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Re: BUILD AND BATTLE - Opinions, suggestions, and the future
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| 19 Jun 2012 04:01 AM |
Let me start by saying this....
Build and Battle is definitely a prototype. While the base is good, the game currently lacks anything aside from being an FPS where you build a base.
Now, I will also say this.
This game has potential.
....
Actually, I gtg now >_<
Spent so much time playing it, have to go to bed before I finish.
I'll update later. |
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| 21 Jun 2012 12:22 AM |
Ok, time to finish this.
First off, some introduction. My name is Zodai, and I will start out by saying that I have never lost a game of Build and Battle.
Ever.
And no, I haven't played like, one game. I have a career of easily 20 games, and I am incredibly experienced in the game. That being said, that only counts games I was in for the entire duration(Nobody can win when they join in the last 30 seconds and the enemy is at your base with every mine on the map)
So, I am incredibly experienced in this game. I'm going to tell you why and how in the duration of this post, but I am using my knowledge to base the majority of these details on.
Before we get into detail; I would like to post something else - "Simple" Edits that can be changed with fair ease, especially considering the gravity of what will be suggested elsewhere.
-NERF THE FREAKING MACHINE GUN
Most OP weapon in the game, I guarantee it. The pure damage is seriously powerful; especially VS buildings or someone stupid enough to stand still while you fire it. The pure DPS is just too high; it needs some changes.
I for one recommend a rate-of-fire increase and a dramatic overheat change. The machine gun looks like it's meant to be the weapon that can DPS down foes. While this is generally a good idea; so much DPS is usually offset by the fact that it can't be used constantly - "Burst" in the LoL community.
Generally, we need an increase to the diameter of the beam(Make the bullets larger), and make it overheat faster. As this IS the weapon that is meant to do crazy damage, a diameter DOES make sense - It's fairly easy to dodge, so this will make it harder to dodge; you should at least be able to do SOMETHING with the DPS before it goes onto overheat. On that note, make it take 1/3rd of the amount of shots to go into overheat. This means that the weapon will be pure burst damage - Incredibly powerful, but can only be used oh so often.
It also reduces its effectiveness to buildings; the only thing making it not incredibly OP in the current build is the ability to dodge it, but with that fixed in the overheat deal, it also reduces its effectiveness to buildings as well. A machine gun should NOT do so much damage to buildings; and this helps to fix that. Maybe we can reduce building damage by 50% as well.
EDIT: We may also need to increase damage, see Sniper.
-Pistol: Increase range; larger bullet OR rate of fire increase.
The pistol is in a bit of an odd spot right now. It's not generally used much; the machine gun just does most of it BETTER. The only thing it's used for right now is as an easier to hit machine gun that does more damage(When the enemy is dodging.) This would make it easier as a distance tool - Consistent, gradual damage, then let someone with a machine gun finish them when they're at low HP. Compliments the strengths of both weapons. Larger bullet and rate of fire increase are to make it easier to hit with
Rocket - Make range infinite, 200% damage to buildings, increase missile speed, instantly destroys walls.
EXPLOSIONS.
Explosions are generally really destructive. We get that. The rocket however, is currently underpowered at this point. It just does NO DAMAGE. The overheat bar fills up too quickly on it, and it just doesn't do enough damage.
The Rocket generally feels like it's supposed to be something that kills buildings. Something to support the rest of the team. With the Machine gun getting a decrease on buildings, we need something else that crushes buildings. Something specialized just for it. Generally, this. It could be incredibly powerful for taking down mines, and later could be powerful for taking down enemy defenses.
That said, it still does NO DAMAGE to players. Maybe give it knockback so everything else can clean up, I don't know.
-Grenade - REMOVAL
The Grenade really doesn't fill any decent role in this game. Does like, no damage to people, and it's far too hard to control. Terrain damage is generally only useful if you're building a tunnel; and the blast radius is so large you actually FALL, which is bad. If you want controlled tunneling, you'd just use a pistol. I can see people saying that it would be useful for removing high ground near your base, so sentries can clear up, but most people aren't good at doing that, and the rocket is better at it anyway.
