Balanced

mikeditkamikeditka Join Date: 2012-03-31 Member: 149764Members, NS2 Map Tester
edited June 2012 in NS2 General Discussion
<div class="IPBDescription">Read this</div>For those of you who don't think the game is getting more balanced and everything is ###### UP!!! I haven't been playing the game very long but I understand RTS pretty well. The way to achieve victory in a RTS is based on, how much of your economy you can spend, your income, you ability to delay/hurt your enemies economy. The way to tell the balance of NS2 would be then to compare it a RTS. Which means the same rules will apply in order to win. These are the things that they must balance before I believe the game will be balanced. Shockingly they have been working on these things!!! I will prove it.

The balance that I am going to be talking about is how much of you economy you must spend. In this post I will address what they have done to help balance the game. I had posted in a topic the numbers of TOTAL RES to unlock all endgame lifeforms (marines and alien players) in 208. This would be Marine = 305, Alien = 135. To me this is a huge inbalance to only spend a total of 135 RES to get endgame lifeforms for Aliens, and Marines have to spend 305. That was a big issue that some have pointed out and made the game very Alien favored. To make the game more balance you would think the Total RES counts for endgame lifeforms would have to be more equal. In a balanced RTS the numbers have to be similar.

Those of you who play competitively, think this before you read the rest of this post. Have Marine's had an easier time to win, and have they been winning more? The fact is that these numbers were an eye opener to me and I would like to share them with the rest of you.

<u><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>TOTAL RES TO UNLOCK ALL ENDGAME LIFEFORMS in 209</b><!--sizec--></span><!--/sizec--></u>

<b>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--> Aliens <!--sizec--></span><!--/sizec--></b>
<b>10</b> Craig hive upgrade
<b>20</b> Carapace
<b>20</b> Regen
<b>40</b> Second hive
<b>10</b> Shift Hive upgrade
<b>20</b> Celerity
<b>20</b> Hypermutatioin
<b>20</b> Upgrades such as stomp/blie bomb/blink (remember more of these are coming into the game and Marines have all 3 tiers of their upgrades at this time)
This is where it gets tricky for Aliens
<b>75</b> Onos
<b>=225</b> if you go skull to Onos (i.e. Onos rush)
<b>225+50=275</b> Lerk with upgrades to Onos
<b>30+225=255</b> Gorge with upgrades to Onos
<b>70+225=295</b> Fade with upgrades to Onos


<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Marine<!--sizec--></span><!--/sizec--></b>
<b>10</b> Amory
<b>20</b> Advanced
<b>20</b> Arms Lab
<b>180</b> Weapons and Armor
<b>30</b> Proto Lab
<b>25</b> JP upgrade
<b>10</b> JP purchase
<b>=265</b> This is were the Marine part became tricky. There are no weapons in this yet.
<b>20+265=285</b> Wielders upgrade and purchase
<b>25+265=290</b> Mines upgrades and purchase
<b>35+265=300</b> Shotgun upgrades and purchases
<b>40+265=305</b> GL upgrades and purchase
<b>60+265=325</b> Flamethrower upgrades and purchase

Remember this is full endgame lifeforms. How you achieve the endgame is your own strategy and will allow you to beat your opponent in a RTS/NS2. If I learned anything from doing this is they are getting closer and closer to adding more Marine Tech. Which means the developers are moving in the right direction.

Comments

  • ddzevddzev Join Date: 2010-12-22 Member: 75872Members
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    edited June 2012
    Just two notes,
    -I see you've mixed both team-res and personal-res..
    -You do realize marines can pick up any weapon dropped from another marine (exluding JPs), right? Making the "cost" <b>heavily</b> reduced.
    I don't think the balance is that far off to be honest.. Also marines have always been about controlling the RTs (and "turtle"), to get their economy rolling.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Also, I'm not convinced that the total res to get all tech is a relevant quantity, I quickly (probably forgot some stuff) looked at mineral cost in sc:bw to get one of each unit :

    Protoss : 3225
    Zerg : 2300

    OMG, zerg is imba !
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    ..and to compare with SC2:
    Research times to reach T3 tech (Brood Lords, Ultras for Zerg. Collosi etc. for Protoss e.g.) is like 3x longer for Zerg than for P and T. I don't have the exact numbers, but the research time for T3 for Zerg are sooooo long compared to the other two races.
    It doesn't mean the game isn't balanced:) There are different factors than purely cost/time of tech/economy that contribute to balance :)
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    I find it hard to agree with a person making such big suggestions who doesn't even know how to spell basic game assets.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think that maths helps to balance a game, but really it is inherently more complex than that.

