6v6 Balancing

Discussion in 'General Archive' started by buhurrr, Apr 16, 2014.

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  1. buhurrr

    buhurrr Someday Author

    Anyone who has played 6v6 will observe that the red-blue team balance is way off, Blue is almost guaranteed to lose if the teams are equal. To make it fair both teams should have a relatively even chance to win.

    Some possible tweaks: (and/or)
    - Increase the defensive towers hp and dmg 30-50% (especially the one guarding the drawbridge & gun at the end)

    - decrease damage dealt to towers/ram for all class (e.g sw can deal 1000dmg+ with Destruction, combined with mindcontrol talent this is definitely op)

    - Enable the blue team to 'heal' their main defensive towers (at a sensibly slow rate of course) OR Enable blue team to deal damage to some of the structures that the red team can build)

    - Reduce the time in a match, say 6minutes at the beginning, +3 minutes when lowering the bridge etc..

    Just my suggestions, I hope that when you enter 6v6 and see a blue ring on your character you don't immediately lose hope lol. This balancing will be optimised further when matchmaking is made fairer in future (possibly :))

    Thanks

    --MERGED--

    Another idea would be to add a counter-attack option for the blue team to add even more depth to the scenario e.g. Using bombs (similar to the ones used to destroy Destructor's generators) to take out red team command post/base etc.

    One last thing, the honor received is not as encouraging as say 5v5 or 3v3, which is why it's the most unpopular PvP form on most servers (especially Tegan). Another 20%+ honor or so would be better imo to encourage more players to rank up through 6v6.
     
    Last edited by moderator: Apr 16, 2014
  2. Atair

    Atair Forum Apprentice

    Is there some trick to be in red team? I have seen some players who form groups and they are always in Red :mad:
     
  3. Lordcl

    Lordcl Junior Expert

    can you imagine the hell SW goes to get that lvl 40 pvp skill? the only disadvantage blue has has nothing to do with the things you mention.....
     
  4. trakilaki

    trakilaki Living Forum Legend

    It does not need change. Only one thing. Whoever played in the red team must be placed in the blue team next turn and who was in the blue must start in the red team.
    That way everyone plays: red team, blue team, red team, blue team ....
    I am tired being placed in the blue team every time ... and the same grouped marshals and field marshals are always in the red team.
     
  5. buhurrr

    buhurrr Someday Author

    The level 40 pvp explosion has no effect on towers/ram, only on players so thats not an issue, i was using the destruction 'skill' as an example for high damage to towers

    sure, i support that idea of switching teams every next match, but the balancing should still apply.. they shouldn't support a PvP format where the two teams are heavily imbalanced (red-blue). I'd prefer even chance of winning a match regardless of the color im placed in.
     
  6. Lordcl

    Lordcl Junior Expert

    both teams have blind spots. i dont think it is so much unbalanced. the second part of the map if the blue team is clever can be defended easily. it all depends on your team mates.
     
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