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Units archetypes - statistical analysis

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5 years ago
quote:
What insights did you get from these diagrams that you didn't already know?


It's not about insights but about confirming my beliefs with data about unit roles.

Raiders don't hit 100% of the time compared to many laser weapons static defense has and all scouts do. It's more apparent when units try to hit fast units like flea or planes. Amph duck's missiles can be outrun.
+0 / -0

2 years ago
I liked this idea and want to revive discussion about it, would you like this information placed somewhere (wiki/load screen) or not?
+2 / -0
2 years ago
yeah sounds mildly useful, but needs more commentary I guess, especially for "go-to" things like raiders
+0 / -0
Ok if people are not interested and consider it mildly useful, then I'm not putting any work to finish it. My first idea about it was to make an infographics (possibly converting into one/few loading screen series) about units archetypes and their interactions for beginners coming into the game to have more clues about balance in this game. I just wanted to make sure I'm not biased/wrong about this - that's why I reached for data to make sure it's correct with my assessment, hence this thread to share my findings vs expectations.

I think I got many people confused who thought that it should be universally useful/insightful for everyone.
+1 / -0

2 years ago
I find your graphs very useful, and suggest you continue your work.

As you said these are your opinions and that's fine - I think most people will trust what you say since you got to be a high-ranked player for a reason.
+1 / -0


2 years ago
A loadscreen for each unit class sounds pretty good. I think simplify the loadscreen graphs to Damage, Accuracy, Health, Speed and Range. Health and damage would be divided by cost in the background.
+1 / -0
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