2010-01-14, 13:10:06
Just to mention some of the most obvious facts:
*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.
*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.
