#full income strategy balancing

17 messages · Page 1 of 1 (latest)

main birch
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Is it just me or is using auto too weak? I think there should be a higher income given for income sends to punish saving. right now there is a big advantage to saving mythium, introducing more income for sends would punish them for failing to income. of course it would still be viable to save, just at the moment it seems that a defensive income based strategy is underpowered.

winged cobalt
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Auto isn’t supposed to be comparable to well thought out sends, if you want to effectively eco send, you still need to pay attention to typing and what not, drakes are not always the best eco send as autosend would imply

main birch
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the way it is now it prevents the playstyle of sending eco and holding because the opponent can just save and still come out ahead

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is it really a tower defense at that point or a tower attack game

winged cobalt
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There are lots of high elo players that don’t have high tactician scores. If I remember correctly January’s nova cup finals were basically a saving playstyle team vs a more eco playstyle team, andthe eco team won 3-0. proper building and strong worker counts can still outscale. Though post 10 saving becomes generally better than pre 10. You need to hold under value on wave they don’t send and push workers hard when they do send. prepare for a resend if they made you and your mate leak. Also to be fair it’s more like both tower defense and attack game, it adds another dimension of skill expression, which is a good thing all around.

dapper wave
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last time I checked 7 of the top 10 players had significantly higher economist than tactician, including the top 4. It's definitely viable to prioritise income but as noob says there are right and wrong ways to income and auto'ing wont ever be as strong because you're denying yourself the use of strategy.

tough imp
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you have two types of income sending:
1:tactical -> You see that your opponent overbuilds early or you need the income to get certain tresholds, for example nightmare + oathbreaker start requires you to income. Or something like berserker and serpent too.
2:feeding: Mindlessly sending income every wave and somehow thinks its too weak

top players use the first option, lower ELOs tend to use the second option. To answer your question, yes "just auto is to weak" and it should be

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And what I read from your post, you're also in the 2nd option. The enemy can save that long because you have 0 pressure on them. If you see your enemy is doing long saves then you can just undercut them and get your free win

tough carbon
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I do think that editing the auto send feature would be a net positive to take into account what the opponent has to attempt to it to AI more into your type 1 example toikan. Simply because if they can manage to do that, bots become a LOT more effective than they are presently.

winged cobalt
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I think AI sends could probably use improvement, I don’t really play with AI much either. However, it’s probably hard to tune it past a point before the returns diminish rapidly. As far as autosend for players, I like it as is. It’s a wonderful set of training wheels, but if you want to send properly, you should take the wheels off and look at the enemy comp. Memorizing and knowing when to use what mercs will come with time.( not you specifically)

winged cobalt
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I also like it for the casual laziness of it, but it shouldn’t be anywhere close to a thought out send even a thought out eco send. I think it could raise the skill floor of auto sending too high

tough carbon
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I mean auto send currently isn't training wheels at all. If the AI did something like took into account total damage type / tank type / versatile type and then send a mix of auto send say like cannoner, turtle, and lizard if it saw you were running magic damage with arcane tanks and slime versatiles then THAT would be training wheels. It isn't training wheels at all, it's don't lose out on income before the wave ends by sending most expensive things possible automatically.

main birch
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what im saying is that auto send with optimal building should be able to hold against saves instead of getting crushed after 3+ wave save. its punishing the player for trying to actually defend by maximizing income.

tough imp
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the point is that neither of those tactics will win you the game or lose you the game by default

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its a combination of saving/sending/undercutting what wins you the game and that is what makes the game fun and replayable

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And to answer your question, if someone starts saving on you then you have to look at your build and your mate builds at that point. And try to make a prediction when the send is coming and prepare a bit for that wave