racing.lo.mas
Member
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Current war rewards fastest game modes. It's clear you pick up a war commander and start doing 1v1 when a war rally is activated. Even if the longest game mode had 100% chance to drop a bomb, it wouldn't be even close to be good. Why do we have same bombs for all game modes since they are way different? It has no sence to give a regular bomb for 2v2 since you could do 3 or 4 1v1 battles in the same ammount of time. So I want to suggest to: -Give same % of drop to all game modes. -Create 2 unique bombs for each game mode. Instead of balancing battle modes by the % of drop, we will balance them by damage done per bomb (which has more sence than the other option). So the new bombs added would be: - 1v1 Bomb (25 - 34 damage) - 1v1 Super Bomb (102 - 138 damage) - 2v2 Bomb (102 - 138 damage) - 2v2 Super Bomb (410 - 556 damage) - Jugg Bomb (38 - 51 damage) - Jugg Super Bomb (154 - 208 damage) Super bomb damage is calculated by: (NormalBombDamage x 4) + 2. This is the relation between normal and super bombs in current war. Jugg Bomb is calculated by: 1v1Bomb x 1,5. This is due to make different bomb with a slightly damage variation. With this adjustment, all game modes have a better relation between time spent and influence received. You can see this necessary change when you analyze war commader mechanics. This core gives you 100% drop, but you only use it for 1v1. Why not 2v2? Just because you are getting the influence you would get in 1v1 but in a longer time. Those changes would encourage players to do 2v2 or jugg, even when its rally time, the only thing to keep in mind at the moment of chosing it's what game mode you like the most.
< Message edited by racing.lo.mas -- 6/7/2020 19:15:06 >
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