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Feb 24, 2012 9:03:06 GMT -5
Post by wax on Feb 24, 2012 9:03:06 GMT -5
After a bit of reflexion, your SCOP looks terribly broken. All I need is a comparison to the average SCOP firepower that is close to 160%, defaults and specialties aside. Comparison time! Unit HP | Average power | Myral's Power | 10 HP | 170/110 | 110/110 | 9 HP | 153/110 | 117/120 | 8 HP | 136/110 | 120/130 | 7 HP | 119/110 | 119/140 | 6 HP | 102/110 | 114/150 | 5 HP | 85/110 | 105/160 | 4 HP | 68/110 | 92/170 | 3 HP | 51/110 | 75/180 | 2 HP | 34/110 | 54/190 | 1 HP | 17/110 | 29/Invincible |
Despite the lack of any sort of firepower, your 5HP units OUTPOWER full HP enemy units. Chipping at you becomes useless (not that I mind) but I don't know which to hate more between infantryspam and a boost this absurd. Given the average matchup is 55%, and is reduced by the default boost to ~50%, attacking you pushes you exactly into your specialty zone, making it seem like your enemy boosted you. Therefore making attacking your lower HP units more than useless, and outpowering truly invincible COs, whose CO Powers would cost lots of stars. That SCOP needs rebalancing because even if your full HP units get stomped on, it surely won't kill them, instead making them juggernauts that will ignore at least 40% of your opponent's damage output. Even potentially overpowered COs like me are completely useless facing this because while my SCOP damages some units, it won't kill them, your SCOP will outright invert the effects of mine. Then, bonus movement won't help me to palliate. That, and since - with the current damage calculation - defense overrides dispersion and luck, I am completely impotent. The only ones who can pose you problems are the ones who are able to OHKO your full HP units, which - if you are logical when you activate your SCOP - won't even exist. Status: That SCOP needs a bit of nerfing, and I retire any sort of approval unless this is done.
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Feb 24, 2012 15:15:54 GMT -5
Post by Darien Crowe on Feb 24, 2012 15:15:54 GMT -5
CO's name: Darien Crowe CO's gender: Male CO's Age: 29 CO's Country: Brown Desert CO Description: Darien, in all honesty, looks a little unintimidating. Standing at a below-average 5' 5'', Darien is a thin, wiry man-the short-sleeved tan trench coat he wears as a holdover from his years in the desert almost seems to hang off him more than it does fit him, and he doesn't look at all like the sort of man one would figure for a general. Of course, it isn't his build that gives the right impression, but his face does. His grey, sunken eyes seem to not so much look at people as they do through them, his mouth frequently in a smirk that suggests both confidence and contempt. His features are sharp and weather-beaten, dirty-blonde hair kept long and unkempt, and he overall almost gives off a rugged survivalist impression-and an impression of a man with no quarrel with killing you where you stand. CO's Personality: Darien is a man of ruthless efficiency in battle. When he fights, his objective is utter victory-no quarter, no relent, done not out of spite nor fervour but a core sense of duty. Overall, he goes through live with an almost callous confidence-what he does, he plans to do well, and he almost seems to know he will. He gives little respect to the chain of command when not necessary, and has a vested intention of doing his own thing on his own terms. Some would call him smug, though this would be a rather gross simplification-he doesn't gloat or boast, but rather gives off an air of drive and self-assurance. CO's History: Darien's origins are unknown, but his legacy certainly is not. For almost ten years, Darien roamed the Brown Desert wastelands, a man driven by wanderlust and a passion for independence. He was well known for a rebellious and uninhibited nature-he was perhaps one of the only men who could call the wastes home, and he cared little for trespassers. He was known almost as much for his outlaw nature as his mechanical skill-on various jaunts and ventures into the deeper parts of the wastes, he gained a reputation as an almost legendary mechanic, keeping even some of the most temperamental equipment running like a dream through the toughest conditions of the desert, and turning scrap and salvage into machines rivalling industrial works. But his expertise at making his equipment is matched only by his passion for pushing these machines above and beyond their limits, no matter what the toll on their upkeep. His skill at making his kit was matched only by his need to break it. However, two years ago, he rode straight into the Desert capital, bluffed, dodged and even fought his way to the military HQ and did something truly unexpected-not hold hostages or make demands, but in fact offered to join the ranks of Desert commanders. The full details of his employment-whether or not he is serving penance for his crimes, for example-have not yet been declassified, but it is well-known he ranks among the best of the best in the military brass. Stock quote: There's only one chance at anything in this world-go all out or do nothing. Hit: Being on the edge. Miss: Doing nothing. Quotes: Mabye sometime. CO's Theme: www.youtube.com/watch?v=5rh_qYnNCd4 (May be subject to change.) Day to day: High-End All mechanical units have move one extra square, but have only 80% defence. Places greater emphasis on performance than long-term durability for military hardware.CO Power Bar: xxxxXXX CO Power: Full Throttle Mechanized units have 110% offence and move one extra space in addition to the day to day bonus. Super CO Power: 110 Percent Mechanized units have 130% offence, move an extra space and take only one movement point to move through any square. There we go. Y'know, my initial concept was to have an anti-terrain general, but Xenav beat me there-by eight months, no less-so here we are. Let me know if anything's up. EDIT: Wax mod added. To be honest, if I tried balancing him myself, I'd just end up never being able to get approval and drifting off again. But, uh, on the topic of the CO Power, I intended for the +3 movement to override the day to day, not add to it. Anywhoo.
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Feb 24, 2012 18:08:12 GMT -5
Post by wax on Feb 24, 2012 18:08:12 GMT -5
OK, so I have 1 thing to begin with: Your CO is utterly broken, period. +2 movement day-to-day, what were you thinking!? Even with 110/80 stats, +2 movement means you almost always get first strike, you have absurdly fast infantries. That and you can stalemate directs.
Then your CO Powers are extremely unbalanced. Undergoing 3 mass damage at the end of the turn is a BIG penaly that could allow massive bonuses, but then, your units have a broken +5 movement and 135% offense with the normal power, and your super... is just plain out lame in comparison because you don't get the +3 movement (which shouldn't be seen anyway). Status: Broken. That day-to-day alone does the thing.
Then, Xenav is highly inactive, no later than yesterday I mentioned a probability of disposing of him. So taking him into account, well... you know.
My advice, take good note: D2D: If you're so focused on gaining movement day-to-day, you must have at least 100/80 stats to palliate. And that, Darien, is ugly. COP: +3 movement? To heck with this. 3 mass damage? No effing way I let that pass. We do not need such things. SCOP: Same, without the broken movement boost thing.
Darien Crowe (Wax mod): D2D: +1 movement, 80% defense COP (xxxx): +1 movement, +10% offense (120/90, +2 movement) SCOP (xxxxXXX): +1 movement, perfect movement, +30% offense (140/90, +2 movement, perfect movement)
But rule n°1: Do what you want and do not always copy what others advise you.
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Feb 24, 2012 22:32:49 GMT -5
Post by Myral on Feb 24, 2012 22:32:49 GMT -5
Yes, I agree... the SCOP is totally broken, but not in offense wise, the defense is still the problem...
*Edits**checks balance*
That should be better.
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Feb 25, 2012 6:32:50 GMT -5
Post by wax on Feb 25, 2012 6:32:50 GMT -5
Myral, for the sake of it, repost your app each time we change pages. Also, proven fact is that this day-to-day power is weak. If not worse than just "weak". Then the SCOP... well now the defense is down, it might be okay. At least you won't be able to break the game with 5 HP units just like that. And since everybody's pretty powerful in there (or not?) you may pass.
Approvals: 1
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Feb 25, 2012 16:21:09 GMT -5
Post by keitar0hirochi on Feb 25, 2012 16:21:09 GMT -5
I agree with Wax on the judgments he delivered during my absence. Not much more to say on it. Except one thing, for Myral: upping the power of injured units goes against the very concepts of the game. I would advise a total change of specialty.
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Feb 26, 2012 5:39:05 GMT -5
Post by Myral on Feb 26, 2012 5:39:05 GMT -5
I agree with Wax on the judgments he delivered during my absence. Not much more to say on it. Except one thing, for Myral: upping the power of injured units goes against the very concepts of the game. I would advise a total change of specialty. Erm... I agree that it is a little weird, but not completely against the concept of the game. As myral would especially dote on units in trouble. @wax: the d-t-d is atleast better than nothing.
