Hello Hectopascals
Ok I need help..... How do I balance Units for a Massish/Income Map
Well the map idea is that player makes building allowing them to buy units (Weakest is Zling but can be spawned in mass numbers and cheap cost and effective in thier Large Number While Ultra being strongest and costing the most but very powerful in groups of 4 or so)
So if anyone knows how to do a unit balance tell me how ...please and thanks ahead of time
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Well Im thinking Using Zling,Rine,Ghost,Zlot,Tank,gol,Zlot,Dragoon,HT,DT,Ultra
Weast-------Strongest
Its gonna be a map based on One of my FAV GBA games MegaMan Battle Network(i felt like saying that)
Zling=Mettaur Rine=Gunny Ghost=Canndumb Zlot=Punchy Tank=Tank Gol=Magnum Turrent HT=Killer Eye DT=Swordy Dragoon=Bettle Ulta=Scuttlets
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Balance is really determined mostly through testing, testing, and more testing. Find a bunch of beta testers and run a few rounds with the map on bnet if you can. If anything is imbalanced, it should show pretty quickly and you can nerf/buff units as necessary.
(Units should be adjusted to some ballpark estimates for HP/attack though. Maybe post some examples of what you put in this thread? There isn't a rigorous criteria for these things, so do whatever you want, and use common sense to judge whether or not X is appropriate. You should probably keep the rines substantially weaker than the zerglings, however, since we do not want positive feedback to lock the player with lings out of the game.)
Anyways, some really vague rules of thumb when going up a tier are as follows. You don't have to adhere to them, but they give a general idea of how balance turns out.
- If going from melee unit ---> ranged unit
- The ranged unit should have a lot less HP than the melee unit.
- The ranged unit should have a bit DPS than the melee unit.
- The melee unit should be able to kill the ranged unit quickly.
- If going from ranged unit ---> melee unit
- The melee unit should have a lot more HP than the ranged unit in the tier below.
- The melee unit should have substantially increased attack/DPS.
P.S. HTs will make your map hit the sprite limit very quickly, so you might want to switch to another unit (Archon/Hydra).
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Check the "use unit default" for the stats. Have players mine minerals. Figure out the time it takes after building a unit and it coming out, then make a series of deathcount timers so that when you step on the beacon, you wait for a little while before you get the unit.
if you want attack speeds and move speeds, the move speeds are in the wiki under list of starcraft units, and the attack speeds are somewhere in the theory and ideas forum. search for posts my me (rockz) with the works "attack speed", or posts by anyone "byperion".
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I can't help but notice that you've got a lot of small units as weak units and larger units as strong units. It's important to keep in mind that a cluster of small units will have a greater density than a cluster of large units, which in turn will translate into a greater volume of fire when all else is equal, as well as having the incoming enemy damage spread across more units. It might be nice to have a small number of strong units, but keep in mind that there is a finite area in which your units are able to attack the enemy's units and participate in the absorption of enemy fire, and if each powerful unit is large and thus takes up the space of (say) 8 weaker units within that area, while being less than eight times as powerful, it will actually be disadvantageous to invest in the strong units. Just something to keep in mind...
And it can't be repeated enough that there's no substitute for testing and tweaking.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Creating good mass maps is nigh impossible because of the low sprite unit of 100 attack animations at a time.
So keep number of units as low as possible. Better increase stats and raise spawning time.
For more considerations about balance search UMS MMA for the key word "balance". You'll find relevant topics like "help with defense map".
Creating good mass maps is nigh impossible because of the low sprite unit of 100 attack animations at a time.
So keep number of units as low as possible. Better increase stats and raise spawning time.
For more considerations about balance search UMS MMA for the key word "balance". You'll find relevant topics like "help with defense map".
That very sprite limit is a crucial element of strategy in mass maps. Goliaths, wraiths, scouts, and many other similar units "locked up" very frequently late-game, making their actual damage much lower than their high attack might indicate. This leads to higher-level play and more in-depth strategies, surprisingly. Check out
StrategyWiki's article on EVOLVES for an example.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Units not shooting is always stupid imo, no matter the strategies you can derive from it.
Units not shooting is always stupid imo, no matter the strategies you can derive from it.
Rant @ Blizzard, not me. The point of a "mass" game is to have a
mass of units, not very few units with high attack/HP, so reducing unit quantity to make all of them able to attack at the same time (as you have suggested) completely defeats the point of the scenario.
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Its not really a Mass Map PreSay but its gonna have the unit train of defend your castle 2 the SC map(If anyone has played it you know what i mean)
i aslo wanna add a sorta income system as well
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Players will fight each other
i was thinking maybe more a income of buildings
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