Sword - TEMPORARY REMOVAL
The way the game works right now, there's just no need for a melee weapon. It would work when we get to the advanced section of changes, in which we can implement gapclosers for melee users, but right now it just won't work.
Sniper - Automatically goes into overheat, OHKO, add a zoom function.
When you think of Sniper, you don't think of someone who charges in and deals damage to an enemy instantly. No, you don't. Right now, the sniper is generally used how the machine gun SHOULD be used - Short burst damage.
Thing is, that's not how a sniper is supposed to work. Snipers are supposed to be in hiding; killing enemies from afar, hidden from view so the enemy cannot fire back.
The current aiming system it has doesn't allow for long range. It's just too difficult; so it's impossible to use it effectively. That's why we need a zoom system. Automatically putting it into overheat is because Snipers need to stay out of range. It's not supposed to be able to kill someone, then run off for a tiny bit and fire again - That's what the machine gun is for. On that note, increase damage to the machine gun. Not by much though. Back to snipers. They are NOT supposed to be at the front lines; that's why the cooldown for it is so long - Nobody wants to be on overheat in the front lines, especially when one missed shot makes you contribute nothing a second time. You want to be able to wait for your chance and use your ammo/overheat effectively. The OHKO is because the instant overheat would make it underpowered with its current damage.
-Make large mines generate more money.
Large mines should be a much larger target. Despite there being only 3 on the map(Usually) They aren't fought over as much as they should. They should be a large target; and being able to hold them should influence a game much more than it does right now.
On that note; list how much money per second a type of mine gives - Just to give newer players a generalization on how important they are.
-Double map size; double amount of mines(Except the larges; make those mediums)
The map is just far too small. It's far too easy for people to walk from mine to mine; If you know the entire enemy team is headed for a mine in the top right corner; you know you can spread out and take every other mine in the map uncontested. I don't say rush for their core because of a change in the advanced rules that would make that null; but you get the point. If you know where the enemy is, take advantage of that and get ahead.
And by double, I technically mean quadruple - Go from a 1x1 to a 2x2, you get 4x as many squares.
-Update the minimap.
Generally; the minimap is fairly glitched. Mines don't update correctly; and sometimes even the entire GUI itself breaks. This isn't the place to fix bugs though. You should be able to see friendly units; and also enemy ones if they're within vision of a player. "Vision" is a rough concept. I would prefer it so mountains and such could block a player's vision, but since that may be too difficult, we can have a temporary system where it's just a certain radius from them.
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This concludes all the basic changes. It is a lot, I know. In my personal opinion; the hardest ones are the minimap and the zoom. I'm not saying to do all of these at once, and I know that it will be difficult; but I think these will be a good place to start.
These ones are generally more specific, but the other ones won't be. The other ones are also CRUCIAL to the success of this, both as a place and an evolution of ROBLOX itself. In the meantime, I hope you can read this. I also know my balance suggestions may not be accurate, but please change my balance suggestions if you feel I need to. |
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| 21 Jun 2012 12:42 AM |
Read it all, well wrote.
Anyways I agree with everything you've said, which doesn't happen very often, but you've provided so much evidence that I can't do anything but agree with them.
As for an addition. Normally I don't suggest a class-based combat system, but it just might work here. Make players chose what class they are similar to Base Wars (Just maybe a tad more advanced and spread out weapons), and only allow class chages on respawn or at an armory, as they're use right now is limited. I would think an armory as an almost mini-base, right now it's not. |
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| 21 Jun 2012 01:16 AM |
---MEDIUM-LEVEL CHANGES---
Ok, earlier I noted something you may have may forgotten.
I have never lost, despite playing more than 20 matches.
You're probably wondering something.