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Feb 26, 2012 6:59:43 GMT -5
Post by keitar0hirochi on Feb 26, 2012 6:59:43 GMT -5
Actually, I'm just bugged at the fact that a damaged unit can be stronger than a full HP one. THIS shouldn't be possible.
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Feb 27, 2012 4:33:12 GMT -5
Post by Myral on Feb 27, 2012 4:33:12 GMT -5
But it does adds tactics in trying to defeat him. Also, It isn't stronger until you hit SCOP, and even then it's weaker than most CO's units are when a SCOP is activated, so I don't reeeeeally see a problem.
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Feb 27, 2012 11:37:11 GMT -5
Post by keitar0hirochi on Feb 27, 2012 11:37:11 GMT -5
It's still more annoying than useful, which I really don't like, despite the interesting twist, it really shouldn't go too far. I don't want no 5HP unit with doubled defense and more firepower than a full HP unit from anyone else.
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Mar 6, 2012 9:48:46 GMT -5
Post by Raider on Mar 6, 2012 9:48:46 GMT -5
CO's name: Raider CO's gender: male CO's Age: ?? CO's Country: Jade Sun CO Description: Small guy in a suit of Heavy armour with a gas mask on. CO's Personality: Extremely paranoid, won't eat any food he didn't prepare himself and has slowly made himself immune to as many poisons as he could find (somehow that includes heavy metals, asbestos, poison gas, Dihydrogen Monoxide (factor in almost 100% of drownings), Biological weapons, radiation and aging), frequently sends fake versions of himself in his place, places traps at, on and in his home (as many salespeople and would be robbers find out (mostly when they lose an arm)) and has created new ways to poison people purely to make himself immune to it. He is farely defencive in battle preferring to let the enemy come to him. CO's History: Born in a small village on a mountain in the land of Jade sun, which was destroyed by a large group of bandits because the villagers "Didn't feed them poison laced Beef" But luckily the bandits also didn't want to kill any children. Many years later He joined the military where he gained and lost a lot of ranks until 20 years ago when he bribed his way into becoming a CO and somehow all the proof (of misconduct) went missing due to a sudden influx of a new paper eating bacteria. He then tried to get revenge on the bandits but found that they had all died of old age. Stock quote: "Alls fair in war and even then they complain about my tactics" Hit: Effectiveness Miss: Assassins CO's Theme: Command & conquer 3: Tiberium Wars - Alien substanceCO's day-to-day skills: Units 90-100, Enemy direct attack land units that attack my units take one more damage due to landmines (to a min of 1 damage). CO Power Bar: xxxxxXXX CO Power: Sabotage: Enemy mechanical land units lose 2 health. Super CO Power: Biological weaponry: All enemy infantry and mechs lose 5 health.
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Mar 6, 2012 16:22:17 GMT -5
Post by keitar0hirochi on Mar 6, 2012 16:22:17 GMT -5
This is a big no for me.
Be it his affiliation, because everyone is supposed to be affiliated to one country, his... sloppy work of a story, his Kanbei-like skills, no.
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Mar 7, 2012 4:42:32 GMT -5
Post by Raider on Mar 7, 2012 4:42:32 GMT -5
ok i edited it heavily
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Mar 7, 2012 16:06:35 GMT -5
Post by Jinn on Mar 7, 2012 16:06:35 GMT -5
Having your opponent damage himself from attacking you is incredibly powerful. I do like the idea, but you'll have to put some more work into it if you want to keep it. Maybe if you change your DtD to 80/100 that might work. Also it should only affect direct attacking ground units, it doesn't make sense otherwise.
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Mar 7, 2012 16:10:49 GMT -5
Post by CYBERUS on Mar 7, 2012 16:10:49 GMT -5
Unfortunately you're now still broken.
The biggest problem with your d2d is the "Enemy land units that attack my units take one more damage due to landmines (to a min of 1 damage)." bit.
Your COP, you do the same thing as Drake's SCOP for 4 stars less, so no.
SCOP, too overpowered. Rework.
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