Replace 1919 with something else? |
Falls had one huge problem-bleed.
Formation. Every time i used them i have to pray to RNGesus for that random shell not to drop in the middle and wipe them. |
And here i thought this was gonna be a discussion regarding splats on fog.
Locked. |
just as a reference point... after the OKW rework in Dec. the forum was flooded with "OPKW" threads within hours, and about a week later there was a patch nerfing OKW.
Didn't people play weeks before the release of the patch on the preview? And they were expecting for something else besides just yolo giving full resources back?
Ontopic: besides any change on mp/fuel, you could delay the Aec for some seconds by increasing the research time. |
well, considering that after going through 24 guys in total and 2 reload cycles for the brit sniper (thats like 10+ seconds of reloading alone) the brit sniper ends up with more kills than the ost sniper. the ost sniper has little going for him, apart from the lower aim time (which, partly, makes him such a bitch in sniper battles, since if both snipers see each other the ost sniper will kill the other one before he can get a shot off).
I already told you why the test was flawed.
No one is gonna sit and shoot more than 2/3 times before relocating. |
The commander is good overall. Problem is that it has the only reliable late game indirect weapon for USF.
1919 - Limit them to 1 per squad.
M5 - Delay it. 4 CP from 3CP (IIRC same CPs as Lend lease M5)
Strafing run - Reduce muni cost to 100
Nerf CalliOP
>Improve barrage of Pack Howi (more than 3 shells plz)
>Improve major barrage
>Do something with the M8 Scott (better barrage?)
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Most of the stuff OP says (that could be applied to to other games) exists in another form in games that are Esports. I'll use Hearthstone as an example. If you don't know HS is a card game. You'll probably have to know something about the game to get the examples but I guess that's just how it is.
Lack of Counterplay- There are many "decks" that have no counterplay to other decks. (For example Some "decks" do not really interact with the Opponent's cards much, or have Counterplay against some strategies. (ex. Druid having no real board clears as well as Hunter in general being unable to interact with your opponent's cards.)
That's why you play with at least 3 decks. The strats and mindgames starts from the moment you build and choose the decks.
Uninteractive "op" decks have been nerf into oblivion or at least reduced their power level. (See mountain giant Warrior, Freeze, Miracle, Patron)
P2W- Yep. Most of the "meta" decks that see play in tournaments in hearthstone take either a lot of grinding or money to get.
First of all, its a TCG. Second it's a F2P game. Besides Wallet warrior, you can obtain a "competitive" deck on a month or 2. Here we have a warspoil system which is stuck in phase 1.
It's easier to obtain "complete" (read as having all expansion and most important cards) collection than to get all commanders.
USF- See Secret Paladin or any of the other "decks" in Heathstone that players would tell you are "breaking the meta".
Nah. Secret paladin is like blobbing. Mindless playstyle but effective on some occasions. People don't wanna use counters (Freeze mage, Priest, etc.)
Flawed Design- Hearthstone in general, is a game where you play minion (w/ certain attack and defense), that will attack your opponent's minions in order for you to gain an advantage on the game board. (ex. you have more minions or stronger minions on the board). You are helped by spells that will remove your opponent's minions from the board. However, as mentioned before, Hunter is a class that is completley unable to do this. (For reasons that require more understanding of the game, so I won't mention that here) Yet, this does not break the game as an Esport.
On the TCG you could say you have Aggro, midrange, control, tempo, combo, mill archetypes of decks. I guess if we have to compare it with CoH, it would be like saying that Hunter tends to be a more oriented aggro/early faction (USF). It can play to the late game (midrange) but it but not really late late game (control). Similar we could talk about Brit/Priest which are more late/control game oriented
Flaw designed is limited decks, game modes and a bad ranking system (imagine if after each month, ELO was reset). Maybe card limit (teching for CoH) or hero power (hmm commander system?) could be said to flaw design although not necessarily bad per se.
Not to mention the fact that its a card game, so around 50% of the game is working with your RNG.
There's good and "bad" RNG. Planes crashing or up to certain point abandoned could be compared to unstable portal or shredder dropping a doomsayer or similar.
Arbitrary, Unwarranted balance changes- The developers of HS have introduced new changes that have instantly "broken" the meta.
The soul of the cards!
They had release broken cards but they have somehow fixed them/killed them. Balance changes have killed decks but not made OP decks (Miracle, buzzard, undertaker, Warsong).
Yet, HS is still a decent sized esports with tens of thousands to hundred thousand dollar prizes.
Blizzard
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Do you happen to have stats of ost and brit sniper? I'm having a hard time comparing the 2. For a long time I thought the brit and ost sniper were essentially clones, outside brit sniper being able to damage light vehicles.
Copypasta from another thread.
Against garrison
OH: 66%
UKF: 100%
SU: 80%
Fire aim time:
OH: 2.4/1.1575/0.35
UKF: 2.4/1.75/1.4
Ready aim time:
OH: 0.875
UKF: 1.3125
Wind up: 0 for both
Wind down:
OH: 1.625
UKF: 4
Cooldown:
UKF: 0
OH: 4.5/3.375/2.25
Magazine:
OH: 10
UKF: 5
Reload:
OH: 4.25
UKF: 7.75 |
1- It should be moved to gameplay (no power here)
2- Idea is bad and you should feel bad (\/) (°,,,°) (\/)
There's no difference between retreating 5 squads at once, or retreating five 1 by 1. |
Swipe the thread. Try to remain on topic. |