Tactic Rebalance

abcde

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Jan 19, 2019
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What Tactic Rebalance should be...
Without changing core concepts and Without needing heavy changes,



Barrage
Barrage should deal major damage to defenders while dealing trivial damage to buildings.

*Current damage to resource buildings should be the base damage while dealing 10x damage to defenders.
(The base damage and multipliers can be adjusted)



Sabotage
Current Sabotage works fine as it is.



Heal
Heal should not discriminate between high health troops and low health troops.

*There should ALSO be a fixed portion of healing instead of ONLY percentage based healing, like 4% + 100 heal per second.
(Just copy and paste Ankorwatt's healing effect to the Heal tactic. To preserve balance, total healing time can be reduced FOR 20%)



Protect
Protect should provide sufficient protection in the heat of battle while it should only lasts for a limited amount of time.

*Increase damage reduction to 75% while leaving the timer as it is.
(Previous protect is a bit overpowered while current protect is a bit underpowered.)



Betrayal
Current Betrayal works fine as it is.



Demolition
Theoretically, one demolition should OBLITERATE one building, especially defensive buildings, or at least make one ineffective for a limited time.

*Increase damage capable of destroying one BASIC defensive building per demolition. Additionally suppress advanced defensive buildings for 5 seconds.
(Just copy and paste Fighter Plane's supress function to the Demolition tactic. Basic defensive buildings are Towers, Anti-Tank Guns, Motors, Redoubts, etc. Advanced defensive buildings are Castle, Missile Silo, etc.)



Decoy
Current Decoy works fine as it is.
 

pckrn

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i will use 7 demolition to destroy 4 antiair and 3 tower and freely fly all over any base.

and my alt will use heal on shooter/howies to recover health quicker than mortars and redoubts can damage them
 

abcde

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First of all, my aim is to diversify the use of tactics by giving them what their effects actually should be. The numbers can always be adjusted.



i will use 7 demolition to destroy 4 antiair and 3 tower and freely fly all over any base.

AntiAir should withstand a single Demolition with a silver of health. It is not a BASIC defence afterall.

and my alt will use heal on shooter/howies to recover health quicker than mortars and redoubts can damage them

Why not!! Shooters and howies should survive from at least 2 hits from motors with the help of first aid. Not to withstand the whole duration of heal, but to not be killed
as helplessly as before. This way, Troop composition and tactic composition will have a more diversity. But as I said, the duration can be shorter. :)
 

pckrn

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even if antiair survives with a sliver of health it really doesnt change anything, as a single strafe with a fighter would be enough then, while my other fighters supress towers, and the base already had 3 less towers to begin with.

and i think shooters and howies would withstand for the whole duration of the heal. and shortening the duration makes it less useful for high-hp units. and people would choose to use heal rather than protect. even your improved protect.

diversity-wise, demolition and heal are already used frequently. they dont really need any encouragement.
 

abcde

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No. It doesn't make sense to use 4/5 Demolition to destroy a single Missile Silo, which I saw plenty of as of now, or use up all 7 available Tactic space to destroy basic defences. My aim is for it to be more tactically useful.
As for Heal, even though high hp units will gain less advantages, They never stay in the Heal area for the full duration or are overhealed most of the time, while low hp units gain a negligible amount of Heal, even if they stay for a long time. But you are right in that a large amount of fixed heal will make them immortal. The value can be something like Healing blessing. 10~40 over the Ages.
I intend the Protect to be used just like Power of Gladiator. Useful in the heat of battle, but not for a protracted time. :)
 

No Angel

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Barrage idea is interesting. Damage should be massively increased, plus it should be effective to kill all types of defenders, even the big hp ones like heavy tanks.
This is the least used war tactic after Industrial age which is why its popularity has to be boosted.
 

Manifesto

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Shooters and howies should survive from at least 2 hits from motors with the help of first aid.
Really? Are you familiar with the effects of mortar/catapult fire on squishy things like people?
The only point of your OP I agree with is that Protect should be somewhere between what it was and what it is. The rest of tactics are ok as they are.
If anyone uses all tactics in one match then a long retrain is a fitting penalty for that, they don’t need to be changed to make them more tactfully useful. We should be able to make the determination on their usefulness.
 

abcde

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True, Ain't it? Barrage needs Rebalance the most IMO. Even if they can't take out HTs in one hit, they should significantly weaken it. :)
 

abcde

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Oh come on, since this is a game, I am only talking things quasi-realistic.

I am not talking about the usage of tactics. I am talking about their ability and efficiency. My suggestions are all aimed at a (slight?) improvement of their base functions. In that way, they will become WORTHY of one Tactic space. Btw I am not talking about Heal & Tanks. My Heal is also for infantry.
 

Manifesto

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abcde
Imo, the base functions are fine, people just need to know how to use them strategically.
The fact that some people will use 7 of one tactic says that some tactics are still effective even after the rebalance. It also says they're just lazy but let's not go into that. :D
 

abcde

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😅 Well, let see, if you are given a single free slot of extra Tactic space, with the current tactic effects, are all the current tactics a choice to consider, according to the enemy's base? If Yes, there is no need for rebalance. If not, the tactics that are excepted need to be rebalanced. Right? ​​​​​​​​​​​​​​😉
 

Arminius

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Better do not let them touch the heal tactics.

Your suggestion is nice for low health troops, but if they touch this tactics, it may not longer work for HT attacks.
 

abcde

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True. But cutting the time by about 20% will not really? effect HT for a short term. It will even slightly (slightly😅) boost their health in the beginning. By the way, if your HTs are struck in chokehold, needing the last 20% heal, they will most likely will not move much furthur, after all.
:)
 

jagadeeshgarapati

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IMO barrage needs to be improved. it should deal good amount of damage or suppress the defenders like fighters.
i use 1 decoy, 1 protect, 3 heal and 2 sabotage for a HT attack. if barrage is improved i will add one in place of 1 heal.
 

abcde

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Yup. This kind of variety is what the actual gameplay should be. Everyone has their own opinions and choice pool should be bigger! :)
 

skychan

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Sep 16, 2018
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Thats absurd. I can't use this many tactics simply because I have to scroll left and right on the deployment screen to use them! Once they fix it so that 'empty' unit/army/tactic etc slots are automatically shifted out of the way this is to me useless as I have to scroll left to reach my fighters and rally, then to the right to try and get to tactics and tt.
 
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