Topic Subject:why not scale TC hit points based on # of players?
MNBob Skirmisher
posted 02-07-06 08:40 AM EDT (US)
With the recent comment that the +1000 hit point TCs are based on some overly effective 2v2 double team strategies, why not scale the TC hit point change based on the # of players?
I don't know the current TC hit points. But someone said the +1000 is around 10%. Whatever the percentage (X), the formula would be:
TC hit points = base + (base * X * (#players/2 - 1))
That would make 1v1 players happy because the rush would still remain the same. That would help team players because of the multi-teaming.
In a 3v3 game (random teams) last night the enemy coordinated a colonial triple team on one of our teammates and tore down his TC before we were able to help. Multi-teaming an opponent is a very effective team strategy and destroys FF.
Author
Replies:
TheUnknown3dfx Skirmisher
posted 02-07-06 03:44 PM
EDT (US)
1 / 4
For 1v1 and for team games, the fact that TCs are stronger is one of the things I like the most in the changes.
MNBob Skirmisher
posted 02-07-06 03:56 PM
EDT (US)
2 / 4
I'm happy either way as I don't play 1v1 that often. I was just responding to the comment that it was done because of a 2v2 issue and because many 1v1 players have been raising the "this completely kills rushing" complaint.