Bestn00b wrote:WSE sucks dick
We'll see if you think the same when i spider you next league
Bestn00b wrote:WSE sucks dick
Asmon wrote:To keep on with the IG ideas, I agree that gm should not cost more from HQ since they are indeed weak before upgrades. I find the longer reinforce time a good idea (actually it is something that has been changed several times in vanilla iirc to balance them).
Some additional propositions:
- Increase the xp given per guard killed. Atm you kill tons of gm and yet your units barely level.
- Lower the speed at which sentinels un-capture points. It's another way to tackle the sentinel without reducing its fighting power, and will mostly hurt the 2 sent build (that already struggle a bit with map control). Maybe even only allow sent to un-cap with the GP upgrade.
Atlas wrote:Asmon wrote:To keep on with the IG ideas, I agree that gm should not cost more from HQ since they are indeed weak before upgrades. I find the longer reinforce time a good idea (actually it is something that has been changed several times in vanilla iirc to balance them).
Some additional propositions:
- Increase the xp given per guard killed. Atm you kill tons of gm and yet your units barely level.
- Lower the speed at which sentinels un-capture points. It's another way to tackle the sentinel without reducing its fighting power, and will mostly hurt the 2 sent build (that already struggle a bit with map control). Maybe even only allow sent to un-cap with the GP upgrade.
Xp yield is an interesting idea..
Antandron wrote:XP is related to Red, yes? More red = more XP? Then standardising red a little ensures that players are getting an appropriate amount of XP for the units they are killing.
BbBoS wrote:Just an idea for a Sentinel change, not sure if it is possible in the DoW2 engine. Also, the 50% health change is just used as an example, the actual percentage can be different, this is more of a concept:
- Reduce the health of the Sentinel to 375
- Give the sentinel some sort of armor plating upgrade which increases the Sentinel's max health from 375 to 750
- The sentinel can come with this upgrade by default, this allows its max health to be 750
- If the sentinel loses too much health (drops below 50% for example), it will lose this upgrade, meaning its maximum health is now down to 375
- The upgrade will now need to be re-purchased again for a small cost (25 req) and will be more vulnerable during this time, it can have something like a 10-15 second cooldown so the Sentinel is forced to back away or the IG player can be risky and keep it in the fight. Ideally, once the upgrade is purchased, the health of the Sentinel will remain the same number value as opposed to it remaining at the same percentage.
Just an idea, so you can have a Sentinel that can be "bleed". Values can be changed to anything else.
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