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digitallimit
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Post subject: Re: Balance Posted: Sun May 06, 2012 11:46 pm |
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Joined: Sat May 05, 2012 2:00 pm Posts: 100
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What sort of Voltar build are you using for the rush? Damage or healing?
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Kei
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Post subject: Re: Balance Posted: Sun May 06, 2012 11:55 pm |
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Joined: Fri May 04, 2012 4:55 pm Posts: 7
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gregnar wrote: I can do whole rush with only one upgrade and good Leon player so it's the beginning of the game. Leon, Froggy G are to weak to block it. Lonestar is a good choice but he needs both bull and dynamite so at the beginning it's hard and same think for Clunk. And If any A-naut will go to buy upgrade, turret will disappear. 2 days ago I had 15 win streak with Voltar rush under 5 min. Different teams, different strategies all failed. I will say it one more time: Voltar rush is too easy to perform and too difficult to counter. Well you shouldn't be defending alone anyways. I don't feel its too difficult to deal with if you have people who know how to play. If your talking about skill level, like newbies versus good players, it wouldn't even matter if there's a Voltar rush. The good players will almost always win. It becomes a learning and experience issue then. gregnar wrote: 2 days ago I had 15 win streak with Voltar rush under 5 min. I had the exact same thing lol. 2 days ago as well, but there was no gregnar so we weren't playing together.  But the reason why we could do Voltar rushes is because they just run in and die. Have you Voltar rushed a good team before? That is how you should check if it's broken, not how easy it is to do. Catering to low level players can really hurt a game; however, the devs did mention that they wanted to make a more simpler and casual "DOTA" game, so its really up to them. I find it simple to pick up but has a lot of depth if you want to really get into it.
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LuCkeePanTs
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Post subject: Re: Balance Posted: Mon May 07, 2012 12:41 am |
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Joined: Sun Mar 06, 2011 7:49 pm Posts: 112
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LoL Volt is funny, They just need to change his driods i think. If you make them protect against damage he becomes and mean tank with double hp perks;) he also get to much solar for healing. It requires skill to play against him, that is why theres a lot of complaining. Anyways im sure the developers will figure everything out and dont give up on this game like you did to S&S please:(
One more thing, the ranking system seems funky lolol, One more thing, ppl should get loses for leaving a game mid way. As it stands now there is no punishment for leaving mid game while your team is losing;) So you can mold you winning % to be number1
_________________ Main: Yuri/Derpl LF: teacher to teach me how to play awesomenauts. PSN: Luck_02
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Fuzia
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Post subject: Re: Balance Posted: Mon May 07, 2012 12:47 am |
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Joined: Sun May 06, 2012 2:55 pm Posts: 294 Location: Denmark
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LuCkeePanTs wrote: LoL Volt is funny, They just need to change his driods i think. If you make them protect against damage he becomes and mean tank with double hp perks;) he also get to much solar for healing. It requires skill to play against him, that is why theres a lot of complaining. Anyways im sure the developers will figure everything out and dont give up on this game like you did to S&S please:(
One more thing, the ranking system seems funky lolol, One more thing, ppl should get loses for leaving a game mid way. As it stands now there is no punishment for leaving mid game while your team is losing;) So you can mold you winning % to be number1 Actually, if you leave a game, you won't get any EXP after your next game. (:
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LuCkeePanTs
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Post subject: Re: Balance Posted: Mon May 07, 2012 1:02 am |
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Joined: Sun Mar 06, 2011 7:49 pm Posts: 112
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Fuzia wrote: LuCkeePanTs wrote: LoL Volt is funny, They just need to change his driods i think. If you make them protect against damage he becomes and mean tank with double hp perks;) he also get to much solar for healing. It requires skill to play against him, that is why theres a lot of complaining. Anyways im sure the developers will figure everything out and dont give up on this game like you did to S&S please:(
One more thing, the ranking system seems funky lolol, One more thing, ppl should get loses for leaving a game mid way. As it stands now there is no punishment for leaving mid game while your team is losing;) So you can mold you winning % to be number1 Actually, if you leave a game, you won't get any EXP after your next game. (: Yes but you dont get the a lose.
