Ashes - Balance Pass 09-22-15

We haven't released this to the public yet but I wanted to give you an idea of some of the pretty significant balance passes we're doing that should show up in the next build.
 
Communicating Differences
 
We are very much interested in making sure that units communicate what they're good at visually. The UI will continue to be refined to show more information but below are our core variables we're working with:
•How much damage the weapon does
•The rate of fire the weapon does
•The range of the weapon
•Is it armor piercing?
 
You can get a lot of visual mileage out of simple rate of fire and damage in this game.  A weapon that does a lot of damager but only fires once every 10 seconds is probably not very good a choice when going up against a swarm of cheap units.  Similarly, a weapon that does a lot of AOE damage but that damage is relatively modest isn't very good against individual powerful units.
 

Unit Purposes:
1.Brute. This is your primary meat shield for your armies. They're tough and do pretty decent short range damage.  They're your flash/zealot/marine.
2.Archer.  The Archer has been tweaked such that it fires a lot less often but does a lot more damage.  It targets T2s first before T1s.
3.Hermes. It's fast, lightly armed. Good for harassment, punishing greedy expansion and good for quickly taking regions.  More expensive than the 1 or 2.
4.Artemis.  Artillery unit. Does long range, AOE damage. Fires infrequently.  Good against T1s and T2s but not great against T3s.
5.Zeus. Very short range unit that does reasonable damage to nearby units.
6.Nemesis. The sniper unit. Fires very infrequently but has armor piercing round. Very good against T3s but not so great against T2s and T1s because it fires so infrequently.
7.Apollo. Anti-Air unit. We are looking at having an upgrade where it can also do point defense against incoming rockets provided that it has energy.
8.Hyperion (renamed Hercules).  This is an anti-T3 assault unit.  It does massive damage per hit but only fires infrequently. If the enemy doesn't have T3s out, this is NOT a unit you  want.
9.Cronus (formerly the Centaur).  Massive long-range artillery. Good AOE effect but doesn't pierce armor. Good against buildings, T1s and T2.
10.Prometheus.  This is your go-to "I am keeping this region" unit.  It is very effective against anything that comes up against it other than the Hyperion which will wreck it.   However, a Prometheus backed up by a Cronus will kill the Hyperion before it can get into range.
11.Hades. This air unit is being changed so that it's best against buildings. It's not good against moving units anymore (it can't even target T1s anymore). Strategic strikes against hardeneded defenses is its role mainly.
12.Fury.  The Fury has been upgraded to attack ground targets. It's not great at it but is very punishing against the player who chooses not to provide anti air support.  It is also very good against the Hades.
 
 
12,732 views 6 replies
Reply #1 Top

Awesome news and really good changes, but thinking about the Air units...So everyone will build Fury only units out there, not too many players who will go for Hades i guess. I good to go for buildings but not very interesting.
You Dev's should think on adding at least 2 new kind of air units, just an opinion, because right now we only have Ground and Air in the game, and Air Units are nearly non existent, just having 2 options is kind of sad.

But keep your hard work, you guys are doing a great job.

 

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Reply #2 Top

Is there a T3 assault unit? I see a T3 killer, a T3 long range arty, and a T3 defensive unit.

When you say X is good against Y, is that purely stat-based or are there damage/defense bonuses against particular units?

Which unit(s) have radar?

I count 3 T1s, 4 T2s, and 3 T3s, which would be two fewer unit types (I think). Energizer?

In larger battles, most T1 units will be brutes and archers. Is that enough variety?

Can we make sure the brutes and Zeus move ahead of the longer range units while in battle so there is a buffer?

What are your thoughts on formations? Defensive for more armor but slower, spread out to avoid area damage, protect the middle, protect the back. Or is this too much micro and you plan to have the AI do smart things with formations?

Im sure I'll think of more.

 

Reply #3 Top

We are looking at additional air units. Whether or not there's budget for them in 1.0 remains to be seen. But we have a design for an air unit called the Roc and another called the Havok (think like the Brawler in TA).

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Reply #4 Top

Oh so well i remember Brawler   good times that i still play on Spring engine.


Reply #5 Top

Quoting Frogboy, reply 4

We are looking at additional air units. Whether or not there's budget for them in 1.0 remains to be seen. But we have a design for an air unit called the Roc and another called the Havok (think like the Brawler in TA).

Nice! I hope those additional Air units will make it real in V1.0.

As i remember there is a total of 12 different Ground units and 3 Air at this moment, to make it a total of 5 different air units will be cool.