Rebalance Suggestions

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Rebalance Suggestions

Post by Sykkron on Mon Jan 17, 2011 11:37 am

i've always played biologist since i started playing this series of JP, even before you guys started building the enhanced edition. however, in EE 6.2Beta i have a comment and suggestion... dont take what i say as aggressive, trolling or any such if you would... its not said in that vein.


first off, in comparison to the other classes, the only other class that can match a biologist is a physicist... and thats of course because of its growing towers, which make its bases literally impenetrable. on the other hand it cant move at all. Biologists in 6.2 are capable of outclassing any other class, including physicist, with ease in the late game... the why of it is simple - hulk potions and muscle enhancements.

as soon as i get a couple attack upgrades and maxed hp which is easy, i can literally walk out of my base and proceed to kill pretty much anything, short of an adult rex of course. add this to the fact im carting around 4 thorn flowers, and my hp total is 940 i believe... my friend prefers 6 flowers for the full 1k... either of us has insane hp regeneration on top of that, meaning it takes a full wave of dino's to actually do anything to either of us... we've slowly been increasing difficulty to compensate, but the various difficulties thus far dont make much difference to us.

my suggestion is this- remove the two problem aspects, or nerf them heavily. hulk is handy as a failsafe for base protection, but it pretty literally causes the biologist to outpower anything anyone else has... excepting the growing mechanics of physics, provided they have time to build up o.o add that to the fact a hulk potion requires no prep pretty much, and is cheaper overall than a majority of the other things available.




other than that i've had a run as mechanic, which is fun... i tried the class out for the first time cause my friends all go biologist now - not much point to other classes when bio is stronger than anything else eh?

the mechanic has two issues... one, everything is pretty horrendously expensive, moreso than any other class to my knowledge... which makes sense in a way because it and the poacher are supposed to be offensive classes, whereas bio and physics are defensive... so poacher/mech cost more cause they are supposed to earn more.

yes, pretty much everything is in relation to biologist, as i said i've played it for a long time...


Mechs vs Hulk (or maxed stat bio)
mechs require gas, the only one that isnt requires an extensive and expensive upgrade tree. lets follow :X

tank 101
terr 101 -> terr 105
terr/tank combo

thats say 300/200 for the first three, and 400/400 for the last... and thats not counting the 125/75 cost from getting the obliterator.

each upgrade for bio on the way to hulk is under 100, but lets say 100 for ease

gene 1
mutation
warehouse

and maybe the dino 1... dont have the upgrade tree straight

gene and dino are like 25/25 at first level, so total would be 250 estimate, another 10/10 for building warehouse... 30/25 per herb, and 90/45 for a hulk potion

less than half the cost, but same or better effect, pretty easily... the full upgrade takes longer and is more expensive however, but thats partially under the next mech/bio comparison

fred vs gene-
fred gathers gold, gene is a generic gathering...

each fred can gather 1 gold, period. dont see anything anywhere to upgrade that. gene is at max 5 gold for the same time period, meaning 1 bio can outgather two or even three freds. admittedly cant do much else at the same time, so it may balance out in that aspect or may not. point is their about even i that aspect so basically bio > mechs, and bio = fred... bio wins easily vs mechanic

physics... gathering is the same, but lets compare the strong point of a physicist shall we? turrets and walls. growth turret and wall, and stronger ones than anything else. that easily beats out biologist dont it? except bio's can take their hulk potions to the dinosaurs or their boosted damage... physics cant. that nets you two sources of income if your base is well made enough to be able to stand on its own for awhile, which to me means bio wins... straight numbers physics wins, but theres only so much effectiveness on defense before it becomes overkill and largely redundant... only thing i've had trouble with are large numbers of large dinos, or adult rex. both of which physics can handle pretty easy.

gathering biologist wins hands down... 5 resource per second or 6 gold every minute?

biologist vs poacher... biologist is just as powerful as a poachers guns, but a LOT tougher... you tell me who wins that o.o


coming from a biologist - nerf or remove its offesive capabilities please!

