2010-12-07, 04:51:29
Honestly, I don’t play the game as much as I used to – but imbalance was a problem I noticed and was hoping would be worked on. As TFK noted, a 5v5 is ideal, a 5v4 gives the team a 4 an early game advantage, a 5v3 gives the team of 5 an advantage if they have some competent level of teamwork, and a team of 5v2/5v1 is almost impossible to deal with. I don’t have too many good solutions, but here what I think the problem is and maybe this post will spark an idea for you guys. I want you to take notice on a few things:
- The early game, middle game, and late game are different – in a sense that people’s playstyle change as the game progress, so we should consider each game phase separately.
- In the early game, players spread themselves out the maximize farming.
In a 5v4 - Generally the lanes split into a 1-3-1 split vs. a 1-2-1 split… For the team with 4 players, they are at an advantage in TWO lanes, but at a disadvantage in one. Of course, the two 1v1s in the side lanes favor the leaver-side team in this situation, simply because they will have more gold to buy another tank/weapons. In the middle, this is a bit more balanced – with the leavers-team having extra gold and experience, but the team of three having greater numbers.
In a 5v3 – To maximize farming the team of three will usually attempt to split in a 1-1-1 fashion, while the team of five will either stay as 1-3-1 or 1-2-2. As is the case that tends to happen - either the team of three is being overwhelmed in one lane by three players, or at a disadvantage by because they are in a 2v1 situation in two lanes.
- Tier 2 and Tier 3 tanks are much stronger than Tier 1. Players who reach these tanks first will have a window of opportunity to dominate their opponents and squeeze out kills. The faster they generate gold, the bigger the window. In order for the team of 4 (or 3) to gain the upper hand - they MUST use this window in order to win the game, otherwise they will lose in the late game.
- In the middle game, players spread themselves out to make their CP push or defend. If a player leaves in the early game, the team with less players will begin this phase at an advantage. However, if the player leaves in early-middle game, it’s generally not skewed to far to one side. On one hand – the team with less players still have a chance to capitalize on their extra gold and get a few kills on the other team, but at the same time their opponents are leveling up and things tend to balance at this phase when everyone begins to grab their ultimate/Teir 2 tank.
- In the late game, players COME TOGETHER to make their final push against the base. Most battles are usually not dictated by 1v1s, 1v2s, 2v2s, or 3v3s… In this case the team is usually close to each other and battles are a matter of 5v3 or 5v4. In this case, the players with fewer numbers are at a huge disadvantage – because late Teir 2 – Teir 4 tanks can push out anywhere from 3,000-10,000 burst damage on any tank. This fact is a huge counter-balance favoring the team of 5 when you compare it to the gold advantage the smaller team obtained in the early-middle stage of the game.
- Simply having more cooldowns/stuns/burst damage at your team’s disposal is an advantage itself. A huge part of the game is the tank's level - getting to level 10 is essential… As more and more people reach higher and higher levels – they're able to push out anywhere from 2000-10000 damage with their abilities in a matter of seconds. This outweighs and high tier weapon that you can buy in the shop.
- WHEN a player leaves plays a huge role. An early game leave may be an advantage to the team, but a person who drops in the late game can be devastating. Not only because 50% of the gold/100% of the experience is lost for good as TFK mentioned – but because the phase of the game is different. The early game window that the team of 4 can exploit is no longer there, nor did they ever have the chance to reap the benefits.
There's my wall of text - if you want to balance it you may want to adjust the experience and gold formulas to close off the early game advantage small teams have in the beginning of the game, and the tank skill gap when the bigger team starts getting their high end tanks. Or perhaps even making adjustment to tank abilities can alleviate this problem.
GEN - Don't be join'n High Bounty hate wagon on me - I tested a lot of neat things and learned a lot from that mode, even if it isn't quite balanced. :wink:
- The early game, middle game, and late game are different – in a sense that people’s playstyle change as the game progress, so we should consider each game phase separately.
- In the early game, players spread themselves out the maximize farming.
In a 5v4 - Generally the lanes split into a 1-3-1 split vs. a 1-2-1 split… For the team with 4 players, they are at an advantage in TWO lanes, but at a disadvantage in one. Of course, the two 1v1s in the side lanes favor the leaver-side team in this situation, simply because they will have more gold to buy another tank/weapons. In the middle, this is a bit more balanced – with the leavers-team having extra gold and experience, but the team of three having greater numbers.
In a 5v3 – To maximize farming the team of three will usually attempt to split in a 1-1-1 fashion, while the team of five will either stay as 1-3-1 or 1-2-2. As is the case that tends to happen - either the team of three is being overwhelmed in one lane by three players, or at a disadvantage by because they are in a 2v1 situation in two lanes.
- Tier 2 and Tier 3 tanks are much stronger than Tier 1. Players who reach these tanks first will have a window of opportunity to dominate their opponents and squeeze out kills. The faster they generate gold, the bigger the window. In order for the team of 4 (or 3) to gain the upper hand - they MUST use this window in order to win the game, otherwise they will lose in the late game.
- In the middle game, players spread themselves out to make their CP push or defend. If a player leaves in the early game, the team with less players will begin this phase at an advantage. However, if the player leaves in early-middle game, it’s generally not skewed to far to one side. On one hand – the team with less players still have a chance to capitalize on their extra gold and get a few kills on the other team, but at the same time their opponents are leveling up and things tend to balance at this phase when everyone begins to grab their ultimate/Teir 2 tank.
- In the late game, players COME TOGETHER to make their final push against the base. Most battles are usually not dictated by 1v1s, 1v2s, 2v2s, or 3v3s… In this case the team is usually close to each other and battles are a matter of 5v3 or 5v4. In this case, the players with fewer numbers are at a huge disadvantage – because late Teir 2 – Teir 4 tanks can push out anywhere from 3,000-10,000 burst damage on any tank. This fact is a huge counter-balance favoring the team of 5 when you compare it to the gold advantage the smaller team obtained in the early-middle stage of the game.
- Simply having more cooldowns/stuns/burst damage at your team’s disposal is an advantage itself. A huge part of the game is the tank's level - getting to level 10 is essential… As more and more people reach higher and higher levels – they're able to push out anywhere from 2000-10000 damage with their abilities in a matter of seconds. This outweighs and high tier weapon that you can buy in the shop.
- WHEN a player leaves plays a huge role. An early game leave may be an advantage to the team, but a person who drops in the late game can be devastating. Not only because 50% of the gold/100% of the experience is lost for good as TFK mentioned – but because the phase of the game is different. The early game window that the team of 4 can exploit is no longer there, nor did they ever have the chance to reap the benefits.
There's my wall of text - if you want to balance it you may want to adjust the experience and gold formulas to close off the early game advantage small teams have in the beginning of the game, and the tank skill gap when the bigger team starts getting their high end tanks. Or perhaps even making adjustment to tank abilities can alleviate this problem.
GEN_Schwarzkopf Wrote:If they can get some kills and an early decent tank the effect snowballs like it was a game in HB mode.
GEN - Don't be join'n High Bounty hate wagon on me - I tested a lot of neat things and learned a lot from that mode, even if it isn't quite balanced. :wink:
Starcraft II
PandaBearGuy.614
PandaBearGuy.614