"How?"
Well, first, let's assume the following:
A game comprised of "Pro" players, and a game of absolute noob players. The pro players have total communication, while the noobs play the average sort of game.
The noobs are just casually taking some mines and making walls. OK, good.
The pros split into two groups - Attackers and miners. 5 attackers buy two sentries each, for a total of ten sentries. The miners go out and well, take mines.
Despite the noobs being able to build their walls; there probably isn't a way they'll be able to defend. The noobs have NO money because there's a severe lack of mines, since by the 2 minute mark the pros are going to have every mine on the game, and they lose.
Now, the main point of this.
The pro's won, obviously. But let's look at HOW they won.
Hm...
Well, actually, the game doesn't have many details. The ONLY thing said is that the Pros built sentries while the noobs built walls.
Yes, that's the key here.
Let me tell this to you - Do you know what a Metagame is?
A metagame is basically the way a game has evolved. It's like natural selection; as players play, they find out what works the best, as new strategies become more and more common as players win with them, it becomes a standard part of the game itself.
In this case; they realized that Sentries would be able to kill most early attacks(Although the rocket buff would make this less effective) and that walls are useless until you have the money to make them; as they can't really block enemy movements unless built En-masse; or they're used to shield a mine(Again, rocket buff) As the metagame advanced, more ways to use them are found as well - Such as building Tesla coils around corners, or perhaps building them underground(Controlled digging and walls) or perhaps the fact that the manned turret is completely freaking useless. By the way; give it a ton of damage, splash, knockback, terrain damage, and make each person only be able to build one. Cost increase too.
Back to manned turrets. The reason they're useless is because you need people at them to use them; meaning they have to stay at base for a mediocre defense increase. The above buff actually makes them useful.
ANYWAY; back to metagame. Like I said before; the metagame is a set number of strategies that have been proven to do the best. Not to say they need nerfs, though. Digging a giant pit in the ground to prevent them from getting to your base isn't in the metagame because it's stupid, but it doesn't mean it needs a buff; it just means it's a stupid tactic. The Metagame is generally figuring out what works at what times, how effective a weapon is at doing something, and using everything to its fullest. By the way; about sentries. Increase their range; but make the lock-on time longer.
Anyway.
What happens when one pro player gets on a 15v15 game, and everyone else is a noob?
Well, the pro player will generally try and tell the noobs how to win. The noobs may or may not take it offensively, but the team with the pro will probably win; as the noobs will come to trust him as the pro begins to make them win.
Thing is; how do you prevent this? You don't want this happening ALL the time; as it means that the team who wins goes to whoever randomly gets the expert player.
Well, have you ever heard of ELO?
It's basically an algorithm to determine how skilled a player is at something; using a set of points. Generally, players gain and lose points not only if they lose, but also relative to the average ELO of their opponents.
This would prevent the noobs from getting stomped, the noobs on the pro team from getting bossed around, and it would match pros with more pros.
Let me take a short break to tell you a story.
Around the time this started coming out; I played for a bit. I have my experience in Lol and SCII to go off of, so I took two basic principles from those games, and applied them here:
"Economy is key", and, "When you have an advantage, get a bigger one"
So, I decided "Everyone! Get mines!"
I joined when we were behind.
There's a reason I have no losses.
So, I went on a crazy winning streak. I lead my team into aggressively taking every mine on the map each time; and we kept up such a hard offensive that it was nearly impossible for the enemy to fight back. They didn't have the money to rebuild, and lost just about every single time.
Over time, other people caught on. Other people that were in my games saw that aggressively taking mines worked.
People started using it too.
After a short break, I joined another game. When I joined, I was red, and blue team had every mine on the map.
All of them.
And I had recognized the one they called their "Leader" from a previous game.
I don't remember if I had lost it or not(Didn't count towards the record since I wasn't there for the entire match) But I knew that this was the beginning. As I played more and more for the day, the games got harder and harder.
