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 the unit ball is back

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Vmomo
Pulkit
Scaren
Bobba
Juggernaut
Claudandus
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Claudandus

Claudandus


Posts : 585
Join date : 2013-10-21

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PostSubject: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 11:46 am

Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?
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Juggernaut

Juggernaut


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Age : 26
Location : Inferno Castle

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 4:15 pm

Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

Ball up usually is only lethal when is a UD naked LI ball but adding more penalties to ball up can be a pain in PVE because enemies rushing to you usually force you to ball up on they and I want remove the movement penaltie for cav when moving so close its really annoying get caught by enemy cav because mine are running so close and lose speed and spreating they when there is only one way to scape isnt the best idea
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Bobba




Posts : 782
Join date : 2013-07-19

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 4:16 pm

I thought there already was a penalty for balling up? Both in movement and melee.

Maybe the penalty needs slightly increased or there is a bug causing the melee penalty not to register? Though I haven't seen the ball up strategy in action since volume and the penalty was added, so I can't say for sure what the problem could be.
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Scaren

Scaren


Posts : 1043
Join date : 2013-07-09
Age : 41

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 5:50 pm

Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

No offense to Ulises and Legolas but me and Vmomo actually find it funny how many times they have balled up against us in a 2v2. It surprised us both that they would prefer balling up instead of the mass flanking potential they had. At this point I feel like mass flanking is better than balling up if you have more units.
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Pulkit

Pulkit


Posts : 158
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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 6:45 pm

My way of dealing with it to take Heroed HIs and put them in a bottleneck.The enemy generally attacks all your HI Than use your LI to flank (since the enemy takes a lot of units they are ungeared and easy to kill )
P.S.You cant complain about every tactic that feels wrong to your.Deal with it ,mate
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Vmomo




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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 7:32 pm

Scaren wrote:
Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

No offense to Ulises and Legolas but me and Vmomo actually find it funny how many times they have balled up against us in a 2v2. It surprised us both that they would prefer balling up instead of the mass flanking potential they had. At this point I feel like mass flanking is better than balling up if you have more units.
Vs 2 skellies it's actually a bit harder, they don't flee... Without ranged units, it was really too hard.
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Claudandus

Claudandus


Posts : 585
Join date : 2013-10-21

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 9:14 pm

I'm bringing that up on behalf of others. I have never had a problem with unitballs, not even before volume. But I played with lego as a partner and he balls up all the time and I felt that his unitball accompanied by one of my capped hi in the front was way too powerfull. I think vmomo and strachu can agree on that, even if their way of dealing with it wasn't perfect.
I don't recall a melee penalty for balled up units. If this already is the case, could somebody please verify that.
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Claudandus

Claudandus


Posts : 585
Join date : 2013-10-21

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSat May 31, 2014 9:36 pm

Scaren wrote:

No offense to Ulises and Legolas but me and Vmomo actually find it funny how many times they have balled up against us in a 2v2. It surprised us both that they would prefer balling up instead of the mass flanking potential they had. At this point I feel like mass flanking is better than balling up if you have more units.

You and Vmomo vs Ulises and Legolas in a melee based match is a bad example. You have at least 4 or 5 capped HI's on your side and they have none. If they could pull off a win with any strategy I would be surprised.
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LSLarry




Posts : 279
Join date : 2014-01-20

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 4:34 am

Balling up 8 dolo's in PVE lets me be pretty darn reckless, regardless of difficulty. I think it is safe to say the unit ball has been back since people realized that moving units quickly negated the effect of volume... (And that there is no melee penalty. They chew through stuff.)

Volume was supposed to address balling by not letting people stack their units. People complained about how hard it became to engage with units. Pathfinding and tbh FoW at the same time were probably the worst thing going... So we got this 'sorta' volume. Where physics only counts when people are standing still....

My summary then and now was "Learn some formations and tactics, volume is easy..."(Ok the pathfinding really was bad... volume is less easy). I still believe unit balls are mostly prevalent not due to their effectiveness but because players are lazy and want to avoid micromanagement.

I liked the volume and was sad to see it replaced with nothing more than movement penalty. All this prevents is players stacking units behind terrain that feasibly shouldn't hide them, not unit balling.
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Tibr

Tibr


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Join date : 2013-08-21

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 4:50 am

Its a lot more different to before. Volume works, no doubt. I wouldnt want it changed much, as it already is very noticeable while moving, forming up and attacking. It may need 10-15% increase to make balls less interesting.
A significant melee penalty would be needed to entirely remove balls, that would also mean that this effect would be noticeable in every battle. Battles turn chaotic, every second unit would start suffering from it.

