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Staredit Network -> UMS Assistance -> Unit Balancing
Report, edit, etc...Posted by DaMiNaToR on 2006-06-10 at 15:24:22
I'm making a madness map (not going to put any specifics until it's done, cause it's gonna be a surprise) and I need help balancing out the main units.

They are:
- Hunter Killer
- Devouring One
- Raynor(Marine)
- Gui Montag
- Fenix(Dragoon)
- Fenix(Zealot)
- Infested Duran
- Infested Kerrigan

I'm wondering if there's a certain formula or something for getting units evenly balanced and if anyone wants to help balance these, I'll post their speed range and cooldowns for you. Thanks.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-10 at 16:00:38
Not exactly a formula but you can use the units attack speed to determine the attack. Like you dont want to have the Devouring One do 20dmg vs a 40hp unit. Unless Stim is disabled then the attack for Raynor should be somewhat low. But it really depends on the amount of health per unit.
Report, edit, etc...Posted by DaMiNaToR on 2006-06-10 at 16:29:47
Stim packs are disabled. All the units currently have 10 HP and 5 attack. Obviously I'm not going to keep these, but this is the basic number scale everything will be on. Low. mellow.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-06-10 at 17:56:27
http://www.staredit.net/index.php?tutorial=161

you can use that chart to help with balancing. what i recommend is determining the dmg/second. keep in mind melee units should have a SLIGHTY higher d/s.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-10 at 23:18:21
It also depends on how open the map is, how fast the units spawn, etc. For example, if there are narrow paths on a small map, units like ghosts would need to be enhanced, compared to as if it was completely open, big, with lots of units, where ghosts would excel much more.

With everyone having 10 hp and 5 attack, Infested Duran would own everyone else, followed by raynor, hunter killer, firebat, zling, dragoon, zealot, infested kerry. Those are just guesses, of course. What you need to do is find out which units are the worst through testing and enhance those that are the weakest and cripple those that are the strongest. Balancing is fun smile.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-06-10 at 23:36:51
QUOTE(fritfrat(U) @ Jun 10 2006, 09:17 PM)
It also depends on how open the map is, how fast the units spawn, etc.  For example, if there are narrow paths on a small map, units like ghosts would need to be enhanced, compared to as if it was completely open, big, with lots of units, where ghosts would excel much more.

With everyone having 10 hp and 5 attack, Infested Duran would own everyone else, followed by raynor, hunter killer, firebat, zling, dragoon, zealot, infested kerry. Those are just guesses, of course. What you need to do is find out which units are the worst through testing and enhance those that are the weakest and cripple those that are the strongest. Balancing is fun  smile.gif
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that pretty much sums up balancing issues. because of all their unknown variables(terrain, map size etc.) i like to use d/s as a base for the unit stats and tweak them as necessary. balancing is really just grunt work, not particularly fun, but absolutely necessary.

you can also use this to calculate the dmg against armor and size types http://www.staredit.net/index.php?download=1739
Report, edit, etc...Posted by Mp)7-7 on 2006-06-10 at 23:42:06
What I normally do to make the units even is to go by how fast they shoot or attack. Marine is fastest along with ling, then Goon is pretty slow along with firebat. For a marine I would have like 5 then the ling like 4 then the hydra like 7 then the goon 8 or 9! Then just go from there!
Report, edit, etc...Posted by fritfrat(U) on 2006-06-10 at 23:44:03
You need to consider all factors, not just attack speed. Marines that deal 5 and have 10 health would completely rock dragoons that deal 8 or 9 and have 10 health so hard it would not even be funny...
Report, edit, etc...Posted by Zeratul_101 on 2006-06-11 at 23:18:08
well, in this case:

marine(5 dmg)(62 atk/s):

5 X 62 \ 60 = 5.16 d/s

dragoon(9 dmg)(32 atk/s)

9 X 32 \ 60 = 4.8

even without factoring in unit sizes, you can see the marine has an advantage. This would be more useful with units where there are no penalties, but they still work in this case.

i see the point you're trying to make, but i'm not saying to use attack speed as the actual stat for your unit, but rather it creates a standard among all the different units and their firing rates and gives you the rough approximation of unit strength. from that point on, you can easily add factors such as armor and unit size.
Report, edit, etc...Posted by DaMiNaToR on 2006-06-12 at 12:58:21
QUOTE
well, in this case:

marine(5 dmg)(62 atk/s):

5 X 62 \ 60 = 5.16 d/s

dragoon(9 dmg)(32 atk/s)

9 X 32 \ 60 = 4.8


Thanks. I'll use that formula, and I've gotta make the unit health bigger... mellow.gif

What about range? I used range to calculate HP. Does that work?
I made the units with the least range have the most HP, and the units with the most have the least HP.

If a unit becomes too powerful no matter what (like Duran has been), I'll decrease the spawn rate of that unit. happy.gif
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