now, if he's aiming to snipe out his enemies before he attacks, he has to catch his opponent off guard because the enemy tank can move further into his own base, away from the long ranged fire. He also has to keep in mind his opponent is constantly healing, and that creeps spawn every 20 seconds. So it's a challenge in both cases, trying to hop the lines to kill off their buildings or trying to snipe out the enemies within their base.
In contrast, defenders can sit in their base firing away with mid/long ranged weapons. To their advantage, they have a tower that acts primarily as a HP block so they don't die too quickly, and if that isn't enough, a factory to keep them constantly healed.
Now I'm not asking the devteam to change to any of these, as I'm sure some of these things were intentionally put into the game. I'm merely pointing out the reasons why sieging the enemy and wrapping up the game is so much more challenging for the attacker than the early-game. If you want to change the siege gameplay, these are just a few things I noticed in-game you might want to tinker with.
1. The fact that building weapons don't have the needed reach to hit factories form afar, maybe you can increase the distance for some end-game weapons?
2. The factory and towers are placed close together, maybe you can move them apart?
3. Long-Ranged weapons are highly favorable when you're playing defense, but lose effectiveness when attackers are required to destroy buildings. If both sides go long-range heavily, sieging will naturally turn in favor to the defender.
4. The attacking CPs are far from the enemy base (minor if not almost negligible contributor). You could move the CP closer to the base they start with, but I'm sure this will likely change other things in the game - so it's probably not a good idea... But I'll put this here anyway.
psycho_dmr Wrote:its getting imba in most poblic games, because the attackers just die too often and feeding the defenders.
Since we both notice this problem, I'll start with some of the causes.
1. NO constant-fire weapon can shoot onto enemy factories from the 1st base wall (fence)...
Picture => http://i36.tinypic.com/2m31t7l.jpg
1050 ranged weapons fall just a tad bit short to hit the factories, while 1,300 don't attack buildings.
2. Ranged weapons favors the defender.
http://tinypic.com/r/2qspehd/4
With 1300 attack range, they effectively have a 250 yard range advantage over the person trying to attack their base factories.
3. The factories are placed very close to the towers.
http://tinypic.com/r/2d2geg9/4
This allows players to heal while defending their own towers.
4. Attackers have to run ~3000-4000 to heal.
Obviously, if you have to run back and forth from battle your at a disadvantage compared to the player that can sit there.
At the time, attackers have to either kill their opponent's tank so their base is open to attack or they have to widdle down their factories/towers so they cannot heal anymore and are required to retreat further into their base. In the early stages of the siege, that may be too overwhelming. If an attacker's aiming to destroy their buildings, he has to pass the first wall in order to close in on the first factory. This in-of-itself is a death trap for the less cautious player. Now, if he's aiming to snipe out his enemies before he attacks, he has to catch his opponent off guard because the enemy tank can move further into his own base, away from the long ranged fire. He also has to keep in mind his opponent is constantly healing, and that creeps spawn every 20 seconds. So it's a challenge in both cases, trying to hop the lines to kill off their buildings or trying to snipe out the enemies within their base.
In contrast, defenders can sit in their base firing away with mid/long ranged weapons. To their advantage, they have a tower that acts primarily as a HP block so they don't die too quickly, and if that isn't enough, a factory to keep them constantly healed.
Now I'm not asking the devteam to change to any of these, as I'm sure some of these things were intentionally put into the game. I'm merely pointing out the reasons why sieging the enemy and wrapping up the game is so much more challenging for the attacker than the early-game. If you want to change the siege gameplay, these are just a few things I noticed in-game you might want to tinker with.
1. The fact that building weapons don't have the needed reach to hit factories form afar, maybe you can increase the distance for some end-game weapons?
2. The factory and towers are placed close together, maybe you can move them apart?
3. Long-Ranged weapons are highly favorable when you're playing defense, but lose effectiveness when attackers are required to destroy buildings. If both sides go long-range heavily, sieging will naturally turn in favor to the defender.
4. The attacking CPs are far from the enemy base (minor if not almost negligible contributor). You could move the CP closer to the base they start with, but I'm sure this will likely change other things in the game - so it's probably not a good idea... But I'll put this here anyway.
Starcraft II
PandaBearGuy.614
PandaBearGuy.614