Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: unit balance?
unit balance?
May 2 2009, 6:53 pm
By: melnikov  

May 2 2009, 6:53 pm melnikov Post #1



hi
i have a question. how can i balance units?
for example how can i balance ghosts and marines?
with map editors(staredit, scmdraft, ...) we can change attack, armor and hp of a unit.
we cannot change their attack range, attack speed and move speed :-( .
i want to know how to change unit stats to they to be equal in a battle.
is there any formules?



None.

May 2 2009, 7:18 pm Wormer Post #2



Quote from melnikov
with map editors(staredit, scmdraft, ...) we can change attack, armor and hp of a unit.
You can't change anything beside that without modding.

I'm interested, what one means when say "units are balanced"? The simplest thing is to balance a pair of unit types to get them equal time to kill in 1v1 battle. But what about group battles? Unit cost and build time comes into balance too. And such advanced things as upgrades? Their cost and time to research...

I'm also interested in finding balance "formulas".



Some.

May 3 2009, 10:28 am Heegu Post #3



The best way is to just test test and test.



None.

May 3 2009, 12:59 pm Vi3t-X Post #4



Ghosts compensate increased range, personal cloaking and the ability to launch nukes for a slower attack speed, concussive damage and slower movement.

Marines compensate increased attack speed and movement* for lower damage. Marines are also a lot cheaper.

Depending on the scenario in which you want to portray, each unit may have a different use.


*Increased attack and unit speed is based off possible stim pack research.



None.

May 3 2009, 2:52 pm rayNimagi Post #5



You can't just think about one unit vs. another. You have to think "What unit does my enemy have," and then "How do I counter that?" Bring in firebats against zerglings, scouts against battlecruisers.

In your map, is it always going to be 1v1 unit battles? If not, I suggest balancing unit based on counter-units. As for marines vs. ghosts, you can only "test test and test."



Win by luck, lose by skill.

May 4 2009, 6:17 am Echo Post #6



Testing is the only way. The more people you have to help test, the faster you can do it. Here is how ghost and marines are usually imbalanced. Usually, people think that the ghost's long range makes up for everything else, so they usually make it a bit more than marines. What they don't know is that ghosts do less damage to medium armor and heavy, while for marines, it doesn't matter. The best thing to do to balance them is to make the marine do low damage, and the ghost do a medium to high. Marines are generally rigged in UMS because of their speed (with or without stim) and their capability of damage.



None.

May 4 2009, 11:23 am Vi3t-X Post #7



Quote from rayNimagi
You can't just think about one unit vs. another. You have to think "What unit does my enemy have," and then "How do I counter that?" Bring in firebats against zerglings, scouts against battlecruisers.

In your map, is it always going to be 1v1 unit battles? If not, I suggest balancing unit based on counter-units. As for marines vs. ghosts, you can only "test test and test."
Remember that unit statistics weigh in. They're counter-measures.



None.

May 4 2009, 7:16 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/topic/6791/
http://www.staredit.net/wiki/Unit_Speeds
Perhaps these will help.

Typically overpowered units are the ones which are faster than others. Armor greatly complicates things.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 5 2009, 6:24 pm Pyro682 Post #9



It really does depend on what you're balancing for.
If you have a massive army of ghosts versus a massive army of marines, then testing on a 1v1 basis where they both kill eachother at the same time wouldn't work, because the ghosts would win the army, but the marines would win the 1v1, due to range. Attack Speed is compensated for through the armies themselves. Granted, The marines en masse will have a higher cumulative attack rate, but the ghosts have range to compensate for that.



None.

May 20 2009, 1:18 am MillenniumArmy Post #10



IMO to truly balance units, what comes first is maintaining strict boundary conditions.

As in, you cannot have vastly different scenarios involving unit(s) versus unit(s). If your game is meant to have these units pitched against each other 1v1, you must prevent scenarios where it somehow ends up becoming 100 of these units against 100 other units. Some units work better as lone rangers, others in swarms.

Another thing to consider is the way these units approach each other. Are they going to be simultaneously pitted against each other in a small confined arena? Or will the unit(s) trickle into battle via mass attack or mouse commands? Will micro play a huge role in these battles? The more scenarios you have, the harder it'll be to truly maintain a balance of units.


So IMO the best formula to balancing units is to define all possible scenarios these units will be confronting each other and then work from there. I say the most "balanced map" would be units with a Rock Papper Scissors style. Some units should clearly have an advantage over certain ones while rendered almost useless against others.



None.

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