DarkRebel wrote:Not sure what you meant by the 40% buff being IMP only. The 40% multiplier against jumps/jets applies to both sides. IMP bursts do have about 10% advantage over reb version, to try to counter stronger rebel jets having 48% advantage over IMP jumps. It’s not horrible for rebs at high level with jets, but is bad at L5-7 when reb players don’t have jets unlocked.
True,wasn't vwry clear,
The basic difference between imp bursts and reb bursts is 11.4% in imp advantage,talcking about real damage ,calculated damage,not displayed damage that we all know is not real.
But the in game reality is a bit different,at lv 10 most imps allready have heat sink for bursts active ,a lv 7 heat sink is 129% extra damage ,them since most viable load for rebs are jets there goes another 140% multiplier,so we have an extra 269% boost, the basic 11.4% + 269% boost became 42.% for lv7 heatsink, 44.1 % extra damage for lv10 heatsink.
This is what a lv10 rebel need to face.
May be a counter for jets but imp also have rodians for that so i think there are way too many counter for those jets,not justified ad all.
Remember i know how is to attack on both sides.
This topic is not meant for balance discussion so I won’t continue with this, and also if you play on both sides then you probably knew that it’s not a cake walk to attack as IMP against tough rebel bases.
Back to this topic.
The introduction of the armory has created a large gap between active players and casual players.
To be competitive, you have to be active, very active. You need to compete in conflicts and get UltraChrome to get as many frags as possible. You do hero defense everyday. You need to get to the bonus stage in events, so that you can get extra frags to unlock and level up important units.
Players who are active are having tremendous advantage over those that aren’t. And understandbly, they don’t want to give back this advantage if we return back to the pre-armory time, when casual players could play at their own pace, and could still be competitive.
Now, someone once compared armory leveling up to a regular HQ level up. That is a fair comparison, but he missed one important factor: match making. If you get to higher HQ level, match making would likely match you up with opponents who have the same strength. If you play casual, and stay at lower level longer, it’s still okay as you don’t have to face players (both offense and defense) who are a lot stronger than you are. Not so with armory.
So, to survive in today environment, you either have to be very active, or quit, or restart the game at lower level where armory doesn’t have a huge impact.
I see a planet without armory as a solution to keep casual players in the game. Another solution is to take into account armory level for match making, just like regular troop/building level, and match players with high armory level with other players with equivalent armory level. Casual players with low or no armory level will be matched with other casual players, or with active players at lower HQ level.
As fixing match making to consider armory equipment is likely very complicated, an easy solution is to go back to pre-armory era , and having a planet without armory is one way to achieve it.
As it is, casual players are leaving the game because they can’t compete.
Active players are leaving the game because the continuous grinding is tiring, boring, and it’s like a chore, like work. So they eventually get burned out, bored, and quit.