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@Shaman here are some high ELO matches for you to watch. Some units are great while some are far too strong in certain situations. It's a good area in order to identify what is OP for the current moment. I estimate that right now Future Wars is balanced in the early game at 90%, mid-game at 90%, and late game at 80%.
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@Shaman here are some high ELO matches for you to watch. Some units are great while some are far too strong in certain situations. It's a good area in order to identify what is OP for the current moment. I estimate that right now Future Wars is balanced in the early game at 90%, mid-game at 90%, and late game at 80%.
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Here are the rest of the battles:
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Here are the rest of the battles:
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@B1502770
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@B1502770
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@B1502785
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@B1502785
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@B1502823
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@B1502823
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@B1502815
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@B1502815
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@B1502792
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@B1502792
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@B1502803
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@B1502803
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@B1502809
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@B1502809
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Highlights
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Highlights
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* Cloakies are effective and powerful early in the game; they have a suitable unit composition for fighting other factories.
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* Cloakies are effective and powerful early in the game; they have a suitable unit composition for fighting other factories.
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* Jumpers have a great deal of impact early in the game, especially on maps with hills. Ravaged maps illustrate this especially when you raid with pyro.
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* Jumpers have a great deal of impact early in the game, especially on maps with hills. Ravaged maps illustrate this especially when you raid with pyro.
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* Heavy tanks and light vehicles dominate the flatlands, while ravagers and minotaurs can control the entire battlefield if built up to a critical number (3-4).
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* Heavy tanks and light vehicles dominate the flatlands, while ravagers and minotaurs can control the entire battlefield if built up to a critical number (3-4).
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* Gunships and planes can be useful early on against ground factories if you manage to raid and switch to a ground factory as soon as possible.
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* Gunships and planes can be useful early on against ground factories if you manage to raid and switch to a ground factory as soon as possible.
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* The Strike commander is currently one of the most balanced commanders.
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* The Strike commander is currently one of the most balanced commanders.
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* Recon Commanders should be granted an early speed buff in order to compensate for their weakness when fighting against other stronger commanders. The levels range from 0 to 3.
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* Recon Commanders should be granted an early speed buff in order to compensate for their weakness when fighting against other stronger commanders. The levels range from 0 to 3.
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* Bombard commanders are weak early on in 1 vs 1, you will need a robust composition factory to be able to withstand early raiders.
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* Bombard commanders are weak early on in 1 vs 1, you will need a robust composition factory to be able to withstand early raiders.
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* Riot commander was not thoroughly tested, but I think it needs some regeneration between levels 0 and 3 to compensate for the fighting skills of the other commanders.
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* Riot commander was not thoroughly tested, but I think it needs some regeneration between levels 0 and 3 to compensate for the fighting skills of the other commanders.
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* Support commanders require something to make them more viable in the early game. Having more storage capacity and a larger build range does not actually make it more effective against raiders and high ELO players who use different commanders.
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* Support commanders require something to make them more viable in the early game. Having more storage capacity and a larger build range does not actually make it more effective against raiders and high ELO players who use different commanders.
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