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Re: Rebalance Suggestions

Post by DEAncientNaga on Tue Jan 18, 2011 6:25 pm

Off-topic:

1) This is not an essay, make it easier to read. You love to type, I know, but you make all of us dizzy by looking it. I wasted like 5 mins to read this topic.
2) The latest version is 6.3, but still a testing version. It stucked on BETA a long time ago like almost 1 year. I hate the "mods" take the rank and day-dreaming here.
6) No matter how long you play, how pro you are, you will die when you're gang banged by dinos.

On-topic:
Sykkron wrote:carting around 4 thorn flowers, and my hp total is 940 i believe... my friend prefers 6 flowers for the full 1k
1. 430hp is the maximum for human, 990 is maximum for Hulk.

2. Except the Hulk Potion, you can try Obliterator
Sykkron wrote:each fred can gather 1 gold, period. dont see anything anywhere to upgrade that. gene is at max 5 gold for the same time period, meaning 1 bio can outgather two or even three freds. admittedly cant do much else at the same time, so it may balance out in that aspect or may not. point is their about even i that aspect so basically bio > mechs, and bio = fred... bio wins easily vs mechanic
3. I don't think we need to balance the gene, you can ask them to balance the researching time, that would be better.
Sykkron wrote:growth turret and wall, and stronger ones than anything else. that easily beats out biologist dont it?
4. Turrets can't move but higher damage than wall. Wall is just for defense, and it's sure stronger than turrets.
Sykkron wrote:biologist vs poacher... biologist is just as powerful as a poachers guns, but a LOT tougher... you tell me who wins that
5. Did you ever thought about flying units? Throw them to the turrets?

6. I also did my suggestions but none of the Mods are replying me or even the Admin.

http://vsportal.forumotion.com/t377-jpee-v63-beta

7. When they are back, that post will become old and they will like necro-posting on topics Evil or Very Mad

8. Last thing, DID YOU EVER PREVIEW YOUR POST BEFORE YOU SUBMIT??? WTF THERE'S A LOT OF MISTAKES!!!
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Re: Rebalance Suggestions

Post by Sykkron on Wed Jan 19, 2011 12:23 pm

actually no, i dont tend to type up long bits... restated alot of my stuff to be honest now that i reread it, and provided too much proofs i guess o.o

by growth i mean the ones that improve hp/damage every time you kill a dino. those beat out any other defense, but their static, meaning their ONLY defense. biologist carts hulk potion for almost as good effect, but its mobile

flying units are weak enough i ignore em... had a few follow me around the map, made no difference to me.

tried obliterator, was fun, and just as strong as hulk, but far far squishier...

as to mistakes, i presume your talking typos... no, i didnt preview my post, and my keyboard is dying somewhat and eats certain letters half the time :X im usually careful about that though

as to getting gang banged by dino's... walked into a fight with 3 juvie rex and walked out the last one standing o.o did the same with more raptors. yes theres an upper limit, but its kinda insane

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Re: Rebalance Suggestions

Post by DEAncientNaga on Wed Jan 19, 2011 5:00 pm

i also agreed that Jurassic II was too easy and they should make a harder difficulty with more powerful dinos like, ROAR!!! 1 bite, you die. I hope that kind of dino will appear, that will be more logically in the real world Smile
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Re: Rebalance Suggestions

Post by iLawlAtYou on Tue Jan 25, 2011 8:47 am

DEAncientNaga wrote:Off-topic:
2) The latest version is 6.3, but still a testing version. It stucked on BETA a long time ago like almost 1 year. I hate the "mods" take the rank and day-dreaming here.

Hey.

We can't do anything about the map.

We moderate the forums.

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Re: Rebalance Suggestions

Post by DEAncientNaga on Wed Jan 26, 2011 5:12 pm

oh... ok ok sorry...

So, who will do about the map?
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Re: Rebalance Suggestions

Post by iLawlAtYou on Thu Jan 27, 2011 8:46 am

That would be SaMmM.

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Re: Rebalance Suggestions

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