Balance vs New Units

Generic non-balance topics.

New units vs balance

Units
17
35%
Balance
31
65%
 
Total votes: 48
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Torpid
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Re: Balance vs New Units

Postby Torpid » Mon 02 Dec, 2013 8:07 pm

Flash wrote:@Torpid
Just as you are disgusted with the results of the poll, so too am I disgusted with your response. It's a poll. With more than one answer. What would be the point of a poll with one correct answer? The derision is neither wanted nor appreciated. The division of dichotomies that you have constructed do no good here.


I don't think there is a point to this poll.
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sterling
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Re: Balance vs New Units

Postby sterling » Mon 02 Dec, 2013 8:17 pm

Flash wrote:In General:
I voted new units. Do I play vs bots? Only If I'm procrastinating my homework and there are no games up. Am I a noob? I have 860 some hours in this game now, a significant portion of which occurred while playing the elite mod. You might consider that "noobish", I don't know. Seems like a bit of a stretch though. Why did I vote units? Because I am satisfied with the progress of the balance improvements made to this mod over time. Changes are well thought out, and are incremental. New units aren't just arbitrarily thrown into the mod. I do not believe balance and the addition of new units are mutually exclusive. I expect balance and new content to increase for as long as the mod team is willing to continue this project. Keeping static will kill this mod, along with the rest of the playerbase, and I fear that waiting for new content to 100% perfectly balanced every time it is introduced is going to mean that content will basically just not be added. Perhaps I'm coming at this differently as I see this project as an expansion of the game it self instead of only a re-balancing of what is already there.


This, more or less.

I don't think anyone here wants elite to end up like Codex edition. However its already more balanced than vanilla and, as has been mentioned before, not everyone here is ultra-competitive and the new units and whatnot are what draws new people in and keeps them coming back.

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David-CZ
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Re: Balance vs New Units

Postby David-CZ » Tue 03 Dec, 2013 8:30 am

Flash has a point. Plus I think new units can serve as the means of balance in certain cases. For example GK could definitely use greater unit variety.
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xerrol nanoha
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Re: Balance vs New Units

Postby xerrol nanoha » Wed 04 Dec, 2013 7:31 am

David-CZ wrote:Flash has a point. Plus I think new units can serve as the means of balance in certain cases. For example GK could definitely use greater unit variety.


Well, not sure Grey Knights is the best example because it's an entire new race :)

So long as Grey Knights have an incomplete roster (and lets face it, if retribution chaos had an incomplete enough roster to gain Raptors, Terminators, and a shiny land raider, then grey knights isn't close to complete) then there will always be as much of a NEED for new units as there is a need for adjustments of balance :)
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Re: Balance vs New Units

Postby crazyman64335 » Wed 04 Dec, 2013 4:05 pm

OR instead of cranking out all these new units we tweak the ones we already have to fit the roles the new units would? It's not impossible. Adding new units creates all sorts of different changes whereas tweaking current units would probably be the easier option. Adding upgrades, changing ability values etc
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Re: Balance vs New Units

Postby David-CZ » Thu 05 Dec, 2013 9:50 pm

crazyman64335 wrote:Adding upgrades, changing ability values etc

But that's not always possible. For example you can add upgrades to IG or SM but Eldar for example have different aspects for different roles. And I can't really imagine Nids getting upgrades on their units.
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Re: Balance vs New Units

Postby Faultron » Fri 06 Dec, 2013 7:52 am

(i voted balance)

So before we make any new commander and race after Tau (tau gonna be last race i think)
In my opinion
we cant add 4. commander for standard races
what should be fair is 3-3 commander for GK and Tau, for balance, and fairplay or whatever.

we cant rly expect balance or fair thing if chaos got 4. commander and GK has 2, Tau 1,
others 3.
even if some races still gonna be better with that 1 or 2 specific commander, all races should have 3 commander. not 1-2 or 4.
but anyway the modders will decide and make new content for what they like.
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Re: Balance vs New Units

Postby crazyman64335 » Sun 08 Dec, 2013 7:20 pm

David-CZ wrote:
crazyman64335 wrote:Adding upgrades, changing ability values etc

But that's not always possible. For example you can add upgrades to IG or SM but Eldar for example have different aspects for different roles. And I can't really imagine Nids getting upgrades on their units.

the nids got their squad leaders and that upgrade seems to work rather well.
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Sub_Zero
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Re: Balance vs New Units

Postby Sub_Zero » Sun 08 Dec, 2013 7:48 pm

We say GOOD BYE in the next update to brood leaders =) I think we should keep hormas' leaders, termas' leaders seem really broken. In late game you have a venom brood and 2x termagaunts (2/3 of a venom brood) to deal with, you just can't tie up/force off all that AV
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Caeltos
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Re: Balance vs New Units

Postby Caeltos » Sun 08 Dec, 2013 8:47 pm

The problem is that with how tyranid synapse is currently working, is a big mechanical obstacle, and for future reference, sergeant leader types are probably going to have to go out of the window onfortunately.

Unless Lulgrim/Thomas can figure out a way to work-around the issue, it's more of a problem to work with rather than go along with it.

Lulgrim can fill in the blanks if he wants to, but the short story is - Lots of problems with "Sergeant" types for the Tyranid arsenal.
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Re: Balance vs New Units

Postby [TLV]Soul_Drinkers » Sun 08 Dec, 2013 8:59 pm

Which is why relic nvr touched.upon it and left other unit choices to have synapse. I like the swarm purchase but leadera is a bit over the wall and i find cannot be implemented.without making them to strong
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