Until....
A close game involving ChadTheDestroyer2, the creator of After the Flash (THAT GUY IS GODLY WITH A GUN), we realized the full potential of this game. Each team had 9-10 pros on it; and it was intense. By three minutes, every mine on the field was taken, with the exception of the large one in the middle. It was a fierce fight, which we eventually lost.
The enemy team began playing with exceptional power, and by the end, they had controlled every mine on the map. Chad was taking us down one by one, fiercely defending every mine on the map. We were saved by the fact that someone had managed to backdoor and take down their core; but it was one of the closest games I had ever played in, and most likely would have been my first loss. It was then that I realized the true potential of this game in a competitive scene.
Anyway, back to ELO. It's the same technique League of Legends and Starcraft II uses. A lot of other competitive games use it as well.
Know what LoL and SCII have in common?
They're both Esports.
I think you can tell where we're going with this now.
WE ARE TURNING BUILD AND BATTLE INTO ROBLOX'S FIRST FREAKING ESPORT!
*Celebration*
I'mma leave this at a cliffhanger ;D Details in the next post. |
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| 21 Jun 2012 01:17 AM |
@Ninja
I'm saving the class system for advanced, actually. |
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| 21 Jun 2012 02:29 AM |
Details time!
Ok, so we all know how ELO works. In case you admins are wondering; the algorithms and math is already in place for this. The in-game stuff is mostly all set up. What's left, is how to get it to work.
First off; Build and battle doesn't yet have many players. In fact, I doubt anyone has been in a full 15v15 match at all. So the problem comes; how do we get people in matches?
We use the same thing everything else does; a matchmaking system. While it should be simple; here's how it works: You hit the search button; and the game starts searching for a match. The matcher "Joins" a game, but nothing shows up. Only once all 30 slots have been filled does something pop up for the game. The room is within a general Elo area; meaning all the players are of the same general skill. Players get 30 to 60 seconds to discuss what they're going to do (Essentially required in higher level play) and then the game starts.
Like I said; right now we're just going to discuss how this works. The in-game stuff isn't very large in this; most of it is just on the site.
Anyway; we need to give BaB (Acronym) its own site, so we'll do this. It has a dedicated forum, and a shortcut to the matchmaking search button. Generally not very large yet; although it should contain news about the game, such as recent changes and tournaments.
There should also be a rating system, which rates people by their Elo. Generally just a rankings of the highest Elo players; maybe a badge for being in the top 1k or something.
Now, you're probably going to say something else.
If we're putting so much into this, how do we make sure people keep playing it?
See the headbar?
That thing at the top of the screen?
See the section right of the ROBLOX logo?
The empty one?
*Insert shortcut to start matchmaking*
PRETTY MUCH.
We can just put it there. It's out of the way, and it will constantly remind them of the game; making it so everyone knows about it, and everyone will want to keep playing.
With this, a majority of the site will know about it. Unlike other games where they don't have constant advertisement; EVERYONE will know about this. This will confirm that the game will ALWAYS have an audience; as long as they stay on the site.
Now, lastly. In order to keep this up; we need to make some changes right now.
In the higher levels of the rankings; people NEED to work together, or lose. They also need INFORMATION; in order to effectively organize the team.
This is why, I suggest some modifications.
Firstly; Killing other players gives you gold. You get 100 gold for the first kill, then 100 more for every subsequent. First kill gets 100, 2nd 200, 3rd 300, for a total of 600 for three kills in one life.
When an enemy kills someone with a killstreak; they get half the bonus gold they accumulated over the killstreak. Meaning that whoever killed this guy gets an extra 300 gold, because they got 300 gold in addition to the regular kills. A kill of someone with a four killstreak would get 300 gold, because the killstreak person got 600 extra.
