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BlackAngelDan

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  1. I have no comparison to how this game was prior to the veterancy system, so I cannot comment on the game having been better or worse without it, but as far as I can tell, the whole point of veterancy is to promote offensive play and create a possible snowball to end a stalemate. To be fair, veterancy is not the real snowball in RenX. Money is. If one team gets a monetary advantage, they get an overall advantage. Higher tier infantry and tanks simply are stronger. If you've got the choice between Deadeye/Black Hand Sniper or Havoc/Sakura, the choice should in most cases be obvious. No considering the Marksman even. The more expensive unit is simply stronger. This applies to basically all infantry units, as far as I'm aware. There are some exceptions, such as Heroic Rocket being stronger than Heroic Gunner, which is pretty damn weird. But pre heroic, Gunner has higher DPS Tanks are a bit more lateral to be honest. There is only one troop transport, only one long range siege unit, and so forth. I sometimes still go for Meds when I can buy a Mammy because a Med has notable advantaces over a Mammy; it simply has a different role. With tanks, both spamming one type and mixing and matching can be valid tactics. And what do you need to get advanced infantry and tanks? Money. Veterancy is just icing on the cake. Money is the huge snowball of the game, not veterancy. Veterancy at its worst only further enhances this factor. But usually, the team that wins by heroic push was the winning team anyway. If anything, it seems to me like veterancy quickens games that already were decided. I don't know about you, but I'd rather have a mechanic that allows for a one sided stalemate to be resolved than not have it. Because well... the team that has higher veterancy is usually winning, either by having destroyed more tanks, having more kills, or having destroyed a building already. You may argue that the distribution of veterancy points may be reworked, but in essense, it makes sense. Team effort rewards the whole team. That's why turrets, harv and building kills usually reward the entire team. While it's weird that someone is higher veterancy just by being on the winning team even if they join after, it makes sense in context. Personally, I haven't seen someone who just joined have higher veterancy than an afk OR someone who was doing something have lower veterancy than an afk. Since veterancy is supposed to create a snowball effect, it makes sense that it rewards offensive playstyles more than defensive ones. That is not to say the distribution is perfect. I'm just saying it makes sense to me.
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