I would hope they’d release a decent balance patch and you wouldn’t have to quit. I enjoy seeing you playing in the tournaments.
And yeah I forgot to mention in my earlier post how you knew EXACTLY what I was going to do before the match started, which should be a huge advantage assuming HW1 balance isn’t just completely broken like it is.
I didn’t know what you would do, and I didn’t bother even making a probe because I just knew you had limited options.
I didn’t know that from practicing versus anyone… I just know from knowing all the numbers, and having a good idea in my head about what could be possible. That accounts for a lot.
It was really clever how you pinned your research ship to your mothership and sandwiched the carrier over top, that way both the carrier and MS guns could shoot my bombers AND they had really limited angles they could attack the research vessel.
But yeah, it still didn’t work, like I said. There’s nothing the best HW1 player can do against a HW2 player that simply understands the huge weaknesses.
Yes you could buff research vessel but…:
Personally I think my solution of giving HW1 production modules is best. Obviously I’m bias, but I thought through it a lot.
Firstly, It means you can build a production building while researching, like HW2 races can. This allows you to “tech switch” easier. HW1 research really locks your tech down in that branching tree.
This means you don’t need to start out with research just like HW2 races don’t.
The downside is obviously that they’re destroyable, and you need to make one for each production ship. But I think those are upsides from a design standpoint because secondly:
Lets assume HW1 ships got buffed a lot to be on par with HW2 ones, and they weren’t stuck in a research hole where they can now get things out just as fast.
Well then HW1 is OP as hell.
See in HW2 vs HW2, you can stop destroyers from coming out by killing the capital ship production facility. You can stop BCs from coming out by killing its cap ship production facility or the shipyard.
Against HW1s you have to kill the Mothership, which is BS by comparison. Luckily it’s not a problem now since they’re so much weaker, but it WOULD be one if they were otherwise up to par.
Assymetrical balance is a great thing, but that part of it is way too much assymetry.
As for buffing Research Vessel itself… Well you may have noticed it has MORE hp than your collectors, but it dies easier to basically everything. They are super fragile, yep.
That’s because its armor type makes it take full damage from basically everything, while collectors generally take 40-80% damage. That’s another thing I changed in my balance mod, giving them the same armor type as collectors.
Like I would always use the example of how Interceptors will kill Research Vessel faster than a HW1 player can stop it. But really, bombers are better at it. Still I use the example of Interceptors because it’s even more stupid that that works so well. Interceptors do far more damage to Research Vessels than they do Collectors when at the very least it should take bombers to do the job.
Even with that buff I gave them in my mod, to have resArmour type, it’s still bad and not enough to make HW1 viable. You still only have like one 120 second research finished by the time I’m killing it. I could just wait another 30 seconds and have 6 bombers instead of 4, which will be long before you get grav well or defenders out.
HW1 race need a lot of research times reduced if it’s not going to go the production module route… But not going that route I think is even more of a balancing nightmare.
Of course it’d be great if HW1 Deathmatch mode doesn’t have those sort of changes, and is much more like original HW1 balance. What I’m always talking about is balancing a game that includes both HW1 and HW2 playing with and against one another.