I will give you some in game fact to why I think it is unbalenced.
first off, siege turtles are only supposed to do 80 points of damage with a direct hit, not 300. Also defence skill turtle shell is supposed to reduce damage 1-30 reduction per hit, not teleport you away and give you 100 damage. so look at the skill when you interupt them and read it. Also the turtle siege attack only damages Kurzicks, yet does no calateral damage to Luxions.
Next are numbers, kurzicks are outnumbered 5 to one. When Kurzick NPC die, they stay dead, but Luxion NPC constantly respawn. They are also very hard to kill with melee attacks, only degenerations have effect.
Next, Kurzick defences are not that hard to penitrate, and only three walls really need to be penitrated.
Luxion only stragity is to overrun the kurzick defences, kurzicks must pull ppls to gather amber, fight to control mines, repair gates and defend. Any military stragistis would tell you that, that leaves us thined out. Also we have to open the gates ourself just to get through, and with an enemy at our door step, well I am sure you see that advantage.
So in conlusion, Kurzicks would be better off if they had a teleporter to deliver amber threw the gates, and artillary to hit the units in front of the gates, or atleast let our NPC respawn. Clearly either we should be allowed to pick our team, or reduce the Luxion advantage.
With random players it is hard to have an orginized team, yes it can happen and when it does things can turn out well, but only if the opposing team is bad, if they are orinized then, we will put up a good fight, but in the end will be crushed.
Clearly the Kurzicks have the disadvantage at fort aspenwood, if anyone knows anything about military tactics, they will see that, especally sice both armies are equal in weapon skills
As for alliance battles, well that is completely different, because you get to chose teams, and if one side wins more, then the other get an advantage.
Last edited by Chris Blackstar; Jun 04, 2006 at 05:17 AM // 05:17..
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