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Interesting points. I suppose damage vs range can be a big thing if your melee units can’t even approach the ranged units to deliver the damage. But are there no formal analysis methods that can be applied to this problem?



It's very complex. AOE2 DE is patched monthly, and most patches include balance changes. I think one of the complex parts is the way balance changes interact with each other. Ie you make one change to address a specific unit being too useful. You unwittingly affect something unintentional, like making it useless against one civ's unique unit.

Some variables for each unit: - Speed - Range - Attack speed - Attack damage - Health - Melee armor - Ranged armor - Pause between stopping and attacking - Attack bonuses against specific units / classes - Training time - Cost - Cost balance among resources

Balance patches may tweak any one of these aspects. Interactions then occur with all other units in the game, econ stats that are also subject to balance etc.

People are very good at exploiting strengths and ignoring weaknesses. A slight advantage will be exploited quickly by experienced players; then others will catch on.




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