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Power Indicator Value

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Date Editor Before After
11/26/2013 1:28:05 PMDErankNeonSturm before revert after revert
11/26/2013 1:12:56 PMDErankNeonSturm before revert after revert
11/26/2013 1:11:51 PMDErankNeonSturm before revert after revert
11/26/2013 1:11:02 PMDErankNeonSturm before revert after revert
Before After
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]