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Title: High Elo(2500+) Future Wars
Host: USrankVorpalkitty
Game version: Future Wars v0.30.13
Engine version: 105.1.1-1363-g5450b20
Started: 16 months ago
Duration: 14 minutes
Players: 2
Bots: False
Mission: False
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Team 1

ROrankForever
Team 2

ATrankATOSTIC
Spectators
USrankAdminSteel_Blue
GBrankdyth68

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unknownrankShaman 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%.

Here are the rest of the battles:

Multiplayer B1502770 4 on Mecharavaged v1.01
Multiplayer B1502785 4 on Red Comet v1.3
Multiplayer B1502823 2 on Ravaged_v2
Multiplayer B1502815 2 on Ravaged_v2
Multiplayer B1502792 4 on TitanDuel 2.2
Multiplayer B1502803 2 on TandemCraters
Multiplayer B1502809 2 on Scaryland v1.02

Highlights
  • Cloakies are effective and powerful early in the game; they have a suitable unit composition for fighting other factories.

  • 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.

  • 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).

  • 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.

  • The Strike commander is currently one of the most balanced commanders.

  • 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.

  • Bombard commanders are weak early on in 1 vs 1, you will need a robust composition factory to be able to withstand early raiders.

  • 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.

  • 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.
+2 / -0
quote:
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.


Support commander changes for next version:

Repulsor: DPS: 75 -> 85
D.Projector: 85 -> 97 (Heavy: 116 -> 133)

BP per level was increased from 2 to 4.
Base BP was increased from 12 to 16.
HP per level is now on par with Recon and Bombard. (750)

quote:
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.


Riot commander changes:
HP/lvl: 1.500 -> 1.750
Damage bonus/lvl: 5% -> 10%.

quote:
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.


Recon changes:
Speed was increased from 5 + 2/lvl -> 7,5 + 3/lvl
+1 / -0

16 months ago
One other important aspect of Light vehicles, fencers seem to be weak when put up against other units from the same factory. I won't suggest buffing damage but I will suggest making them fire while moving.
+0 / -0


16 months ago
This is because veh units are flatter than normal units.
+0 / -0