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Some feedback from the two CBTs
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So TWA is back, the same but very different. Its safe to say most of the previous fans miss the dead-is-dead gameplay, with its highly tactical and rewarding gameplay, epic plays, bitter fights till the end, ninja-caps and legendary comebacks.

The game moves on though, trying to be more appealing to the average player. However, I think that much of the magic of the original TWA is lost, but there are several easy fixes that could make the battles feel more meaningful than an all-out deathmatch brawl.

Dead-is-dead is gone, but with it went away the sense of achievement gained from executing a cost-effective play. Whether its a well-timed volley in the back of a unit, surprising charge, cornering enemy cavalry, the reward from taking a big chunk out of the enemy with little losses is gone, seeing as they will return full health in less than a minute.

The main change I'm proposing here is tying the reinforcements/replenishments to the point system. Healing your units should cost your team, bringing an entire force back from the dead should cost even more. Rather than adding to the enemy's tally, this would subtract from your own, avoiding a situation where you don't want to replenish at all, or else enemy wins. This would promote smarter gameplay, as throwing your units away in mindless charges would hamper your team, and also fight the mobility meta, where its more beneficial to charge-die-charge rather than fight&fallback; while also giving more satisfaction from dealing a lot of damage to the enemy.

In this context, I also don't think any player should be able to fully comeback from the dead more than 3 times. This would slightly speed up matches that are going on for too long, and punish bad plays, where a player just treats this game like a brawler, constantly charging forward with no regard.

Some other changes:

- slowdown capping in general,but especially for cavalry, to prevent the whack-a-mole gameplay. Capping a point should be a difficult but powerful & rewarding move that grants your team many points and demands immediate response. Current gameplay encourages highly mobile units running around from flag to flag, with little positional play. I also think the healing box should be either disabled or severely nerfed while a cap point is contested, including new units spawning on top of you during a cap-point fight.

- nerf chevrons hard. I'd suggest 5/10/15/20% or 10-40% at most for % bonuses across the ranks. High impact of the chevrons currently completely kicks out the careful balance achieved in TWA. Suddenly cavalry behaves like a germanicus old-vengeance, a heavy infantry unit with deeppockets can take on 2-3times as many enemies with almost no men loss, it justs create a confusing and frustrating gameplay for new players who lose their units in an otherwise fair fight. I also think unit xp should be given out more for capping points and less for fighting, to promote teamplay.

- Reward points for enemy base capture attempts. Currently, capturing the base is just a means for a grossly imbalanced game to end. As the meta matures, it will be less and less worthwhile to attempt captures. If small raids on the base already give immediate points or significantly boost the rate as long as the base is being captured, the main bases becomes more interesting to fight over. This will also generate comeback potential, as a team can push one side hard to get a sudden increase of points over the enemy, in an otherwise lost game.

Comments

I actually like the new game mode.I disagree that legendary comebacks are gone. In the old mode, games were 90% decided in the first 5 min as there were very few ways to "outplay" an enemy force while outnumbered. You just had to hope that the enemy would make a mistake.

Ninja capping was not a fun mechanic. It was not fun to be capped and it was not fun to win that way either.

The chevron system being so powerful is exactly why players shouldn't throw their units away to do damage. When you die, you lose a large portion of your XP bar.That being said, I'm not sure that the current implementation of flat % buffs is the best way to do it. Like OP said, for example, it does lead to shock cav being able to hold their own in melee combat when just a single rank above sword infantry.

In response to your point about there being little reward for base capping, there is huge reward for it, especially when everyone is rank 0-2. You force the enemy to respond to your position and draw them away from other points that your team can now cap.
I won several games because we sent 6 units of infantry to the enemy base, tying up 12 units for a long time.
Even if you trade 6 for 6 with them coming out ahead, you still end up ahead because your time spent was (travel time fight time re-spawn time) . But the enemy's time was (travel time fight time heal time travel back to a fight time)

Bear in mind, that very few people understand the "meta strategy" right now. Once people lean the intricacies and win conditions better, I think we will see the current game-mode become more successful.

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Your first statement is incorrect. The way capping works now, if the enemy send back 1 cav unit, it will not decap progress or even halt it. To stop the progress, you need to send back at least an equal number of units or the cap will continue ticking down.

This last beta, I have had several comebacks where the enemy is 80% to winning with 4 points and we came back to win. I can show you numerous examples of you wish. I have played in and casted a lot of competitive and casual matches in both beta tests. One thing I've learnt from watching matches with no fog of war on, is that 90% of the time, the outcome can be predicted after the first fight. It may not feel like it, but if you watch the battle with both sides' perspective up, you can see it. Now, there is always a way to come back unless the chevron difference is 2 or more.

"Give the game a month" and people won't stick around to destroy those two 10% units for extra xp. Do you have a suggestion for how to improve chevrons in order to reward good play and discourage dying?

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"balance is made out of one unit in regard to another".
This isn't correct. Because the win conditions are different, different aspects of the game have become more impactful than before.

-Killing power is less useful (because re-spawns)
-Mobility is less essential (because there is less space between individual fights/objectives)
-Survivability is now a God-trait (because holding points wins games)

I'll give you an example.
Sulla infantry has gone from dogshit to OP.
Hastrubal spears have gone from a quirky fun option to a must-have.
Scipio cav have gone from laughable to a great utility pick.

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4 years ago