Secondly; we need to edit armories. Currently they are completely useless. You have to walk all the way back to the base to use them; you don't know how powerful of a buff it is, or how long is lasts. Not to mention, three minutes? Ultimates on League of Legends have varying cooldowns; but the HIGHEST one has EVER been for a specific champion has only EVER been two minutes. Three minutes is too long.
Anyway. Before we tell you the changes to the armory; please note that these generally REQUIRE the minimap edits. Also, I forgot to mention in the earlier one that you need constant vision of your allies - You need to know where they are in order to make good plays. It also needs the permanent vision type; not the radius one that I mentioned earlier.
Generally, the armory now acts as a shop. It provides two things; wards(This is the league of legends name, mind you) and upgrades.
Wards are well, wards. They can be called something else here(Maybe radars) But generally they give vision of a certian area, are cloaked, and expire after a certain period of time.
The point of these is, again, information. Information is important; and you need it in order to make good plays. Wards are used to know where an enemy is, and with that information, you can make a HUGE impact on the game. Like I said in the earlier example for the map size increase - If you know where the enemy is, you can strike where they aren't freely. Wards are what make this concept truly possible, and make for much more intense games. In LoL, we have a role called the AD Carry - The guy who gets a whole ton of gold; and then becomes extremely powerful late game. With the combination of the gold meteors(Add those to the minimap, by the way) and kills giving gold; something like this can become possible. People can specialize in which upgrades they get, some could focus pure damage; while others could be built defensively so they can tank damage for the Carry.
You should also be able to view the upgrade levels of your enemies/teammates as well. With this information, you know who to focus, and games are less dependent on getting lucky and hitting the Carry, when in this case you actually know who he is.
Now. Time for more.
-Removal of random maps.
I know a lot of people are going to blow up over this; but I'm talking about ranked, normal matches that are joined using the current version can still do it randomly. But competitive battles and randomly generated maps just don't do well together.
The maps need strategic sets; like choke points, etc. Make the large mines in easy to reach areas in the middle of the map; making them difficult to defend. Maybe make a single large mine on the top; and make it simple to defend; but it's a high priority for everyone there? Maybe make a narrow + shaped section, with the hall extending further up and down, but the sides are short halls with large mines?
These would require the exclusion of tunnel digging; but it's generally not a very good mechanic anyway - The tunnels take far too long to dig, and the chances of falling into a giant pit without being able to get out are far too large; so I think we should just get rid of it.
Also, the inclusion of the B button. For anyone who's played League of Legends, you know that the B button stands for back. After standing still for a period of time, without taking damage, you automatically get back to base. This is going to be a priority; as it's far too difficult to walk all the way back to your base when the maps are going to be this large. Maybe we can keep it there in random map games, I don't know. Just, generally not ranked.
Now, someone's probably been waiting for a while to say this.
"But what if one team gets a whole ton of money, and the games just isn't good!"
Well, that's, kind of part of it.
RTS games are built around the philosophy of "When you're ahead, get more ahead." When you have more money than an enemy, you build more units than him so you can win a battle. In League of Legends, when you just won a teamfight 1 for 4, you take baron and towers. When you're ahead, get more ahead, and take more advantages you wouldn't have been able to otherwise. This is why getting an offensive item to spend money on is so important; because otherwise the money isn't worth much. The only reason mine control is currently so important is because they won't be able to rebuild their base if they're out of money.
Right now, this is all I have. I feel like I'm forgetting something; but I have to go. If I remember it, I'll just post it in the advanced section.
Next up; we get the class system I was talking about earlier; along with much more diversity in roles, and an evolution to how the game is played. |
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| 21 Jun 2012 02:41 AM |
AHA! I REMEMBERED!
-Build times
Make things take time to build. This is generally a requirement; imagine if a group placed 15 sentries right in front of a large mine 3 seconds after getting it? It would be nearly freaking IMPOSSIBLE to get that mine. Then add in the fact that they try and build walls; so you can't take down the mine before the turret kills you? This would be crazy overpowered; and should probably be stopped.
