Re: Game Balance and Matchmaking - We want your feedback!

by mau_m_E_A
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Original Post

Re: Game Balance and Matchmaking - We want your feedback!

[ Edited ]
★★★ Novice

I think the biggest problem with the game is currently the way unit levels affect gameplay. Per unit level, a unit gains 10% life and damage, this doesn't sounds like that much, however the these effects stack and it takes effectively 1.1^2 = 1.21 (about 20%) more hits to kill a unit if it gains one unit level.

For 2 unit levels this becomes 1.21^2 = 1.46 = ~45% and three level 1.21^3 = 1.77 ~75%.

 

Note that at lower ranks (up to gold), the effect is less, since one can win with a better balanced deck and better micro. If you look at the tiberium league, you need to have lvl 10-11 units to have any chance. For new players this is/ becomes also very frustrating, since they can be matched against unit levels that are way higher. 

Even an experienced player with a new account probably would take months to get to master league.

 

A possible solution would be to cap the effective level difference, i.e. damage is capped as if the unit dealing damage is max 2 levels higher. A variation of this would be apply diminishing returns (e.g. 1 level difference -> cap of 1, 2 lvl diff -> cap of 1.5, 3 level difference -> cap of 1.75, etc..  by halving the benefitrs per level).

This could further be combined by reducing the gains per level from 10% to 5% (still resulting in an effective 1.05^2 = ~10% gain).
I believe such an approach would not remove the incentive to have a level advantage, while at the same time making the game more attractive for new players.

Message 481 of 893 (731 Views)

Re: Game Balance and Matchmaking - We want your feedback!

[ Edited ]
★★★★ Novice

火砲的設計
火砲的定位大概是跟裝甲神兵一樣的

但實用性出奇的難用

目前的設計

架設好後不會自動找目標

轉向的速度又超級慢

神兵120一次攻擊基本上可以穩定殺敵

火砲90但敵人很難一次掛

同樣面對快速移動的敵人

火砲很吃虧

甚至連mlrs都比他還實用

 

還有就是火砲打建築的判定有bug

如果我從陰影外直接指定火砲去打建築物

他不會在兩格外攻擊

而是衝到建築物正前方才打

 

另外就是 火砲打建築物要點兩次才會轉向

 

還有就是明明射距是3格

但布置好後

不會自動攻擊第三格

要手動點

Message 482 of 893 (702 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★ Novice

Anti infantry units using special tech should deal reduced damage to infantry units that use the same tech. Disruptors against shockwave troops, chem buggies against chem troops (besides resistance to tiberium cloud damage), and anything that shoots fire against flame troops. The fire retardant gear for example, should give the flame troops better resistance against flame tanks, widow makers, etc. It'd at least give these specialised infantry units a better chance of body blocking while waiting for reinforcements to arrive. 

Message 483 of 893 (659 Views)

Re: Game Balance and Matchmaking - We want your feedback!

[ Edited ]
★★★ Newbie

Today i played 21 games and i think that 17 of those were challenge games. Its been like this since the update but it feels like its gotten worser the last couple of days. I dont mind losing a close game, but when you cant stand a chance,  the fun is starting tog fade

Message 484 of 893 (641 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Apprentice

We were asking for rivals champions/blitz in fair levels  so that skill matters and i am surprised to say that EA actually listened! Thanks for listening the community! Keep improving the game👍

Message 485 of 893 (614 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Guide

@pontiki123451 wrote:

We were asking for rivals champions/blitz in fair levels  so that skill matters and i am surprised to say that EA actually listened! Thanks for listening the community! Keep improving the game👍


25th or 26th can't quite make out the date in the link will also have level 6 units and be available to everyone. Going to be a fun one. After that, on the 29th we will have another level 9 event that will be open to diamond, platinum and masters leagues. Lots to be excited about in the coming days!

Message 486 of 893 (609 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Novice

Not a fan of the level 9 event since I'm in masters,  it should be at least level 10 or 11

Message 487 of 893 (594 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Apprentice

Why not? Most of the masters players that are f2p have levels from 8 to 10 maybe 11. So why not? With level 9 as a limit only skill matters. If thats what you are interested into you shouldnt have a problem. Now if you are paying a lot ofmoney and you lack skill its a chance for you to learn new strategies and decks. So everybody wins

Message 488 of 893 (589 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Novice

The max level for an event should be 1 or 2 levels  below the level cap for the tier you're currently in

Message 489 of 893 (586 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★★ Apprentice

Can you explain why? Because if you have good tactics you dont really need that 10 max level. 9 is fine because the matches most of the times are balanced. And 10 right now is not. Because if you have like level 10 max training units and your opponent has level 9 units you have a level advantage that you shouldnt have. Rivals champions/blitz is supposed to award the best players in terms of strategy and tactics. Not the ones that are spending money like crazy. People that pay a lot of money already get awarded on the ranked matches even if they dont deserve it. Why do they need to be awarded on a tournament that is giving in game currency and cards to the best? Why should they be awarded like the best if they are not the best?

Message 490 of 893 (581 Views)