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One of the most powerful forces in modern multiplayer game development is cyclical balancing, it doesn't matter if your game is unbalanced as fuck because eventually the community will adapt and learn and be better for it. If you're not quite sure what i mean by cyclical balancing look it up, there's loads of excellent explanations of it around pertaining to TF2 and almost every MOBA in existance, as well as Hearthstone.
At the moment robocraft does not feel the benefit of cyclical balancing because it is undergoing massive changes almost every other week. This is not the developers fault, the game is in it's early stages.
But what it means is that the community either:
A. Does not have time to adapt to new changes and reach an equilibrium point where everyone is playing on a roughly even field
B. Does not bother changing because new changes will come soon
C. Refuses to change and demands that the developers balance the game for them.
Once the developers have settled down a little and the game is being less pushed and pulled by extrinsic forces, intrinsic forces will balance the game as the communities hive mind collectively finds solutions to beating OP strategies whilst finding new ways to effectively implement the weaker ones.
Keep this in mind: Chess players do not complain that pawns are weaker than bishops, because the game has not changed in centuries, the collective wisdom has adapted the way pawns and bishops are used respectively.
Eventually the same thing will happen with robocraft, as has been happening for years in league of legends, team fortress, and hearthstone. The developers of these games only make small changes, and when they make large changes it is very infrequently. The community does the rest.
Keep the faith.
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