Most unbalanced race/team.

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Arachon

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Theo Samaritan said:
Vasari in Sins of a Solar Empire. They are not overpowered as such, nor can they overcap. However they have an ability you can unlock called "dark armada" which, if used right, basically gives you a fleets worth of free ship replacements every twenty minutes or so.

So not only do they get a lot of free ships, they get them quicker than anyone else can build a similar force.
I think they put a cost on that ability in the latest patch... And really, it's usually just a few frigates and maybe two cruisers, not worth the research cost and time that is required O,o

Then again, the Vasari got their Superweapon extremly upgraded in Entrenchment... Now it both disables all enemy units around the planet, AND creates a temporary phase-stabilizer node at the planet you shot at, allowing your fleet to warp to it directly, pretty much enabling you to strike in the middle of the enemy empire.
 

Theo Samaritan

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Arachon said:
I think they put a cost on that ability in the latest patch... And really, it's usually just a few frigates and maybe two cruisers, not worth the research cost and time that is required O,o
Maybe one or two, but when every single planet you own has a Phase Stab on it, its a good free 30/40 ships. And frigs and cruisers hurt.
 

Zildjin81

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stinkypitz said:
The elves in Lord of the Rings:BFME. Once you get Mirkwood arrows, anything your enemy throws at you is instantly murdered in a sea of glowing arrows.
Well that wasn't so unbalanced because the humans could have fire arrows and the expansion guys (forgot what they are called) had ice arrows.
 

StickManRampage

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My team in NPPL championship paintball 2009 lol, cash is way too easy to get and experience is only $20 per point, u max out at 40... lol i have 11 ppl all at full 40's
 

chumpzilla_69

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DrunkenKitty said:
Hands down, Chicago Bulls 1991-1998.

Jordan and his crew would have dunked all over the Necrons in the first half and then mixed it up with amazing outside shots and ball handling in the second.
]

You, sir, Have won the thread. May cookies and win be bestowed upon you. (Also due to the fact that i origionally misread it a Chicago Bears)
 

GloatingSwine

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Nutcase said:
I don't remember an exact recipe that is guaranteed to kill the engis (if there *is* one), but obviously the options are blocking with buildings, blocking with vehicles, using guard towers, running over the engineers with your own tracked vehicle, and microing your engi-killing infantry so that it's harder to run over with the APC.
There might be a "surefire" counter if you throw enough resources at the problem, but you're not going to do it in an economical fasion. Even if you start dancing the infantry to not get squished, the APC's machinegun can do the job because flamers and grenadiers are both fragile and toast half your own army, and rocket guys are pricey and slow (thus squishy). If you make the opponent spend that much to counter the engy rush, you've come out ahead.

At a "sensible" level of investment, stopping the rush is far from a sure deal, you might get it as low as 50/50 (we did, in the end), but it's still the biggest threat the game has to offer. If it takes more than $1200 to stop the engineer rush, your opponent has more to spend on mainline attackers (especially if they can bring a distraction attack in at the same time as the rush, that kind of econ advantage can be very powerful.

Only the CY is fatal. If you see the engineer is about to get any other of your buildings, you sell the building, get some money back, and the minigunners and civvies running out kill the engineer. A refinery is dirt cheap and only loses you a bit of money; most of the $2000 pays for the harvester, which you do not lose. (Unless you were foolish enough to allow it to drive into the refinery when you see the APC coming.)
However, you can't build a refinery without a harvester, so if you lose the refinery and don't have $2000, you're up shit creek. You have to sell up to get to $2000 again. And that's going to put you irrevocably behind the econ curve, so much so that the enemy will probably cripple you with the next attack, because he doesn't have that $2000 hit and rebuild time hit. Even if you do have $2000, that's two tanks your opponent has that you don't (three if they're light tanks, or four bikes). Lose the refinery and you're going to have to work like a sonofabitch not to die.
 

Acaroid

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Woe Is You said:
Acaroid said:
why do RTS have to be balanced anyway? do you think war in real life is?
Because it's one of the concessions that have to be made for any games to have a point to them. Imagine playing a game of chess where your opponent has double the pieces you have and they're all queens to boot. There'd be no point to that game since you've lost before that game has even begun.

