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MrDeath666

Member Since 23 Jan 2017
Offline Last Active Sep 11 2017 06:22 AM

#1048661 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by MrDeath666 on 27 January 2017 - 04:28 AM

Let's talk about buff/debuff effectiveness in game.

 

For example. I'll take Oxidizer supported with 8 Gattling tanks firnig at the same air target. Average damage per second of each Gatt tank is X, so their overall DPS is 8*X. When Oxi takes it's place, the damage is buffed by 25% (armor decrease) and become 1.25*8*X=10*X. It's like 2 Gatt tanks more, obviously. And since Oxi cost nearly the same as 2 Gatts (1100 vs 600*2), anti-air only, can't do anything alone and much higher tier, I don't see any reasons to built it before you spam this pretty high number of units. And I have a question, does this debuff machine really worth it ?

 

Next example is Coordnode, 15% damage increase for 800$ in average area. Doing the same maths as for Oxidizer, you can calculate that you need something like 13 affected Pillboxes, 10 Gun Turrets or 7 Patriots to make it more valuable choise than just placing another defence. That's quite ridiculous number, isn't it ?

 

For me, the main problem of most such utility units is cost inefficiency. I cannot understand why things like Syncronin (Oxi on steroids, even more costly and with less debuff persentage) can be compared with Dustdevil and Hummigbird, which halves stats in a good aoe. Units like Bulldog with flash grens, Plague Splatter or Sensor Tower is ok even their debuff effect is trash (come on, ten percent ! It's close to nonexistent!), because they provide much more usefullness than just impair enemy. Totally IMHO, but effects above need some rescaling.