13 riflemen.Happy wrote: ↑My thoughts, I think this entire discussion is stupid that bounties make absolute zero difference they're just a side addition the effects you're bigging it up to be making is so small. Anjew you said lorry made 10k off you but you made 8.7k thats lorry gaining 1.3 k on you that is 13 rifles it is so small it makes no difference and in the current macro meta eco is number one priority its just another small digit on top of the float, you cant make those 13 riflemen any faster your just gonna run out of money 10 seconds later. We're talking here as if it's game breaking with bounties but in reality its slight more eco to afford like 12 riflemen like what is the problem?
1 rifle infantry = 100$
13 = 1300$
Pillbox = 600. (can build two)
Tesla = 1200$. (Can build one.)
This means you can get defenses on a continuous build which as mentioned in RA it currently has a base crawling mechanic. In which if you lose less units and kill more then you gain more to keep base creeping.
More kills = more defenses to kill armies with. Shell with artillery to gain the upper advantage to snipe kills for more income. Base creep closer.
Bounty kills may seem small but it puts base creeping as a core mechanic to prevent losses while at the sametime become better then tanks due to repairs and higher damage output.
Pillbox = one shots infantry. (exception of medics unless there is two pillboxes)
Tesla = one shots infantry. (Does a lot of damage vs tanks and behind walls deadly.)
Gun turrets = 7 cell range. (This means it currently out ranges any tank in the game. Tanks are 4c7 cell range.) Gun turrets also cost 800.
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The tests that I watched and have played on Kyrylo's map that has bounties removed allowed a lot more aggressive plays with units without the fear of "I better make sure I don't lose my units" mentality to "I better hold this position and prevent him from getting it".
While the map itself has several other balance changes on it that I agree/disagree with I would go simply as far as to say:
Remove bounties only. See what happens. Change nothing else.
The removal of the bounties also enabled tech up builds. Because you needed higher tech units to deal with units you came across. IE:
Barf went with the base crawling in Kyrylo's map and had a hard time against mammoth tanks. As Kyrylo pointed out Barf doesn't go tech he goes the base crawling method. Barf also had the GPS up and didn't use much in artillery. Adding to this, he also could have gone Radar Jammers to counter the mammoth tanks. But none of these units were used due to the mentality of base crawling = more money and wins games. (Also didn't use phase transports for back door sneaks. He played as England.)