Really, the only way for a game to be "too balanced" is one where none of the choices you make actually matter (i.e. having tons and tons of equally viable options, making the game seemingly random). But that isn't the case with Starcraft, chess or almost any video game in general.
It is ok I knew the awnser anyway, It was just an off hand comment XD
 

joystickjunki3

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fluffylandmine said:
Starcraft has serious balance issues.

A battle either is just an assault on a defenseless base or it turns into a war of attrition.
StarCraft is the most balanced RTS I've ever played. No joke.

EDIT: Sorry, beaten to the punch on that issue.
 

[Gavo]

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Pezzer said:
Yes I'm sorry about the error in the Title.. It was wholey unintentional

I noticed it minutes after I started the thread.
You can change the title. Go to the OP, click edit, then re-type the title.

Anyways, the Isengard faction in BFME II.
 

goodman528

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FireFly90 said:
I think the Tau in Warhammer 40k: Darkcrusade had big advantages over everyone else, coz they had stealth and huge firepower.
Ever been teared to pieces in melee, or pounded to death by artillery? Tau's also my favourite faction, but they are one of the weaker ones in Dawn of War, along with the Imperial guards, but at least IG has good special units like the sniper, and the best relic super unit in the game.
 

Nutcase

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GloatingSwine said:
Nutcase said:
I don't remember an exact recipe that is guaranteed to kill the engis (if there *is* one), but obviously the options are blocking with buildings, blocking with vehicles, using guard towers, running over the engineers with your own tracked vehicle, and microing your engi-killing infantry so that it's harder to run over with the APC.
There might be a "surefire" counter if you throw enough resources at the problem, but you're not going to do it in an economical fasion. Even if you start dancing the infantry to not get squished, the APC's machinegun can do the job because flamers and grenadiers are both fragile and toast half your own army, and rocket guys are pricey and slow (thus squishy).
And that's why, as a rule, you don't use rocket guys or flamers vs an APC. Minigunners are cheap, exactly as hard to run over, and good enough for killing the engi that the APC has to take care of them. The focus is not on killing the APC as such, but on making the CY too hot for engineers long enough that the APC has to linger in the area and catch enough bullets overall to die.
If you make the opponent spend that much to counter the engy rush, you've come out ahead.
So you rush him at the same time, which means symmetric losses. But like I said, we got good enough at stopping the engi rushes that they were not worth trying every time.

At a "sensible" level of investment, stopping the rush is far from a sure deal, you might get it as low as 50/50 (we did, in the end), but it's still the biggest threat the game has to offer. If it takes more than $1200 to stop the engineer rush, your opponent has more to spend on mainline attackers (especially if they can bring a distraction attack in at the same time as the rush, that kind of econ advantage can be very powerful.

Only the CY is fatal. If you see the engineer is about to get any other of your buildings, you sell the building, get some money back, and the minigunners and civvies running out kill the engineer. A refinery is dirt cheap and only loses you a bit of money; most of the $2000 pays for the harvester, which you do not lose. (Unless you were foolish enough to allow it to drive into the refinery when you see the APC coming.)
However, you can't build a refinery without a harvester, so if you lose the refinery and don't have $2000, you're up shit creek. You have to sell up to get to $2000 again. And that's going to put you irrevocably behind the econ curve, so much so that the enemy will probably cripple you with the next attack, because he doesn't have that $2000 hit and rebuild time hit. Even if you do have $2000, that's two tanks your opponent has that you don't (three if they're light tanks, or four bikes). Lose the refinery and you're going to have to work like a sonofabitch not to die.
You only lose $400 when selling the refinery, so if you immediately have $2k to drop on the new refinery, there's no question that you are ahead at that point. Even if you have to e.g. sell a War Factory to be able to afford a new refinery, you'd still only be down $1400, which is pretty much even with the $1200 the rusher spent. Note that if you were to spend $2k on a second refinery the moment your opponent was buying a War Factory for his rush, you would be ahead in resources by the time the engineer attack hits, and can afford to lose one refinery to engis without even really being affected.
 

Moonmover

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The Crusaders in Stronghold Crusader.

