Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
EDIT: that just seems like a weird design choice to me :/
Also is it 1v1? 2v1? 2v2? If you are playing odd numbers the team with less players will get more points to make up for the lack of points that would be coming in had there been another player.
Those can argue though if your losing you should lose anyway and get 0 payback.. Any more payback will make losing units mean nothing, and playing well not meaning much either. But as the losing player you do get slightly more resources faster then your opponent because of this payback thing. But if you both have the same CP you get the same.
The team losing does not get less MP, the team with less CP should get more.. but it's only slightly. You all start with that 3000mp pool, it may be possible you are counting it when your payback is over. Lets say you lost only 1 squad, and you had 0 cp, by 2 minutes you have had all the unit payed back.. then your gain on payback will be 0 by two mintues. But most games if you play as the game is meant to be played, you lose units quicker then payback can pay them back..
Pay back based on CP as follows
CP - MP/sec
0 - 1.00
50 - 0.80
60 - 0.70
70 - 0.60
80 - 0.50
90 - 0.40
https://www.youtube.com/watch?v=Ovtj920HvoQ&list=PLqzo_p9193XJ5Gcy8WnetCmNw289p3IIy