_________________ Main: Yuri/Derpl LF: teacher to teach me how to play awesomenauts. PSN: Luck_02
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faatnntaaf
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Post subject: Re: Balance Posted: Mon May 07, 2012 1:33 am |
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Joined: Thu May 03, 2012 9:10 pm Posts: 9
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This game is surprisingly balanced, the only thing needing a nerf would be leons slow, time should be reduced. IMO its too powerful of a CC for as much dps as he has. Otherwise I think this game doesn't need balancing. Only the scrubby noobs whine about people being 'OP'
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SPTwhte
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Post subject: Re: Balance Posted: Mon May 07, 2012 2:45 am |
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Joined: Fri May 04, 2012 7:22 am Posts: 31
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I've played a ton of Voltar. Here are my suggestions on balancing him.
1. Leon Clones should not award Solar for being healed. I almost always end up WAY higher level than anyone else in the game, because I grind my friend's Clones.
2. Make turrets ignore attack Drones. This change will make it harder to tank a Turret.
3. Make attack Drones do less damage to Turrets/Core. Currently they do full damage to Core and a little over 1/2 damage to Turrets, and once they are fully upgraded, then they eat through Turrets/core like butter. Turret/Core massacre is not a position that Voltar should be able to fill.
4. Allow Voltar to cancel his jump into "flight" at any point during the jump. Currently he can only cancel the jump after he reaches the top of his jump. This feels awkward and makes it hard for him to stay with his group.
Here's something I think doesn't need to be fixed: The attack of Voltar's Drones against players. I saw quite a few people complaining that upgraded Drones are too strong, but I think these people just need to figure out how to deal with Drones. Drones are easily destroyed with a few abilities. Clunk's Explosion, Lonestar's Dynamite, and Froggy G's Splash Dash are all effective at completely negating the Drones. The Drones are expensive to upgrade, and if the Voltar chooses that spec against a player who can deal with it, then he has essentially wasted Solar. So, a straight attack Drone spec is as risky as it is strong.
Last edited by SPTwhte on Mon May 07, 2012 5:16 am, edited 1 time in total.
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cXem
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Post subject: Re: Balance Posted: Mon May 07, 2012 3:04 am |
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Joined: Fri May 04, 2012 1:40 am Posts: 13
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SPTwhte wrote: Here's something I think doesn't need to be fixed: The attack of Voltar's Drones against players. I saw quite a few people complaining that upgraded Drones are too strong, but I think these people just need to figure out how to deal with Drones. Drones are easily destroyed with a few abilities. Clunk's Explosion, Lonestar's Dynamite, and Froggy G's Splash Dash are all effective at completely negating the Drones. The Drones are expensive to upgrade, and if the Voltar chooses that spec against a player who can deal with it, then he has essentially wasted Solar. So, a straight attack Drone spec is as risky as it is strong. You have drones out, they kill em, you respawn em since it had no cooldown since they previously existed. they can deal 16 x 4 damage = 64 damage burst thats consistent. Add additional health for voltar, Movement speed, And you win. Since Most players will try to stack damage and such, you will burst them, and due to additional solar gain, you get to stack hp first.
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Elvick
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Post subject: Re: Balance Posted: Mon May 07, 2012 3:16 am |
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Joined: Tue May 01, 2012 7:41 am Posts: 192
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I think drones not being targeted would be a good idea for turrets. They can still take a hit if they happen to fly in front of a bullet, but they shouldn't be focused on.
That doesn't work well. Since the turrets target the highest enemy, and those things just float around so randomly the AI can't track just one. So it randomly switches between drones, creepers and players.
Making them far less effective. It's like when you're going from the front and back of a turret, it gets confused and freaks out. Letting you get away with doing a ton of damage while it struggles to figure out which way to face and fire.
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LuCkeePanTs
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Post subject: Re: Balance Posted: Mon May 07, 2012 3:22 am |
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Joined: Sun Mar 06, 2011 7:49 pm Posts: 112
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Also if yuri can heal the core with his aura he may aswell heal turrets too.
_________________ Main: Yuri/Derpl LF: teacher to teach me how to play awesomenauts. PSN: Luck_02
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