I realize this kind of topic is destined to turn into a cluster$#@! pretty quickly, but let's give it a try. Please try not to berate people for their input. Even the dumbest ideas may contain a shred of truth, perhaps there is a linked issue that's been overlooked. Treat it like a brainstorming section.
Think of the top 20% of everything we can change that'll make 80% improvement in gameplay. We are just wasting time discussing PPs all day long. Consider the whole scope of faction + tech combinations vs each other, from Giga sup to OH tac.
What are the most important balance issues in the core?
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Spunkmeyer
- Posts: 2013
- Joined: Fri Jun 27, 2003 7:00 am
- Location: Contact me regarding: CC, Slayer and AllegWiki.
Last edited by Spunkmeyer on Fri Jan 28, 2011 12:22 am, edited 1 time in total.
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In C&C (at least in the earlier ones, haven't played teh newer ones) each side was practically identical. Only differences were slight stat changes, like alleg.
In Starcraft each side was completely different. Only thing that was similar were the mining practices.
In Starcraft each side was completely different. Only thing that was similar were the mining practices.
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About tech fun balance,
Tac SBs and Sup Galvs and FBs allow for more players taking part of the action and hitting targets of chance. Even with bombers you can turret for a change. But, unless you are the one driving the HTT, Exp is about flying ints and scouts the whole game.
I'd like (H)TT flying to involve more people.
Tac SBs and Sup Galvs and FBs allow for more players taking part of the action and hitting targets of chance. Even with bombers you can turret for a change. But, unless you are the one driving the HTT, Exp is about flying ints and scouts the whole game.
Last edited by SpaceJunk on Fri Jan 28, 2011 2:01 am, edited 1 time in total.

WTF are you talking about?SpaceJunk wrote:QUOTE (SpaceJunk @ Jan 27 2011, 09:00 PM) About tech fun balance,
Tac SBs and Sup Galvs and FBs allow for more players taking part of the action and hitting targets of chance. Even with bombers you can turret for a change. But, unless you are the one driving the HTT, Exp is about flying ints and scouts the whole game.I'd like (H)TT flying to involve more people.
An HTT run takes the htt pilot, good stealth scouts, stealth ints, etc.
Also how is this a balance issue?
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Sorry to Spunk for being too honest and sharing an opinion which I knew most of the community would berate me for.
Now realistic for CC forum suggestions. Which I will still probably be berated for lol.
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Make EMP dmg Major Base shields.
Make EMP dmg modifer vs minor base shields 1 (maybe 0.75), and major base shields 0.5.
Might have to raise TT cost per ship though. Like 250 or something.
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Make Dis dmg Minor bases at dmg modifers hull 3, and shield 2.
Make Dis dmg Major bases at dmg modifers hull 2, and shield 1.
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Increase all missile ranges by a multiple of 1.4 .
Increase all missile scales.
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Decrease all Int class ships' mass by multiple of 0.75 .
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Decrease cost of carriers by multiple of 0.7 .
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Maybe more to come.
Now realistic for CC forum suggestions. Which I will still probably be berated for lol.
{{{{{{
Make EMP dmg Major Base shields.
Make EMP dmg modifer vs minor base shields 1 (maybe 0.75), and major base shields 0.5.
Might have to raise TT cost per ship though. Like 250 or something.
}}}}}}
{{{{{{
Make Dis dmg Minor bases at dmg modifers hull 3, and shield 2.
Make Dis dmg Major bases at dmg modifers hull 2, and shield 1.
}}}}}}
{{{{{{
Increase all missile ranges by a multiple of 1.4 .
Increase all missile scales.
}}}}}}
{{{{{{
Decrease all Int class ships' mass by multiple of 0.75 .
}}}}}}
{{{{{{
Decrease cost of carriers by multiple of 0.7 .
}}}}}}
Maybe more to come.
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