Hello guys!
For me, it seems like that the game is close to being balanced. There are some issues that still needs to be fixed, but its a decent game atm. But some of the maps are horribly imbalanced.
For example, lets consider two equally skilled players. The winrate should be 50%-50%, but depending on the side of the map, it can be totally different. In my experience, it goes like this:
- Semoskiy Summer: 70-80% for bottom, 20-30% for top.
The reason is the time it takes for the northen player to get to cutoff and opponents fuel.
For eg, pos1 vs pos3.
When starting position 3, it will take you 5 secs longer to get to your cutoff than your opponent and it will take approx a wopping 15 secs to get to your opponents fuel. Which is why it is so easy to decap your opponents fuel from pos1. Position 3 has an advantage over position1 being closer to fuel however that equates to a tiny fuel gain at the start of the game. Once the action moves to the centre the advantage dissipates and swings in favour of position1.
If you get position4 you are at a greater disadvantage that all other positions due to the fact that pos1/pos2 sits between fuel and cutoff, where as pos4 is further away from cutoff and fuel than pos3.
It is also significantly easier to defend from the south given the large amount of open area to the west compared to multiple shot blockers to the east.
If you play vs okw or usf from position 4 and the set up forward retreat point you are basically screwed if you ever retreat.
I don't know if map makers can measure between different points on maps. I have just been running simulations in custom game but that is not as accurate as i would like..
This why Relic struggle to balance the game, because time is another variable being added to the game due to poor map design.