• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

Mass route/unit balancing/make-more-interesting-ing – Take 2

Azzer

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Atm edits are taking place that only affect the test world (I have stopped applying updates across the worlds to try and stop any wrong assumptions that might spring up). As per my post here;
http://www.bushtarion.com/forums/showthread.php?t=3142
Wait for the announcement, then we can start dissecting it :p
 

willymchilybily

Landscape Designer
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Dec 14, 2007
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being very lazy and seeing 40 replies to polos post. im gonna ask polo, have you been editing and updating your first original post (it says updated 10 of this month). as no way can i be arsed to read all 40 replies

okay the routes id like to comment on are extremist/fanatic.

when i played them, i played them, i feel, resonably well. but i did play them as a highly active player. i was contactble 24/7 and online alot. and the main change i would like to them is extremiest actually being able to kill striker/robo a little. even if not very well. but then again since i played them extremists have had 2 buffs. so i will need to re-test them one of these days. but the most exciting prospect about what you proposed was the idea of rebels stunning and hence able to be buffed and keep you aive. now ofc this will need careful consideration. would have to be a perfect balance. but would make it alot more interesting for attacking purposes.

but the problem i have is if your spending funds on the rebels your not spending funds on the killers. i dont think it will ever be able to balance this because there are three unitss in need of purchasing. extremists (to kill armour although they only really strip when i used them, luckerly the attackers were to worried about getting hurt) fanatics(to actually kill health based routes pre sa fire) but now if you use the rebeles to keep you alive they will need to be bought in large enough quantities to actually stop most of the lethals. then you still need enough lethals to kill what you stunned the previous ticks.

I think balancing this is impossible.as people will just mass the rebel if its over powered, or you will still die if underpowered. I do not know what to suggest unfortunately. first instinct would be make them like attack dogs. and zerg your men. but for every attack you would be loosing so much to gain so little. would make to route much more solo firendly. but that isnt the aim of this route.

Darksider i disagree a little with you only viewing the route as attacking support. sure it is a beast of a route to stick on the end of a train, or follow on from some one, but it is very capable defensively. as although in defence your strikers fire before the attackers anyway i see that more as a leveler due to the attacker generally being larger than you. you arent being attacked by people of equal size that often. more often than not there is more of them than you. so the route is amzingly effective at complimenting any defender, and has equal justification in being seen as defencive. The only thing for sure about this route is it is definately for allie play.

also one aspect you should consider is with its current set up as you rightly say its only possible form of attack is flak, or with friends. but this in its self is also a strength. forcing the player to have that much flak is great for fakes. already establishing it as purely for allie use, its too its advantage in some ways to force it to mass flak, and gurus. The route can scare armour and health based routes cos fo its power and init last tick. so with high levels of flak you can guru a striker and make him think your real anyway. you can guru a harrier. you can kill almost every route last tick you chose to send your real at. so all that flak makes your fake defence very scary. and very easy. also at present the extremists do some health damage. and the fanatics some armour damnage which is also very nice as that over lap very helps the route effectively kill when there are layers of lethals and incoming. anyway this is from my experience a few rounds back now before the buffs. and i believe if you look at the best ratios thread no one has shown the units to do any better since then, which may be due to the lack of use.

Edit: looked at best ratio thread the extremists this round had an extra 0.16 iirc to thier best ratio now getting 1: 2.6 ish. which means those bufss were uber lame or timmythetyrant didnt kill enough easy to kill amour :p

and the fanatices did quite a marked improvement indicating my ratios werent great when i went that route as i didnt have enough armour stripping for the fanatics.

ps i think fantics actually get better than 1:1.4 on sa tbh.

anyway im rambling just raising a few more points. hope they havent been mentioned b4

sorry just seen some one suggest dragons firing r/c being rubbish. :p

try using it in allie play. effectively allows you to target a wave of attackers more effectively. especially if they send in a poor order. all your dragons will fire close and all your sirens and sorcs will fire middle (assuming on one range, who will take a bit from all) its actually really nice that dragons dont fire middle

else they would just be massed, with sorcs. from my experience of playing them last

also sirens are kick ass, and easy to use, and survive just as well as sorcs do as anything that can kill them that fires before them doesnt kill them much better than sorcs cos they are so well flakked. the route as it is is great for those three units.

i didnt use many golems so cant comment. and witch was highly dissapointing. great survivability. and a slight detrerent. but poor poor ratios considering bonus against pb's which if you think when witch is out earlyish (3rd dev) and pbs are out just before. the pbs will be en mass and flak most of the lethals. also pb's ratio on gardeners makes it hard for you to flak your witches to stop them. in short. witch appears to be highly specialised at killing terror route. and it fails to do so because of poor ratios. id switchs the qucik init for a tiny bit more amour stripping.
 
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