Why is it that they have to produce their own weapons and armor one-by-one, but the Saracens don't? )-:
 

Calax

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GloatingSwine said:
Clashero said:
[
Err, if you've let your opponent build that much, they must already control a significant proportion of the map unchallenged by you (and I beleive you are somewhat exaggerating, given the manpower cost of armour in CoH rarely lets you get more than four or five tanks), and you have pretty much already lost anyway.
I said a team. As in, 2 Axis players choosing the armored tree, though I did exaggerate the number of tanks involved. Perhaps in larger matches it'd be possible.
You would still need to let them have control of the lion's share of the battlefield, which in a game which is all about territory control means you had already lost, the tanks were just there to show you the door.

Remember, take away the territory and you take away the manpower, which means no armour column of doom.[/quote]

The AI is EVIL when they pick Airborne Allied in vanilla CoH because, as in most RTS's, the AI cheats to get better. Thus the Axis when faced with an airborne opponent under the AI, usually have to get into a slugging match to fight off all the umpteen billion paratroopers and paradropped AT guns (We'd do 3 on 3 and what normally took us 20 odd minutes to finish up would turn into a 3 hour oddessy of slaughter as we tried to crack 2 Airborne and 1 Infantry, with Terror and two Blitzkrieg)
 

GloatingSwine

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Nutcase said:
And that's why, as a rule, you don't use rocket guys or flamers vs an APC. Minigunners are cheap, exactly as hard to run over, and good enough for killing the engi that the APC has to take care of them.
Not many of them though. If you disgorge the engineer, click on him as soon as the sprite appears, and get him on his way to the CY, by the time he's been targetted by infantry they're probably only going to get one shot on him, so you'd need enough minigunners to do the job in one go.

You only lose $400 when selling the refinery, so if you immediately have $2k to drop on the new refinery, there's no question that you are ahead at that point. Even if you have to e.g. sell a War Factory to be able to afford a new refinery, you'd still only be down $1400, which is pretty much even with the $1200 the rusher spent. Note that if you were to spend $2k on a second refinery the moment your opponent was buying a War Factory for his rush, you would be ahead in resources by the time the engineer attack hits, and can afford to lose one refinery to engis without even really being affected.
Selling a refinery doesn't refund you that much. You only get $300 back, because the harvester is the bulk of the cost, and it doesn't sell that.
 

Cid Silverwing

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Jul 27, 2008
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The Scrin of Command & Conquer 3 have unstoppable airforces. They have shields and attack from outside of range of your AA defenses.
 

-jk

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Feb 18, 2009
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Humans in Warcraft 3, duh
they nerfed them a bit in the new patches but they still can win by pretty much any way. Unlike most races they can do go forth with any strategy they want. The most common and most easy is to Tower rush. Also, all of their heroes (maybe except for the blood mage) are super awesome.
 

Dahemo

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OptimusHagrid said:
The Purple Tentacles are overpowered with an excess of EVIL GENIUS and MONOBROWS.
Phenomenal Day of the Tentacle reference. Sigh.

I'd plump for Undead in Warcraft 3, specifically because Abominations are the hardest non-hero melee unit in the game, plus the ability to pull 20 new units out of nowhere after a hard fought skirmish was always a pain, especially as I played Night Elves.

As a younger man I used to play Warhammer and I remember the unbelievable design flaws with the Wood Elves. Essentially, in a big enough game a Wood Elf player can realistically threaten about half your army per turn, and on average can kill about a quarter, so in essence you have four turns to kill him. I just remember getting my armies handed back to me in large chunks...
 

Graustein

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The Atlanteans in the Age of Mythology "expansion".
Except it wasn't an expansion. It was the addition of an overpowered race, an overpowered unit and one tech (Omniscience) for all races. I don't recall them doing anything else to tweak the three original races. You can't just insert one race into an RTS and hope that it won't fuck up the balance.
The Atlanteans have powerful units, stronger walls than the freaking Egyptians, they gain favour by existing, their villagers are ridiculously powerful by villager standards and they have no drop-points - task a villager on a farm and you get a steady income of food there and then. They have a Classical-age flying attack unit, flying healers, naval healers, they can instantly create Hero units whenever and wherever they are required, and their God Powers are not only strong in their own right, they have multiple charges.
 

Dealin Burgers

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I'd agree with ODST being overpowered in Halo Wars. The ability to almost instantley create 10 squads anywhere on the map is rediculous. Hot dropped ODST should at least cost more than barrack built ones.

On the other hand (and this may have been a glitch) I watched a covie shield generator survive 4 consecutive MAC rounds without taking any damage.