On a side note; eliminate the fact that you can't build too far away from your base. Instead; make it take longer for the building to build.
Sure; you can build that buffed manned turret that you can only have one of right at your enemies front door; but be prepared to defend that thing for five whole freaking minutes. If that thing dies, the 2k you spent on it(By the way, make that the price) is put to waste. Incredibly risky, incredibly reward...y.
Secondly...
-Respawn timers.
Make it so when someone dies, they STAY DEAD. At least for a period of time. If you kill someone, you want them to STAY DEAD long enough for you to get some rocket hits on their core. Without this, it doesn't feel rewarding enough to kill someone if you're in their base, getting an early rush - It doesn't matter if you kill 10 people in a 1v5; those 5 are going to come back immediately and kill you back no matter what you do. Make it start at 10 seconds; and make it increase as the game goes on. |
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| 21 Jun 2012 02:49 AM |
Wait, I forgot another one.
-REMOVE OVERTIME!
Overtime is generally bad in general. Constant damage to Cores after 15 minutes? No, I don't think so. It's just a bad game mechanic, no arguing that. Most matches WILL take longer than 15 minutes, unless you've done EXTREMELY limited testing.
If you REALLY want to keep it in there; only make it happen if one team has at least half of the mines on the map, to even further make the point that MINE CONTROL IS IMPORTANT! Maybe they don't have the money to feed the bicycle monkeys who power the generators, I don't know. Just, how it is right now, it's a terrible mechanic and should be removed.
Overtime really doesn't do anything unless both teams are playing EXTREMELY passive. Which, if you're playing this game correctly; you shouldn't. Like I said, I won by being VERY Aggressive with mine control; playing passively means you're just a bad player. |
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| 21 Jun 2012 02:57 AM |
Oh, and about the manned turret.
Changed the only one rules.
Instead; there can only be one for the TEAM. HOWEVER; you can "Decompose it", and rebuild it in another place. The gold isn't spend again, and it only takes "half" the time to rebuild. The ratio's are wildly different. The closest it can get is a 1/10th of the original time, but at it's max it has the same time as the normal max. |
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jaideybug
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| Joined: 13 Feb 2008 |
| Total Posts: 3673 |
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| 21 Jun 2012 03:16 AM |
| So very, very interesting. |
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| 21 Jun 2012 03:38 AM |
Inorite? XD.
I know these are going to be fairly large changes; but this is how I feel the game will be the best. And we haven't even gotten to the class part yet.
The changes will be difficult; but I know they will happen over all. The developers even stated themselves that the game wasn't finished yet.
This could bring the competitive crowd to ROBLOX; which is something we currently lack.
Hell, we could see the users themselves making games like this; and hopefully we can get more Esport games! |
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| 21 Jun 2012 08:44 AM |
All the ideas you're giving are actually extremely thought out. I know an expert in their field when I see one. the Admins would be silly to not listen to these ideas and at least take some (If not all) into consideration.
You put some real critical thinking into your suggestions, which is what makes them so good.
Kudos.
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jmd945
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| Joined: 25 Mar 2010 |
| Total Posts: 282 |
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| 21 Jun 2012 10:10 AM |
| Have your fingers fallen off yet? |
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| 21 Jun 2012 07:16 PM |
Thanks, Ninja ^_^
I realize they might need some time; everything does, but I feel this would be the best way to put something like this into action. Then, maybe we can find new ways to optimize the ROBLOX servers with it, and players can use it to make their places better as well :P
And, JMD...
...
Maybe they have, maybe they haven't. |
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| 21 Jun 2012 07:26 PM |
Wait, let me rephrase that.
I have a group dedicated to bookwriting. You think this is a lot? XD.
Over 100 pages on me alone XD. |
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| 21 Jun 2012 11:47 PM |
Advanced mode times!
Ok.
