After playing the game enough on 1v1 and 2v2 I’ve reached some conclusions (opinions) on the game’s balance. The very first day I played around 11 matches and I thought the balance was perfect.
But then I played some more and realized that is not the case at all, it goes to show just how much testing a game such as this requires and proves the tremendous work it requires to balance it. In that regard I think we can be as understanding as possible of the dev and design team at 343/CA, thanks for the support.
This list will mention the things I consider straight out broken, things that are either uncounterable or downright game dragging, unfair, unfun or things that just don’t require any stretegy whatsoever. And then just a few proposals on how to balance them. I’m of the opinion that cost CANNOT balance this things, but rather a redesign is needed.
- **Scout Units:**The problem with scout units is that they achieve more than just scouting. Ghosts and Choppers are fine for the most part, they have to be weak enough that they can’t take bases by themselves but strong enough that they can effectively counter infantry.
The broken aspect is how these units can capture and decapture power nodes. Granting map control really fast and accesible.
Proposal:
-Remove decapture and capture capabilities entirely from scout units.
- **Jack Rabbits:**Jack Rabbits have been proven time and time again to be extremely effective in open field (outside the boundaries of a base) their cheap cost, speed, mobility, burst damage reliability, self healing are all factors that when you start thinking about them you can’t help but think how a unit like that came to be. It is broken.
Proposal (Pick 2 items):
-Swap the mini frag launcher for a miniturret (essentially removing the unit burst damage).
-Remove the heal drone.
-Reduce the shooting angle to 90 degrees or so in front.
- **Cloak Generator:**Just like the Siege Turret there’s a reason this device is unlocked at T3, the benefits of it are incredibly strong and can lead to super turtling for hours due to the difficulty countering it and due to the small detection range. I think detection is completely fine, I used to think it should be just like in Starcraft II, but I believe right now it is pretty balanced.
Getting a small ball of engineers on top of a base is hurting, it already puts you at SUCH a big disadvantage (no heal, reduced population) and ground detection units are very fragile to turrets/units. This building is absolutely broken.
Proposal:
-Cloak base and turrets ONLY. Remove unit cloaking.
- **Shield Generator:**Not as game breaking as the Cloak Generator, actually I think it is quite fine honestly but if I would change something it would be…
Proposal:
-Shield base and turrets ONLY. Remove unit shielding.
- **Siege Turret:**Similar to the Cloak generator, this can enable super turtling. Ground attacks are really weakened and air only attacks can be so easily countered.
Proposal:
-Reduce rate of fire.
- **Resource Diminishing Returns Curve:**This got an adjustment in the latest patch, it was improved but it’s far from perfect or even fair. Getting more than one expansion still feels punishing rather than rewarding.
Proposal:
-Can we just remove the whole diminish returns thing? Might be a little drastic, specially in a game with unlimited resources per base, but at this point I think it is necessary to fight off super turtling.
Please let me know what you guys think.