What do you guys think of +500req/+100pow/+1EP bonus for gen kill and +1000req/+200pow/+1EP for tower kill
I understand that killing a defended gen/tower can be hard. If you meet the same army on the field, you'll have less loss than if the opponent's army is defending gen/tower. So I understand why they added a reward for gen/tower kill.
But I think the reward is totally insane. Even more in early phases, it goes on the opposite side of what Relic is trying to do : remove snowball effect.
What can be changed ? I don't want to totally remove this reward, but I think the reward should be linked to the phase, same as their HP pool : for gen kill : I : +125req/+25pow II : +250req/+50pow III : +375req/+75pow IV : +500req/+100pow
for tower kill I : +250/+50 II :+500/+100 III : +750/+150 IV : +1000/+200
About EP bonus, honestly, I have no idea, I don't like it at all, I'd totally remove it. But I think it's not the main problem. Having a +500/+100 bonus in phase I or II is just terrible, it gives you a huuuuge boost, for tech/mass/eco boom, depending on what you want, creating a snowball effect. Keep +1EP if people want it, I don't mind, even if I think it should just disappear.
Linking it to Escalation Phases is a very good idea. I think the EP bonus should remain, because it's one of the major sources of getting early-game points and it incentivises both taking these objectives and actually bothering to defend them.
Which is supported by Relic (in line with community opinions) toning down the units that could too easily solo these objectives in the early game (see: Scorpions, ASM w. T1 Power Swords).
I think it's crucial that people should always be interested in defending their gens and at those values you listed a person could easily ignore losing them early on to secure more of the map. I guess you could offset this by reducing objective health and making the risk of death higher but I feel that would encourage cheese strats too much — even at their current health it's easy to drop a bunch of dreads on top of the core and end the game.
The bigger problems is poor map design like Port Saunderus and Charon's Rest which almost spoon-feed you gens. K'Homet's Pass has a good setup.
Generators in general need to be much more defensible. It's completely ridiculous that many of them seem to be on the low ground where you can't see the attacker.
Losing them needs to be much less punishing as well. The game usually - though not always - favours the person who knocks out the first gen because of the big boost in resources they get. So, yeah, definitely favour lowering the reward. But I'm not sure about tying it to Escalation Phases, that could make the game a bit too static, and is a bit of a kick in the teeth for people who do the right thing and press early game advantages. Imagine you bash a generator and then a minute later your opponent does the same but gets a significantly higher reward? Doesn't seem balanced.
The alternative - which personally I favour - is to boost the durability of generators and towers significantly. As it stands right now they're not hard points of defence but a pain in the ass pinata for your enemy to whack.
This post has been edited by Reds1917: Jun 23 2017, 23:25 PM
I think you are confused and talking about the wrong generators...
Derp.
I think the bonus is fine for shield gens and turrets. They are VERY defensible, it's only when your opponent can mass anti tank units (lascannon, busta, shadow spectre/wraithguard) that they can attack them from a distance. In the early game, you can defend them from the protection of your turret.
I don't think the bonus is significant enough to win the game in of itself either.
I have just been trying my hand at map making and one of the big things I have noticed is that Relic has placed shield gens just out of base turret range. This is not very military which leads me to think that they must have tried placing them within turret range and then moved them because the game slowed down too much.
A long-winded way of saying the shield gens should not be tougher to attack.
and +1000req/+200pow/+1EP for tower kill
I understand that killing a defended gen/tower can be hard. If you meet the same army on the field, you'll have less loss than if the opponent's army is defending gen/tower.
So I understand why they added a reward for gen/tower kill.
But I think the reward is totally insane.
Even more in early phases, it goes on the opposite side of what Relic is trying to do : remove snowball effect.
What can be changed ?
I don't want to totally remove this reward, but I think the reward should be linked to the phase, same as their HP pool :
for gen kill :
I : +125req/+25pow
II : +250req/+50pow
III : +375req/+75pow
IV : +500req/+100pow
for tower kill
I : +250/+50
II :+500/+100
III : +750/+150
IV : +1000/+200
About EP bonus, honestly, I have no idea, I don't like it at all, I'd totally remove it. But I think it's not the main problem.
Having a +500/+100 bonus in phase I or II is just terrible, it gives you a huuuuge boost, for tech/mass/eco boom, depending on what you want, creating a snowball effect.
Keep +1EP if people want it, I don't mind, even if I think it should just disappear.
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