So, we've gotten a decent setup so far. Ranked ELO, a working minimap that gives as much information as possible, and-
...
Ok, I know I already told everyone this was going to be about the class system in reply to ninja a while back.
CLASS SYSTEMS, GO!
Now, in case you haven't figured it out by now; a lot of this was based off of League of Legends.
If you did, you can probably already guess what this Class system is.
Basically;
Derp, I'm being lazy. Will finish later. |
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| 22 Jun 2012 09:14 PM |
Still feeling lazy; maybe I'll update later.
On a side note, I WANT OPINIONS D:< |
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| 22 Jun 2012 09:15 PM |
| Erm, if you really have that much to say, go and make your own game. =P |
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| 22 Jun 2012 09:18 PM |
Well, they DID say to suggest how to improve it.
That's exactly what I'm doing :P
Aside from that, not only do I totally lack the capabilities, but I also mentioned for this to be ROBLOX's first official Esport, which could only be done if you were an admin. Also to put a shortcut to it in the top-left of the site, because, well, how would you do that if you weren't an admin? XD.
In order for an Esport to succeed, it needs to have a large amount of publicity. That's just impossible for a normal user, even if they DO have infinite Robux. The place needs to be supported by ROBLOX in order to become an Esport, and this place is obviously supported by ROBLOX, and it has much more potential than base wars. |
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| 22 Jun 2012 09:27 PM |
---This has been Re-posted in S&I for wider opinions on the changes. The link to the S&I thread is as follows---
http://www.roblox.com/Forum/ShowPost.aspx?PostID=70539994 |
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| 24 Jun 2012 07:37 PM |
Mrph....
I'll get to this eventually >_< |
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Walyn
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| Joined: 30 May 2007 |
| Total Posts: 14570 |
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| 24 Jun 2012 08:33 PM |
Manned turrets aren't useless. I use them when I rush the enemy, and if it's in range of an enemy building (considering the layout of mine generation, it usually is), that building will likely die, unless it's the core, in which case it will be damaged pretty badly.
Armories are also not useless. They're sort of like (league of legends speak time) giving everyone on your team a Doran's Ring every 3 minutes if they take it when every player already has the strength of three. It adds up. I also have reason to suspect that it increases damage by the same amount per shot for all weapons, making the Machine Gun/Assault Rifle/Burst Damage Gun even more powerful.
If you don't build an armory early on, you deprive yourself of a major advantage. I usually will not buy ANYTHING until my team has an armory up, and I will tell my team I am going to buy the armory, and they need to take the mines.
While I do this, I roam the map, pick up gold drops, and harass the enemy. If I can destroy any building they make, even a few wall blocks, they lose money. It adds up. Lose a steel block? That's like, what, -20 gold? Lose the large mine near your core? -1000 gold. Poke at the enemy core? They have to deal with you, or die, so they head back and your team is free to push in.
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| 24 Jun 2012 10:16 PM |
| Yea I've learned that constant offencive pressure (As Walyn said) does usually give your team the upper hand for most of the round, as it slowly but surely depleats (Sp?) the other team of resources, and makes a good distraction. |
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| 26 Jun 2012 08:10 PM |
Well; looks like we've found more metagame ideas ;D
I was under the impression that the armory was a timed upgrade, that spent its timer no matter who used it.
So, maybe it's not as useless as I thought. But I do admit that constant offense and gaining small advantages, such as destroying buildings to waste enemy gold, are similar to my strategy, and are a common part of all competitive games.
Now, I'm going to go back to League. |
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| 26 Jun 2012 08:23 PM |
Yea, hopefully the devs take a few of these great ideas...
[Off Topic, your main group is Book Writers, correct? Well, I've been looking for a few short (and long, I guess, or other forms of writing) medieval genre books to add into my RPG. One, so I can have book reading as a feature, and two, to help out some of the writers on Roblox get their stories out to the public. If you could post my offer on the group's page, that'd be great. :) ] |
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