Hey folks! I'm sure a lot of people have thoughts on the game's balance at this point. Maybe a single thread where we could argue among ourselves about it would generate a broader picture of any potential balance issues.
However, it’s also quite possible that we’re using these units in the wrong way, we don’t properly understand how to use a unit or there are ways these units could be used much better. Please point out where people can be corrected, or where they haven’t tried certain things, and keep it respectful.
Please also include a
Suggested Improvement: for your balance issue.
Now, on to the griping!
Campaign-mode DragonTo me at least, the base Dragon, with no upgrades to survivability, is weak to the point of uselessness. A handful of Grenadiers will kill it in 5 seconds or less. Same with a group of Hunters.
The Scales of Steel upgrade gives 30% Damage reduction, which helps noticeably (it doesn’t make the Dragon invulnerable. My problem is that it feels mandatory to take this upgrade, and a non-optional option just takes up space on your skillbar.
On the other hand, the population for both skirmish and campaign maps has been inflated quite a bit. This means that death as a Dragon is really cheap – it’s easy to just spawn back in because you have lots of extra recruits, more than you need to win the map. If the population is going to stay that high, maybe a 10 to 15 second cooldown to respawning as a Dragon if you die should be added.
Suggested Improvement: Give the basic campaign Dragon 30% Damage Reduction, and let Scales of Steel stack on top (maybe reduce it to 20% for a total of 50%).
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“A Bird in the Hand” (Hunters)Hunters are great. They’re cheap, fast, and quick to build. They are the fastest unit in the game, making them excellent for hitting remote areas, they shred Infantry units easily, and they can Teleport to any friendly ground unit on the map en masse. They are countered well by heavily armored units, so they’re not all-powerful. There’s just one problem: “A Bird in the Hand”.
That upgrade lets Hunters hit air units for 150 damage a shot, and it retains the firing speed (1 shot/2 seconds) and 800 range (longer than any air unit’s range). On its own, one Hunter isn’t that big a deal, but in a pack, that 75 DPS each adds up quickly. The Hunter is a pretty solid contender for the best anti-air unit in the game against the Imp Fighter, and the Imp’s anti-ground upgrade is pretty lame compared to the Hunter’s anti-air one.
When mixed in with other units, the Hunter makes it hard for the Campaign-mode Dragon to jump in (the skirmish one is tougher and can survive better).
Math! One hunter can fire a 150 damage missile every 2 seconds, so its damage per second is 75. A group of 4 Hunters have 300 DPS against air units. The Dragon has what, 1150 HP? How long will it take 4 hunters and their 300 DPS to kill the Dragon? 3.83 seconds.
Suggested Improvement: Cut the anti-air damage of the upgrade by 1/3 to 1/2.
(More Math: I'm leaning towards 1/2 if you do NOT give the Dragon a 30% base damage reduction (7.6667 seconds), but if you do, then 1/3 will give the Dragon a respectable 8 seconds of survivability against 4 Hunters.)
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Short Sharp ShockThis skill is very weak. You need 4 Armours using it at once to barely kill a Trooper. All the attackers in the game are ranged, and the range of this attack is small enough that you have to drive right into the middle of a group of smaller units, which is suicidal. Even using the Zeppelin's cloak to get the Armours up close - something which required precise timing and co-ordiantion with the enemy player wasn't that great. The Armours are more effective hanging back and shooting normally, making this skill a waste.
Suggested Improvement: I think this skill needs a damage boost. Increase the damage at point-blank range to I don't know, 250?
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Enhanced Explosives (Grenadiers)This skill is not worthwhile. The 65 meter radius is barely enough to scratch a Shaman right next to a targeted Shaman. Any shamans immediately behind aren't scratched at all. It's not worthwhile to research, especially with Grenadiers propensity to self-damage each other when in large groups. The enhanced radius is doing more damage to my own troops than the enemy!
For some reason, The 100m radius of Cripple is effective, but the 65m radius of Enhanced Explosives is utterly worthless. Are those radii actually accurate to what's happening?
The identical skill for Bomber Balloons is bugged and DECREASES the radius of the bomber's explosives when researched.
Suggested Improvement: The radius needs to be slightly increased, although not as large as the Shaman's Cripple radius, that would be too much.
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Mines (all types)Mines are not very useful. The mines have a short enemy trigger radius, and there’s so many potential spots to plant the mines that it’s likely that you’re wasting your time and no one will hit them anyway. I watch the AI walked troopers through the one spot between two mines where I hadn't planted one. (It wasn’t deliberate, as they also walked right over the next mine closer down.)
By the time you can research mines, the enemy will always have the possibility to have a counter researched. Ground-based mine detection is based on the Hunter, a cheap common unit which all players start with, and can easily research in an RTS map.
Air-based mine detection is from the Balloon Bomber, which also plants the mines. It’s possible that Imp Fighters or Zeppelins could be researched before the bomber and thus not have air detection, but both those units are already hard counters for bombers in general – and that’s not considering the possibility that Hunters can detect and shoot down air mines all by themselves. Also, air-mines are bugged: They are in fact completely visible to all players, even without invisibility detection.
Sea-based mine planting and detection are handled by Ironclads, and if not, there’s always the Transport’s Minesweeper upgrade that renders sea mines completely worthless. Not to mention that half the maps in 1v1 play have no access between starting naval bases, so there's no incentive to research them at all.
Mines are really easily countered from stuff you can do on the RTS map alone and can only really act as a slight roadbump. They also are more of a defensive weapon, and being on the defensive in this game is a losing proposition.
Suggested Improvement: The cooldown for planting mines needs to be drastically reduced – cut down to 10 seconds, maybe less. 20 seconds in this game is an eternity.
Also increase the trigger radius for land and sea mines, there's just too much space to cover, and the limited proximity detection doesn't help.
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Research: Campaign versus RTSThis one is tricky. The problem is that the upgrades you buy on the Campaign map aren't a big advantage in the RTS map. That is because if you have the base unit, you can easily research everything cheaply, matching the opponent upgrade for upgrade.
That is exacerbated by the inflated population counts, with 7000-8000 Recruits per map, getting all the upgrades is cheap and affordable.
I don't think outright banning research is a good idea either, it means there could be no way to counter. I think the best way to make research matter is to have researching counters come at a hefty cost in the RTS mode.
Suggested Improvement: Drastically increase the recruit cost to purchase upgrades in the campaign's RTS mode by something like 5 times, so instead of something costing you only 20 recruits to research, it costs you 100 - a pretty sizable chunk of income. Probably don't increase the research time, just the cost.
The cheapest upgrade is Armour's Public Transportation at 12 Recruits, at 5X that would cost 60 Recruits, the most expensive is the Imp Bunker Buster at 45, which would cost 225 to research mid-RTS battle.
That should force you to choose between temporary research and unit production, and it increases the value of upgrades you bought on the campaign map.
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Seize the capital, get everything?Getting a capital is important, but if you do it, all the enemy territory and units instantly becomes yours. None of it becomes neutral, none switches sides, none stubbornly holds on and rebels against your regime. The first one to get a capital gains a huge influx of resources and units. The capital alone is worth 10 gold a turn, meaning a lot of units can be built there.
I haven't had the chance to play Campaign against a human, only against the weak strategy map AI, so take this advice with a heap of salt. It probably isn't as easy with an actual human who knows how to defend.
It seems to be that gaining a capital can give a huge, overwhelming advantage in income, troops, and research to the victor, making it only a matter of time to mop up the rest.
Suggested Improvement: Toppling a capital makes all remaining former countries of it turn neutral. This will promote a land grab from the remaining players, and should help balance out the power you get from beating a capital.