Conclusion: volume increase > melee penalty.
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Juggernaut

Juggernaut


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Location : Inferno Castle

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 5:06 am

Anyway speed penaltie is a nuisance especially when you are persuing fleeing units with 2 units for example 2 LIA persuing 1 elven archer you never touch they Razz
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Juggernaut

Juggernaut


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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 5:08 am

And there are other big disavandtages of balling up like ball up when arty or archers are shooting you isnt a good idea  lol! 
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Juggernaut

Juggernaut


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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 5:16 am

I think I know why balling up is so efficient, its because units with lower melee, endurance and armor (naked or bad geared units) are targeted first by units in a melee for example lego have like 4/3 geared units and then only naked LI/LIA I can see my units dont touch his geared HI until they killed all the naked units first but when that happen my units are already gone and his geared HI still close of full health
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LSLarry




Posts : 279
Join date : 2014-01-20

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 7:52 am

If his HI is taking /some/ damage then I would guess the attacks distribute randomly across all available units. A geared HI is just a lot more likely to soak a hit than a naked LI/LIA. The HI will also keep it's morale nice and high to avoid "shaking" or whatever it is that causes melee penalties, making it tougher again. In the same # of hits to a unit, you just kill a lot more LI/LIA.

I would like some dev confirmation that units either target or attack randomly though, good point!
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Scaren

Scaren


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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeSun Jun 01, 2014 1:24 pm

Claudandus wrote:
I'm bringing that up on behalf of others. I have never had a problem with unitballs, not even before volume. But I played with lego as a partner and he balls up all the time and I felt that his unitball accompanied by one of my capped hi in the front was way too powerfull. I think vmomo and strachu can agree on that, even if their way of dealing with it wasn't perfect.
I don't recall a melee penalty for balled up units. If this already is the case, could somebody please verify that.

I don't think there is a melee penalty and i'm not sure why there isn't...  scratch 
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klaas




Posts : 260
Join date : 2013-10-17

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeMon Jun 02, 2014 10:05 pm

Scaren wrote:
Claudandus wrote:
I'm bringing that up on behalf of others. I have never had a problem with unitballs, not even before volume. But I played with lego as a partner and he balls up all the time and I felt that his unitball accompanied by one of my capped hi in the front was way too powerfull. I think vmomo and strachu can agree on that, even if their way of dealing with it wasn't perfect.
I don't recall a melee penalty for balled up units. If this already is the case, could somebody please verify that.

I don't think there is a melee penalty and i'm not sure why there isn't...  scratch 
possibly because the range-units have been buffed a LOT, thus countering melee advantages
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Drennalin




Posts : 93
Join date : 2013-05-23

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeTue Jun 03, 2014 11:52 am

Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

Only when they implement a kiting penalty.

 lol!
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Juggernaut

Juggernaut


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Age : 26
Location : Inferno Castle

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeTue Jun 03, 2014 3:30 pm

Drennalin wrote:
Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

Only when they implement a kiting penalty.

 lol!

There already have been suggested nerf elven archer speed or increase LIA speed cap, and I suggested a delay aim time for the first shot round "the units take much longer in the first shot because he needs aim is he dont stop shooting all other shots will be at normal speed but I was ignored anyway"
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Drennalin




Posts : 93
Join date : 2013-05-23

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PostSubject: Re: the unit ball is back   the unit ball is back I_icon_minitimeTue Jun 03, 2014 4:22 pm

Ulises21 wrote:
Drennalin wrote:
Claudandus wrote:
Balling up all your units is back as a cheap shot tactic, almost as dangerous as before.
I think in 1vs1 circumstances a unit ball can be easily dealt with, but in 2vs2 it is too powerfull, to be overcome without light arti.

Is it possible to implement some kind of melee penalty for balled up units, since volume didnt solve the problem?

Only when they implement a kiting penalty.

 lol!

There already have been suggested nerf elven archer speed or increase LIA speed cap, and I suggested a delay aim time for the first shot round "the units take much longer in the first shot because he needs aim is he dont stop shooting all other shots will be at normal speed but I was ignored anyway"

People get ignored here?   I AM SHOCKED  Wink
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