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Balance Proposal for Hulls (that keeps diversity)


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I already posted it in the balance thread.. but there are not so many readers there. So I like to post it as an idea:

 

 

My proposal of a hull balance for more diversity

- keeps Wasp-Hornet diverse

- keeps Titan-Mammut diverse

- keeps the main focus of todays Hunter and Viking pilots in their respective hull, while balancing both;

- gives a clear designation and usecase to Dictator

 

Feedback is welcome... (pls give no ironic comments, but some that even I can understand ;))

and if someone can point this out to our chief balancing game designer, it would be usefull as well

 

 

 

in short:

 

 

Wasp-vs-Hornet:

Hornet remains a drifter but gets more acceleration/braking, to make it dodge more efficiently. The Wasp remains with better cornering speed and going around corners "like on rails". The relative speed advantage to wasp is catched up as proposed by Tanki.

 

Hunter-Viking-Dictator

Hunter becomes a crispy drive and looses its drift. Everyone that loves a wasps drive, should be happy with Hunter. It is a little more stable then today (no dancing by longrange vulcans any more).

Viking will get a little (!) of Hunters drift to receive a slightly nerve - but players used to Hornets should like it that way. Acceleration should be better then Hunter, so the dodgin is better (needed as it is longer then Hunter) But under enemy fire it stays noticeable more stable then Hunter, to balance both.

Dictator is the slowest, but still way faster then Titan. With it's large gains in stabillity and rear-mounted-turret it outperforms a viking in the role of an agile defender and midfielder; while attack is only possible on small maps (attackers will use hunter and viking, as the speed makes a difference on londer driving paths).

 

Titan-vs-Mammuth

As titan can be still affected by enemies impact force, a mammuth is virtually a fort. Mammuth also outperforms Titan in pushing power massively, so that it can push its way thourhg literaly anything. Titan in retun is a little bit more agile (speed and turning). So those two should be balaced as well.

 

 

 

 

In detail

 

 

 

You will find only numbers for speed.

Turning rate and stability are given as rating, to visualize the differnces between the tanks.

This table is intended to give a general idea how a diversed balance could look like; I would not be able to give figures without decent tests (and I bet the game designer has run a lot of tests with all his sliders in the past weeks :) )

 

vqmkix.png

 

 

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