@Emperorism said:
wow theres a lot of posts about didnt have time to read em all but as far as i read,no u cant balance RTS with TT rules,why?
1st and fromost cuz in TT fights are turn based,maybe they can be applied to a turn based strategy game but not rts
then again idk if u guys remember dow2 days or not but having multiple types did not help at ALL,it made the balance such a night mare and if u ask most after so many patches directed at nobs they still werent balanced,hence they moved to dow3 2 type,and u all can scream the game is not balance now so why even care or change it
but,even 1 balance patch is not out yet,w8 and see the changes they made to game design makes game easier to balance and after a year or so come here and if balancing were still hard like dow2 then u can be right
Elite mod is quiet nicely balanced though....
better than vanilla ye but still ask the team what a hard job was balancing it
and theres a lot that ur not taking into account
like they didnt work from nothing and build a game and that kind of stuff
they had a finished game and engine and they worked on that to make the game more balanced or add some units or faction but still they didnt have to go thro budget and place 1 person in charge of balance while rest of the team are working on coh 2
anyway what i ment to say was ye they did a good job but still doesnt mean dow2 wasnt hell to balance
dow3 sure got a lot of balance problems but dude still 1 patch hasnt come out yet(balance wise)
wow isnt balanced after 13 years of constant balancing yeye i know different genres and everything but still 13 years working on 1 game and not achiving balance,give it some time,adding more units or making various types of 1 or armor type is not gonna help,its not TT,its a RTS game,1st they should make a good RTS game then work on translating WH40k rules to it,not the other way around
@Kharneth said: @redScare You're certainly right that the TT is not the epitome of balance, but it should be, in my opinion, the place you'd start when designing a 40k RTS.
So, one issue with DoW3 is that you can't see the flamers. The flamer does not exist unless the enemy is using the flamer ability. The marine that uses the flamer is using a bolter when not using a flamer, so it's literally impossible to see him. This is one problem, I'd say.
But I don't think it's hard to see the plasma guns, even if there was only 1 in the unit it's pretty easy to see with the blue glow. Additionally, I don't think it's a requirement to be able to see what weapons your enemy is wielding. I mean, if you can tell what it is that's great, but if you can't than that's just part of the difficulty with battling.
Currently tactical marines cannot do anything to defeat vehicles, which makes no sense. Tactical Marines should have flamers, plasma guns, meltaguns, missile launchers, heavy bolters, or lascannons. So that they can adapt to a situation. Devastators are just more specialized tactical marines that exclusively use heavy weapons, and in large numbers.
Like, we could look at the Predator. In the tabletop, the Predator comes with an Autocannon and that's it. You can add a heavy bolter to each side OR a lascannon on each side, but you don't have to. You can also replace the Autocannon with a twin-linked Lascannon. So, this really turns the two Predators into more like 4 realistic options. Autocannon and heavy bolters are anti-infantry. Autocannon and lascannons are anti-light vehicles. TL Lascannon and lascannons are anti-heavy vehicles and is the most expensive version. Then you can also simply take the autocanon predator or a predator with only a twin linked lascannon. These are much cheaper and allow you to essentially put more tanks on the field, but with less firepower. This saturates your army with armored vehicles and is very useful if you are planning to go vehicle heavy.
Every new unit or new option increases the challenge for balancing and also adds to production time. I do get it, it's just mostly wishful thinking.
Ok so lets just remove Devestators in DoW 3 and slap tge heavy bolter and Las cannon upgrade everything on the TACS.
See what i did there?
There is a reason why relic did what they did with the Tacs. They didnt want tacs to be a Magic Batman unit that can counter anything in the game with little brain or foresight needed. I like what relic did and it was a good decision.
Comments
Diogen84
Making range dreds less durable will trick this issue.
Emperorism
better than vanilla ye but still ask the team what a hard job was balancing it
and theres a lot that ur not taking into account
like they didnt work from nothing and build a game and that kind of stuff
they had a finished game and engine and they worked on that to make the game more balanced or add some units or faction but still they didnt have to go thro budget and place 1 person in charge of balance while rest of the team are working on coh 2
anyway what i ment to say was ye they did a good job but still doesnt mean dow2 wasnt hell to balance
dow3 sure got a lot of balance problems but dude still 1 patch hasnt come out yet(balance wise)
wow isnt balanced after 13 years of constant balancing yeye i know different genres and everything but still 13 years working on 1 game and not achiving balance,give it some time,adding more units or making various types of 1 or armor type is not gonna help,its not TT,its a RTS game,1st they should make a good RTS game then work on translating WH40k rules to it,not the other way around
CANNED_F3TUS
Ok so lets just remove Devestators in DoW 3 and slap tge heavy bolter and Las cannon upgrade everything on the TACS.
See what i did there?
There is a reason why relic did what they did with the Tacs. They didnt want tacs to be a Magic Batman unit that can counter anything in the game with little brain or foresight needed. I like what relic did and it was a good decision.