    Really balance will come down to win/lose ratios and how the game 'feels and plays'.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    <!--quoteo(post=1941041:date=Jun 2 2012, 08:42 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Jun 2 2012, 08:42 AM) <a href="index.php?act=findpost&pid=1941041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that maths helps to balance a game, but really it is inherently more complex than that.

    Really balance will come down to win/lose ratios and how the game 'feels and plays'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would not be a true fact. I could stack the teams in pub play under a smurf name with friends and we would roll the other team 10 games in a row. The devs will get those stats. Does that make the game balanced?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    You should be comparing team res only. Ideally I think all research should be about equal to max out either side.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Even if you compare team res only, aliens are likely not going to go for ALL unlocks, or at the very least it's not as important is it is for marines. You also need to account for maturation times on hive, marines being able to recycle harvesters, research times for all upgrades, alien lifeforms being free without t.res research, etc Not to mention some features aren't even in yet. (Exos, tier 3 alien abilities, etc)

    All this to say that one simply can not compare faction balance like this.
  • mikeditkamikeditka Join Date: 2012-03-31 Member: 149764Members, NS2 Map Tester
    edited June 2012
  • mikeditkamikeditka Join Date: 2012-03-31 Member: 149764Members, NS2 Map Tester
    <!--quoteo(post=1941035:date=Jun 2 2012, 03:42 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 2 2012, 03:42 AM) <a href="index.php?act=findpost&pid=1941035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, I'm not convinced that the total res to get all tech is a relevant quantity, I quickly (probably forgot some stuff) looked at mineral cost in sc:bw to get one of each unit :

    Protoss : 3225
    Zerg : 2300

    OMG, zerg is imba !<!--QuoteEnd--></div><!--QuoteEEnd-->

    Here is what I consider endgame units for SC2. Now remember there are no units involved and no more than 1 structure for each. No unit purchases are in this estimation. I am not going to do that one for yall but here is an example..

    <a href="http://us.battle.net/sc2/en/forum/topic/3123242693?page=1" target="_blank">SC2 old rescourse guide</a>

    Remember that Terran has one thing that the others do not have and that is mules. Mules have the ability to mine faster, so to balance the game they made the Terran upgrades/endgame more money. But if you look at Protoss and Zerg they are similar because at the rate of which they are able to mine is slower than the Terran. In NS2 all resource gathering is the same, thus the resources need to reach endgame tech should be similar for better balance.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    That SC2 resource comparison sucks.

    For example: It adds vehicle and infantry upgrades together for terran when terrans really don't use both in most of their games. At most, you'll see infantry + vehicle weapons, ignoring vehicle armor. Typically for bio you'll see only infantry. For mech you'll see only vehicle weapons.

    And that guide highlights the problems with simply adding together costs and then concluding without further analysis. For example: adding up all the crag, shade, and shift upgrades doesn't give an accurate picture of how much res an alien team will use to reach full tech. In a real game, the aliens will only really need to research carapace, regen, and celerity to reach end game. Researching cloaking, silence, lerk spikes, etc really doesn't increase the alien team's power at all. They're upgrades that the aliens get after they've already gotten everything else.
  • mikeditkamikeditka Join Date: 2012-03-31 Member: 149764Members, NS2 Map Tester
    If you look at the 1st post shade hive is not included and the upgrades are not either. What I wanted you to take is that the resources needed are similar expect Terran because they are accounting for mules. In order for the game to be more balanced the resources needed to achieve endgame lifeforms must close together. Unless you have the ability to gather resources at a much quicker pace, which in NS2 you do not. The SC2 was just to show that all their endgame tech trees or ability to get all of them cost around the same price.

    I believe the more we see this the more the game will be balanced.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I definitely agree that the tres expenditure for both aliens and marines have to line up similarly for similar levels of tech.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1941072:date=Jun 2 2012, 03:32 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Jun 2 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1941072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would not be a true fact. I could stack the teams in pub play under a smurf name with friends and we would roll the other team 10 games in a row. The devs will get those stats. Does that make the game balanced?<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could if you wanted to I suppose dot dot dot
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1941072:date=Jun 2 2012, 10:32 AM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Jun 2 2012, 10:32 AM) <a href="index.php?act=findpost&pid=1941072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would not be a true fact. I could stack the teams in pub play under a smurf name with friends and we would roll the other team 10 games in a row. The devs will get those stats. Does that make the game balanced?<!--QuoteEnd--></div><!--QuoteEEnd-->

    people already do that...
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    <!--quoteo(post=1941178:date=Jun 2 2012, 10:47 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jun 2 2012, 10:47 PM) <a href="index.php?act=findpost&pid=1941178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->people already do that...<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's my point. That;s why i wish the dev's would not balance the game of a chart of data from pub servers.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1941180:date=Jun 2 2012, 10:11 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Jun 2 2012, 10:11 PM) <a href="index.php?act=findpost&pid=1941180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's my point. That;s why i wish the dev's would not balance the game of a chart of data from pub servers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So you don't approve of them gathering stats from pub servers.
    How would they gather stats? from the QA department provided by their publisher? ... oh wait we are their publisher ...

