I think its cool seeing what factors are considered in RTS balancing. I guess an equivalent for fighting games would be invincible vs non-invincible DPs or weird things like movement options.
In RTS games balancing seems a bit more quantifiable. In fighting games there is a lot of guessing at what actually counters what unless its extremely obvious. Its hard to tell if a matchup or strat is good/bad due to the character/move properties or if its because one player is way better.
In RTS games balancing seems a bit more quantifiable. In fighting games there is a lot of guessing at what actually counters what unless its extremely obvious. Its hard to tell if a matchup or strat is good/bad due to the character/move properties or if its because one player is way better.