Poll: Should unit spawns be changed when a player drops?
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Yes, that might help with 4v5 game balance.
28.57%
2 28.57%
No, I don't think that would help.
71.43%
5 71.43%
Total 7 vote(s) 100%
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How to balance early leaver.
#1
Early leavers are imbalanced.. the team with 4v5 generally gets a gold and exp boost early, when it matters most, and in the league games I play they win 80% of the time. That 20% that they lose is only if the early leaver was their best player.

But, later game it is a disadvantage to be 4v5. Let us look at one of the major causes of this: force spawned units.

Early game mid, the team with only 2 players gets the same amount of spawn as the team with 3 players, so they get more gold each, and they level up faster. This is devastating when both mid players can get level 10 tanks with double nukes before a single opponent reaches 10.

Late game, the spawned units get very strong, and it actually matters when a push rolls in with enemy players and many creeps.

The solution is to change the spawn when a player drops. If Light Force loses a player, than reduce the spawn that comes from Dark Force base.. (in mid only). It takes away the ridiculous exp/gold advantage early, and also reduces the strong creep pushes later. Yes? Why not?
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Messages In This Thread
How to balance early leaver. - by toyboatt - 2011-07-12, 22:24:55
RE: How to balance early leaver. - by UnifiedDoom - 2011-07-12, 23:09:39
RE: How to balance early leaver. - by toyboatt - 2011-07-15, 12:23:42
RE: How to balance early leaver. - by UnifiedDoom - 2011-07-15, 22:30:38
RE: How to balance early leaver. - by gozo1985 - 2011-07-22, 16:05:15

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