    Is the point to provide a better suggestion? or just to emit disapproval?
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    They can get lots of stats from comp streams and players. Or regs that understand the game past pub play.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Pub stats are fine to look at and useful to consider, but they should not be relied upon for balance consideration. A game is balanced if the variables within it have similar relative powers with pros and cons to varying strategies. Strategies, counter strategies, and counter-counter strategies. A 50% alien, 50% marine win rate does not convey that a game is balanced. Yuuki proves that rather simply in one of his posts (I forget where) that basically uses continuity to show that somewhere between LMG doing 0 damage (0% marine win) and LMG doing 1000 damage (100% marine win), there is a LMG damage number that gives marines a winrate of exactly 50%. Obviously this doesn't mean the game is balanced because there is only a single weapon in the entire game which is given any consideration.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Sigh, humans even find *online computer games* worth creating elitism over.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    <!--quoteo(post=1941312:date=Jun 3 2012, 04:36 PM:name=OnosFactory)--><div class='quotetop'>QUOTE (OnosFactory @ Jun 3 2012, 04:36 PM) <a href="index.php?act=findpost&pid=1941312"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sigh, humans even find *online computer games* worth creating elitism over.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="http://dl.dropbox.com/u/6636384/Funny/tumblr_kpomcqr4Ae1qz8ovio1_500.jpg" border="0" class="linked-image" />
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    It's far from elitism. Comp players think out side the box and use every lil bug and strat to win. As pub play my sometimes but most times its a free for all. When i get into a pub game and my team listens most the time we will win unless none listen. So this elitism stuff is bs. I play pubs also, so i cant be that.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    edited June 2012
    This has been discussed many times. Both competitive and public is of equal importance. Both teams need to have a winning chance with different options to choose from
    Balance numbers should be based of competitive play. Its where players play coordinated and use every skill to it's full advantage. It makes it easier to spot where the problem lies.
    If something is broken there it will be broken for everyone, its the same game after all.

    However when a possible solution has been found its important to check how it affects the rest of the players.

    In some cases this can happen the other way around. Competitive play might be playing fine but something might be completely broken on the public side. Then a solution needs to be found and then check how it affects the competitive community.


    During a beta like this one I think its much better to focus on having very fun and solid mechanics. You can always balance a game in time but it will be harder to change the mechanics later.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    In social science you typically use broad quantitative data (e.g. salary in function of sex), interviews, observation and controlled experiments. If you restrict yourself to only one type of data you severely undermine your chances of understanding anything.

    It should be the same for ns2, both broad statistics, subjective reports and controlled environment games should be used.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    <!--quoteo(post=1941382:date=Jun 4 2012, 07:25 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 4 2012, 07:25 AM) <a href="index.php?act=findpost&pid=1941382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In social science you typically use broad quantitative data (e.g. salary in function of sex), interviews, observation and controlled experiments. If you restrict yourself to only one type of data you severely undermine your chances of understanding anything.

    It should be the same for ns2, both broad statistics, subjective reports and controlled environment games should be used.<!--QuoteEnd--></div><!--QuoteEEnd-->
    isnt this what theyre doing? pub stats, forum feedback, and competitive games?
  • -Azona--Azona- Join Date: 2012-04-07 Member: 150074Members
    edited June 2012
    Whel must say 1 part, both sides upgrades cost should be equal, should not be 1 side need more ress spended on upgrades and stuff to be equal upgraded then other team.

    at this moment it feels that marines need to spend a lot of more ress to compete with aliens at slower rate.

    current build you see onos with nessery upgrades before marines even got tech 1 upgrade on weapons and we all know you cant kill onos with tech 0 or 1.

    at moment Dev to busy with aliens and leave marines to die, how can you balance something if you dont spend time every build on both side but focus more on 1 side.

    alien side need slower pace in game, when was beter then was skulsk and lerk with 1 hive, fade with 2 hives onos with 3 hives is beter then way it currently goes, this way you wont see onos early games,
  • SkiTSkiT Join Date: 2012-05-22 Member: 152452Members
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