captive purchases

Issues dealing with gameplay balance.
Thibix Magnus
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captive purchases

Postby Thibix Magnus » Sun 22 Jul, 2018 12:50 pm

before I develop some thoughts on particular units, I would like to verify if the concept seems legit for enough people instead of justifying it in another thread.

Do you think it's possible that a unit can actually be bad for its cost or tier, but you don't see it reflected in pick frequency because it fills a necessary role for a faction? Something we could call captive purchase? How then to evaluate if it's bad, if you are forced to pick it anyway?
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Codex
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Re: captive purchases

Postby Codex » Sun 22 Jul, 2018 1:46 pm

Well, yes, of course this is possible.

E.g. if a unit is the only source of AV for a faction, inevitably this unit would be mandatory in a significant proportion of games. However, its relatively high pick rate would not necessarily indicate that this unit is balanced or OP.

To gauge a unit's strength you could look at how a unit performs in the games in which its used, the winrate for the faction (especially in the games where its picked up vs not), or for example how vulnerable they are to getting beaten by the units that they counter. E.g. how vulnerable they are to vehicles.
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Thibix Magnus
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Posts: 118
Joined: Fri 20 Mar, 2015 7:10 pm

Re: captive purchases

Postby Thibix Magnus » Mon 23 Jul, 2018 9:21 am

thanks, well that was a short thread ^^
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Codex
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Re: captive purchases

Postby Codex » Mon 23 Jul, 2018 9:32 am

Other roles that would be worth considering are anti-suppression teams, anti-melee, anti-infantry blob, artillery etc.

Short thread it is. Thread locked.
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