Hypothetical Balance Patch - Page 5
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c3rberUs
Japan11286 Posts
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Mirabel_
United States1768 Posts
On January 21 2015 15:35 c3rberUs wrote: I feel like this is one of those endless loops. Yes balancing the game will let the players' skill decide the ability, but then that brings us to the question of how do we determine if it is balanced? ^_^ Balance is subjective in a game with an unreachable skillcap. No one is even nearly playing with a full deck and never has, so it's up to what cards are in each player's hands. The best way to ensure the balance of the game at the maximum possible level of skill is to isolate parts of the gameplay and compare them across races. Start by competing extensively at the slowest tolerated gamespeed. If the races fare equally well with the physical component neutralized, the game's strategic/tactical portion is balanced across the races. Then, find a way to isolate mechanics from strategy (at maximum gamespeed, force both players of different races into a 50/50 strategy and 50/50 tactical maneuvers) and test that extensively as well, to see if the mechanical payout/requirement is balanced between the races. Since Starcraft is mostly mechanics, it might pay to automate segments of the game, like micro or macro, and test for those individually. If one race has an advantage in some isolated scenarios and a disadvantage in others, then you can assume that in the complete game the balance will be somewhere between the two, and where exactly depend on how the different gameplay issues are weighted. Unless you do all this to create a more-objective view of the game's balance, the answer to whether the game is balanced depends entirely on "Is every race faring healthily within this particular gamer population? | ||
toriak
Slovakia477 Posts
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dRaW
Canada5744 Posts
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L_Master
United States8017 Posts
On January 21 2015 17:30 dRaW wrote: every unit free and instantly build USA v Canada man! | ||
[[Starlight]]
United States1578 Posts
On January 21 2015 17:30 dRaW wrote: every unit free and instantly build You're obviously a member of the SC2 balance team. ![]() (yah, I stole that joke, but it's too good not to) | ||
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c3rberUs
Japan11286 Posts
On January 21 2015 17:30 dRaW wrote: every unit free and instantly build draw for president! | ||
GeckoXp
Germany2016 Posts
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hymn
Bulgaria832 Posts
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hitthat
Poland2267 Posts
On January 21 2015 08:06 Bswhunter wrote: Buff / change the underused units, Scouts, ghosts, firebats, wraiths and maybe queens. ![]() firebats are usefull against Zergs, they are specialized and situational, but still used frequently. Wrights? Are you kidding me? Its already one of the most powerfulll unit in TvT, and it has its niche also in TvZ as a hard counter against greater spire builds (plus wrights are already quite effective against Zerg in hands of good players). Even queens are quite controversial on this list, since they finally found niche as a late anti-mech unit. | ||
TheGreatOne
United States534 Posts
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NeThZOR
South Africa7387 Posts
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NeThZOR
South Africa7387 Posts
On January 22 2015 01:20 hitthat wrote: ![]() firebats are usefull against Zergs, they are specialized and situational, but still used frequently. Wrights? Are you kidding me? Its already one of the most powerfulll unit in TvT, and it has its niche also in TvZ as a hard counter against greater spire builds (plus wrights are already quite effective against Zerg in hands of good players). Even queens are quite controversial on this list, since they finally found niche as a late anti-mech unit. Wright, wraith, wriath, wraif wait I'm confused. | ||
Dangermousecatdog
United Kingdom7084 Posts
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hitthat
Poland2267 Posts
paper planes ![]() | ||
Antisocialmunky
United States5912 Posts
Someone just needs to buff Bisu so he can get into an OSL. | ||
JieXian
Malaysia4677 Posts
On January 21 2015 08:06 Bswhunter wrote: Buff / change the underused units, Scouts, ghosts, firebats, wraiths and maybe queens. I know! Give scouts a chargable attack where the damage increases with time Bring ghosts to tier2 Put firebats on wheels, like vultures, make detection for overloards upgradable -- buffs wraiths and to balance it for DTs, bring DTs to tier 3 Rework the queen and make them producible from the hatchery solved! | ||
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FlaShFTW
United States10151 Posts
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Reif
3 Posts
On January 21 2015 09:33 Tadah wrote: reminisce12, regarding you comment on my first point, I feel I should stress that it is not the egg I am talking about, but rather the cocoons from which Guardians and Devourers "hatch" from. During the Starcraft beta testing, the developers originally intended for the mutalisks to come down to the ground then morph into guardian, but it caused a bug when the muta would try to morph at a terrain that ground units can't be on (i.e. water), so they made a new unit called the 'cocoon' but apparently forgot to change from ground unit carapace to air carapace. Interesting detail omission, although we won't know if this was done on purpose or not. Another really interesting detail that Bliz probably forgot was a hallucinated queen can infest a command center. | ||
SolaR-
United States2685 Posts
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