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%
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How to balance early leaver.
#4
(2011-07-15, 12:23:42)toyboatt Wrote: Thank you for your thorough reply, most of which I agree with.

You're very welcome

(2011-07-15, 12:23:42)toyboatt Wrote: The main problem, which you gloss over, is the window of time in which the 2 mid players have level 10 tanks and tank upgrades, and the opponents do not. Not only is the group of 3 usually not level 10, but they also have less money and cash per person. In the time that it takes them to catch up to level 10, they can easily feed and lose a CP.

Now if the team of three were smart they would save for bigger tanks early on since skills>weapons in teamfights in 3v2 situations for the team with more players. Of course a level 10 heavy could easily one shot combo a bunch of level 7-9 tier one tanks. It would be much harder though if they were level 7-9 tier 2 tanks even if they didn't have any ultimates.

(2011-07-15, 12:23:42)toyboatt Wrote: 2nd, it is not accurate to compare team gold, it matters so much what the gold per player is. The team of 5, which has overall less exp and less gold per tank, requires better team play to compensate. For example they require at least 3 people to defend a CP against 2 opponents that push. This puts teamplay demand on the worst players on the team, which usually doesn't work out.

I don't see why it's inaccurate to compare team gold since the teams are fighting on a 5v4 basis. If the team of 5 raids a cp and the 4 players move to defend it you are pitting the total gold of each team, not individual gold of each player, against each other. What difference does it make that the team of 4 can win (usually) on a 1v1 basis if the gold level stands even on a 5v4 basis (actually due to default income it stands against the team of 4).

It is true the team of 5 must be more teamwork oriented; however, because each member of the team of 4 as a player must play better as an individual to compensate (If you say feed in a lane you have much less leeway since the rest of your team cannot offer support without crippling another lane). One bad player on the team of 4 would certainly be much more devastating than one bad player on the team of 5 (Both would be devasting to there respective teams of course).

(2011-07-15, 12:23:42)toyboatt Wrote: I understand your arguments about the math of gold distribution, however there is more to it than that. You should have enough games under your belt to have personally experienced it. Are you really telling me, math aside, that you don't feel like you have an advantage when someone on your team drops in the first couple minutes? You really don't get angry when an opponent drops early? Even though your logic is good, in reality the team of 4 wins most of the time if their leaver is early. Why is that? Instead of telling us how gold doesn't matter, please explain to me why the early leaver team usually wins. Then suggest a fix.

You are correct I used to feel that way, but now I no longer do. It was the addition of the assist system that buffed the team without the leaver that changed my mind probalbly. I've also lost and many games in titan wars simply because my team had one less player than the opposing team even though we blew up all of their factories. (I've won games like that too with all facs dead, but having the extra player we eventually won). I actually thoroughly explained (in my opinion) why the team with the leaver usually wins in my previous post. (Though I myself don't see the team with the leaver "usually winning" when I actually play. I just put logic behind what might cause them to do so.)

As for fixes, well I don't really have one. As of now I actually feel that if the skill levels are even (currently they usually aren't due to the league bots balancing) the team of 4 is at a disadvantage. This is because the assist system will give the team of 5 more assist gold in teamfights when they score a kill vs. when the team of 4 scores a kill simply due to the presense of more players. Probalbly a boost in assist gold for the team of 4 to compensate for this would be a solution.
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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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