1 |
A unit's rare strength = dmg * hp.
|
1 |
A unit's rare strength = dmg * hp.
|
2 |
\n
|
2 |
\n
|
3 |
Ofcourse dmg when it hits, so you have to calculate range diffs, speed and accuracy - and micro.
|
3 |
Ofcourse dmg when it hits, so you have to calculate range diffs, speed and accuracy - and micro.
|
4 |
\n
|
4 |
\n
|
5 |
Slow + Real damage doesn't work that simple on a sniper - either you kill it or not (just an example)
|
5 |
Slow + Real damage doesn't work that simple on a sniper - either you kill it or not (just an example)
|
6 |
\n
|
6 |
\n
|
7 |
Range is more important on statics, because you need to build less to cover same space vs raiders.
|
7 |
Range is more important on statics, because you need to build less to cover same space vs raiders.
|
8 |
HP is important for low ranges, can be made unimportant by shields, but still count early game!
|
8 |
HP is important for low ranges, can be made unimportant by shields, but still count early game!
|
9 |
\n
|
9 |
\n
|
10 |
Do you already know the solutions?
|
10 |
Do you already know the solutions?
|
11 |
Maybe you can balance similar weapons this way, but you need more than just one number for a unit.
|
11 |
Maybe you can balance similar weapons this way, but you need more than just one number for a unit.
|
12 |
\n
|
12 |
\n
|
13 |
EDIT
@@Anarchid:
Human
brains
are
computers.
Humans
balance
units.
->
Thus
math
balances
units.
|
13 |
[color=grey]EDIT
@@Anarchid:
Human
brains
are
computers.
Humans
balance
units.
->
Thus
math
balances
units.
|
14 |
\n
|
14 |
\n
|
15 |
EDIT2 BTW: I don't mind if we limit post-rights to neonstorms...
|
15 |
EDIT2 BTW: I don't mind if we limit post-rights to neonstorms...
|
16 |
This
thread
and
Forever
are
officially
neonstorm-tagged
now,
too
:)
|
16 |
This
thread
and
Forever
are
officially
neonstorm-tagged
now,
too
:)
[/color]
|