Balancing...
Toschy
Join Date: 2003-08-22 Member: 20073Members
<div class="IPBDescription">... impossible</div> I don't understand why Combat and normal NS are using the same attributes for players, weapons and so on. This is a big problem for balancing.
it is impossible finding a balance for CO and NS mode.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
it is impossible finding a balance for CO and NS mode.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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Comments
i heard that they got equal attributes... i never played 3.0 so i cant tell about what i saw just what i heard....
It needs to stay just a little different to keep it from getting too boring too fast.
It might be other things but that was the reason given for removing the HP/AP and speed boost per level you recieved for leveling up.
- RD
no offense intended
Seconded.
Even after YEARS of testing/debuggin/changing...you can not have a perfectly balanced game (any game, ever). Goes along the same lines as: You can't please everybody.
The trouble with this is, Combat Onos' are very good, whereas ns Classic Onos' get torn up very fast. This is because a Combat onos can get cara, regen, celerity, adren etc... whereas the Classic onos is stuck with only one upgrade per chamber.
Recently the onos health was given a nerf to try and balance out combat (onos were, in fact, owning). The trouble with this is that it also nerfed the Classic onos, and that was too weak to begin with. So now we have a relatively balanced Combat Onos, and an onos that gets pwnt in classic.
I think that's what he meant, if you try and balance one game mode, you unbalance the other.
The two onii would play the same, just be slightly different due to the type of game.
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