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I dread specific waves of enemies, like when I'm doing marksmen and have to fight the super worms. I get nightmares.
You have to read carefully their abilities that they are essentially constantly spamming crawlers and so you need tons of chaff clear.
So having the computer on top of that is taking the fun away.
The thing i don't understand is why do they have different units for each player!
Why don't they just make it the same wave for everyone so its fair, and of course they can keep rotating the composition of the NPC each wave.
I didn't mention factory spam cause i feel like this players are not avoiding any mechanic they are just build an OP unit , they do actually fight the waves - most of the time.
The balance of the game is another topic , overlord spam - worm spam - factory spam seems this units are indeed overpowered thought.
Killing AI units gives you both money and score. If a player evades AI, he loses that.
FFA is all about being 1st by the end of the final round (or getting 8K, but that's actually harder). It includes all sorts of backstab tactics just by design.
If I'd have to list weaker points of FFA, I'd go about things that are actually not balanced:
1) All starting specs have no handicap in FFA, yet much like 1v1 they aren't really equal. Economy-based specs in FFA tend to be notably stronger, while specs with a free unit - weaker.
2) Later rounds have only one big wave, focusing on current #1 player. Other 3 sides only get 8 sledges as opposition. But actually top 2 players are considered "winners" in FFA, so why there's only one wave? This often makes the fight for second place actually more problematic than the fight for the first place. It's not uncommon that the current #1 keeps being #1 just because other sides are fighting mostly equally while he keeps racking the score from neutral kills.
3) Neutral waves are almost always exceptionally great against chaff units - this makes it very hard to use chaff meaningfully in FFA: it'll all die to neutrals and will barely participate in a battle between players. Only summon-based chaff works.
4) Time- and position- based effects are extremely devaluated in FFA. Photon will run out. Acid and fire, unless used in a really controllable fashion, will wreck your own units.
I would never play FFA again without one fundamental change which is an ironclad rule in the "normal mode".
Everyone gets the same base money per round and this is only modified by specialists,unit sales or purchased cards.
Getting money is not the most important thing people win with factory builds and worm builds without almost ever killing there wave, its just the combo they build is very strong.
And again nothing wrong in building what you like but at least play the game as it was intended.
Now to your later points i wont talk about balance cause i find it extremely hard to balance a game for FFA , it would have to be a separate balance from 1vs1 for it to work.
To your second point i would like to say that its not guarantee that the second player will gain points , it has been many times where you lose points , it depends on the MMR of the other player.
All i want is for people to fight there waves and stop playing like cowards cheesing there way into victory.