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Staredit Network -> Ideas -> Need advise on balancing units
Report, edit, etc...Posted by TheCasbah on 2004-09-08 at 21:39:06
i was making a map that was sorta like a hero arena/snipers game, and i could never balance all of the units out. like, when i changeed the stats of the archon just one tiny little bit, it made it the best unit their. then i tried changing every other unit and that made it even worse! boxed.gif i really need some help plz
Report, edit, etc...Posted by phatdiddy on 2004-09-08 at 21:49:56
Get your original and just do alot of testing, it also depends on damage types and things, so you have to take everything into account.
Report, edit, etc...Posted by Volcove99 on 2004-09-08 at 21:59:13
The best thing to do is to factor in all of a units attributes, like speed, armor classification (light medium or heavy), attack rate, type of damage (concussive, normal, explosive), range and such.
Also, try to factor in the possibility of micro, as it can make some units easily out-classify others (for example, a vulture w/ speed upgrade can usually take out an archon without getting hit at all).
Report, edit, etc...Posted by TheCasbah on 2004-09-08 at 22:05:03
thx. and if it would help, maybe i should make the stats really high so i can adjust them to finer detail?
Report, edit, etc...Posted by phatdiddy on 2004-09-08 at 22:15:56
QUOTE(TheCasbah @ Sep 8 2004, 09:05 PM)
thx.  and if it would help, maybe i should make the stats really high so i can adjust them to finer detail?
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Yea I see what you mean but stats too high can basically mess up the whole armor and damage types system. If an explosive type attack does alot of damage it's halfed when attacking small units, now if that attack is too high it'll do alot of damage, so too high stats probably isn't the best.

Try something low. Even think of basing it off the normal starcraft stats.
Report, edit, etc...Posted by MillenniumArmy on 2004-09-09 at 22:46:06
When you give units certain stats and hp and w/e, picture them, in your head, fighting each other. Who would win? How much damage per second would be dealt? Imagine what the result will be and how much hp will be left from the winning unit. Take into account the different situations your units will be in the game and adjust accordingly
Report, edit, etc...Posted by phatdiddy on 2004-09-09 at 23:02:14
QUOTE(MillenniumArmy @ Sep 9 2004, 09:46 PM)
When you give units certain stats and hp and w/e, picture them, in your head, fighting each other. Who would win? How much damage per second would be dealt? Imagine what the result will be and how much hp will be left from the winning unit. Take into account the different situations your units will be in the game and adjust accordingly
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The problem with this is you forget micro situations basically. With certain units even very unskilled player s can bring thier weaker units to the back to protect them.

Try playing the map online more, see what strategies and units people tend to use and adjust accordingly, if people begin to take advantage of a slightly stronger unit maybe tone that unit down (assuming its not supposed to be like that).
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-10 at 10:38:40
On the subject of micro, keep in mind players can micro and computers don't. Whether the map is Players vs Players or Players vs Computers should also be factored in.

I don't reccomand making the stats very high. This ruins the effect of armor upgrades, which only go by 1s. Nothing looks stupider to me than a map where every number in it could easily be divided by 10.
Report, edit, etc...Posted by RyanEdwardLee on 2004-09-10 at 11:19:02
Also, if it is like a Zealot or Firebat you have to take in splash and attack Spilt, since it is divided among them, it really sucks for a firebat to go up agianst a armored unit, firebat can't hurt it, and it hurts your allys, that can be a big problem. also melee units should have higher health/armor than ranged units, i know that sounds pretty basic, but it has happened to me where my oppotent has a super ranged unit and i have a crummy melee, we know the winner in the sceniero
Report, edit, etc...Posted by General Azn on 2004-09-14 at 01:03:02
You should see all of ur units and see the armor and damage also if you make them have upgrades ex. Ling faster. Usually if you have a lot of armor decrease the attack strengh and visa versa. Unless your trying to make the units stronger after a ??? of time
Report, edit, etc...Posted by Urmom(U) on 2004-09-19 at 18:13:02
im making basicaly the same map is you so ill help you out. ive found that using low hp numbers and shield numbers(1-10) works because they are easier to work with. you can make a melee unit have low life but high armor. then you can have a long range unit have low life and low armor but do medium attack. this is what i did:

Zergling
Health- 2
Armor- 0
Attack- 3
now the ghost

Ghost
Health- 2
Armor- 1
Attack- 2
if you take the zerglings speed into account you realize that he wont be hit all the time and he restores his health. the ghosts long range can help it too. try using this method to balance them out.
Report, edit, etc...Posted by Pyro on 2004-09-23 at 08:00:45
I like the zergling, lol 2hp.. and he regains his hp overtime that would own units with 1 attack
Report, edit, etc...Posted by LegacyWeapon on 2004-09-23 at 16:19:20
but ghost can snipe the zergling. Ghost has 1 armor which prevents the 1 hit kill.
Report, edit, etc...Posted by TSoldier_Wol[f] on 2004-09-23 at 18:53:30
Try testing the new Hp and Dmgs and Armor, Keep testing and changing stats till when It's perfect!
Report, edit, etc...Posted by Urmom(U) on 2004-09-23 at 20:11:50
dont worry legacy weapon, ive tested it and the zergling(well i use heros) attacks about a ratio 2:1 times faster than the ghost.
Report, edit, etc...Posted by Drakiel on 2004-09-24 at 16:01:25
QUOTE(TheCasbah @ Sep 9 2004, 01:39 AM)
i was making a map that was sorta like a hero arena/snipers game, and i could never balance all of the units out. like, when i changeed the stats of the archon just one tiny little bit, it made it the best unit their.  then i tried changing every other unit and that made it even worse! boxed.gif i really need some help plz
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Your best bet would NOT be to test EVERY unit combination of every possibility out there.
I'd shoot for the most used units, or most unique units.
Such as....
Ground:
Tank/Seige, Reaver, Firebat, Zergling, Ghost, Marine, Goliath
Air:
Valkyrie, Corsair, Devourer, and any other (like BC or something basic)

Any play with their life, take all factors into consideration.

Everyone's been using ghost/zergling combo to explain, so I will.
Lazer Tag 2.0 (which EVERYONE has played) does it best.
11hp ling, 10dmg
10hp ghost, 5dmg
The ghost would have to hit the ling 3 times before it got to ghost.
The ling only has to GET to ghost, and he's dead.

Also, it depends on the number of units, if the game is a masser,
11hp/10dmg lings
10hp/5dmg ghosts,
Ghosts will OWN lings, only because it's a masser, and you have multiple ghosts firing.

Take into account spread damage aswell.
Much harder to explain in this, but if you need a tester or assistant, lemmie know, I'm decent at balancing units out.
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