perhaps instead of a faction with tunnels, I propose tunnels to be used in a Tech Building.
Tech Subway Station. :3
Tech Teleporter. >:3
Tech Bloatick Tunnel (non-humans only) )>
Tunnels are not capturable though, if I recall right.
Posted 03 October 2017 - 03:29 PM
perhaps instead of a faction with tunnels, I propose tunnels to be used in a Tech Building.
Tech Subway Station. :3
Tech Teleporter. >:3
Tech Bloatick Tunnel (non-humans only) )>
Tunnels are not capturable though, if I recall right.
Posted 03 October 2017 - 03:41 PM
I don't think that's his point, recently a "tunnel" mechanic was introduced into Ares and has not been utilized yet by MO.
Posted 03 October 2017 - 05:26 PM
I don't think that's his point, recently a "tunnel" mechanic was introduced into Ares and has not been utilized yet by MO.
That's what I'm referring to, Generals-like Tunnel building system.
Posted 04 October 2017 - 02:42 AM
Has been a while since 3.3.2 release and I have some balance suggestions so far. I would like to put those here in a summary way.
1- Roadrunner nerf: Because it is tanky enough to run inside enemy armies and delete infantry with ease. It is also really good at killing miners and any kind of armor really including heavy armored things.
The ball requires a general stat tweak. An armor type nerf - crush ability removal - less speed
2- Sync magic thing could use a few extra seconds to its countdown. Right now you can rush the loom and spam infantry until you get a mob -mostly kekframes- and use them at a time where your enemy is unlocking the heavy weapons making the whole thing quite unfair. Not to mention how tanky sync kekframes are. Those guys could also use a bit less armor.
3- GI IFV needs a 0.5 range reduction (=6) and probably a RoF or damage output nerf. Both striker and archon outrange and outmaneuver everything early game. Its weapon is also quite versatile. In short, it gets too much for the price of one GI which is merely 100
4- Hummingbird's effect is way too strong for what it cost. It needs to last less -a lot less- or get a reduction on its AoE -a drastic one-
For any sub-faction who relies on ground units, it is a gg when these things start flying. Making the game less about skill and more about playing allies and rushing T4.
5- Allied Jets, all basic jets can snipe tech using low numbers. It is probably the biggest 3.3.2 balance issue. The community has diverse ideas about how to fix it... my own idea is the straight one: make jets bad against tech structures. This way they can be good against structures -which I assume is intended- but incapable of the current 'lul no tech 4 u' meme
6+ Epsilon Gattling tank needs a bit more of damage output as a consequence of 3.3.2 epsilon nerfs. Epsilon now relies more on these tanks and they are lacking the firepower to serve its purpose.
7+ Invader damage is too low. Its weapon is bad against everything. A bit more damage against infantry could make it a better investment. Right now it gets destroyed by one-two flak troopers/ggis/archers/knightframe
Edited by TeslaCruiser, 04 October 2017 - 02:42 AM.
Posted 04 October 2017 - 01:04 PM
4- Hummingbird's effect is way too strong for what it cost. It needs to last less -a lot less- or get a reduction on its AoE -a drastic one-
For any sub-faction who relies on ground units, it is a gg when these things start flying. Making the game less about skill and more about playing allies and rushing T4.
5- Allied Jets, all basic jets can snipe tech using low numbers. It is probably the biggest 3.3.2 balance issue. The community has diverse ideas about how to fix it... my own idea is the straight one: make jets bad against tech structures. This way they can be good against structures -which I assume is intended- but incapable of the current 'lul no tech 4 u' meme
I don't really have much problems about the other issues, except for these two.
As of now, I don't really see how you can tech rush as Allies all the way to T4 without killing yourself, to be honest. Especially when you consider that there's always a high chance of tech snipe by T1-2 rush or jets, which brings me to my next point.
All allied jets can snipe tech with low numbers? I agree that most allied jets can snipe tech, except for one, which is the Harriers.
Both US and PF have a huge problem with tech sniping, and US especially, because Stormchilden could potentially blow anything on the ground to scrap while requiring insane pools of AA to stop because they are too fast to even intercept most of the time, while I understand that PF have a pretty weak T1 (and even t2) in terms of ground firepower to make up for it.
Don't mind me, I'm just pretty broke nowadays...
Posted 04 October 2017 - 01:58 PM
by rush i mean a fast unlock not an actual 'as fast as possible' thing that in general doesn't work.
But the idea is this: player a builds a bigger army as consequence of good macro and map control. Player b builds T4. Player b wins.
I understand the 'higher tech = advantage' thing but the benefits of allied T4 is by far the strongest in the game. The backbone beign the HB.
Edited by TeslaCruiser, 04 October 2017 - 02:07 PM.
Posted 04 October 2017 - 02:36 PM
About the harriers... unfixable bug means jet meta is abusing a bug so yes, harriers can kill tech using low numbers.
Normally you don't want to use bugs to win since those are supposed to eventually be fixed. But this thing still in the game so jets should be balanced having the extra damage in mind.
Sometimes bugs can add to the game and I personally think this one is a fun 'feature´since it adds to the skill ceiling and requires multiple actions to work. Yet a bug like this should be considered inside the balance equation. So... damage reduction against tech for all 3 basic jets.
You can ask Sypher or Darky about the details they are the tech snipe experts
Edited by TeslaCruiser, 04 October 2017 - 05:22 PM.
Posted 04 October 2017 - 05:38 PM
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
Posted 04 October 2017 - 06:20 PM
It is 8 harriers to kill an:
Allied Air Force Command Headquarters
American Mercury Network Uplink
European Shield Command
Pacific Front Robot Ops Control Center
Allied Experimental Warpshop
Soviet Field Bureau
Soviet Airbase
Epsilon Radar Spire
Epsilon Aerodome
Or are we going to ignore the existance of the extra damage bug?
Edited by TeslaCruiser, 04 October 2017 - 06:52 PM.
Posted 04 October 2017 - 06:51 PM
About IFVs. I have heard the argument about 'skills' to defend broken stuff many times. Why a -0.5 is removing the micro element? if it does something is making micro more important not less. Allies have low armor but high speed plus repair vehicle they also have strong infantry and defenses. Why do they need to outrange things at T1?
Posted 04 October 2017 - 07:00 PM
don't forget Foxtrots, those things are as menacing as the other allied jets (and can be stupidly op with 3+ airfields)
Posted 04 October 2017 - 07:24 PM
Did you build the soviet airbase before T3? prob not
Still, when I talk about all jets it is all jets.
All basic jets should require around 3 airfields to kill tech.
Posted 04 October 2017 - 08:13 PM
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
Posted 04 October 2017 - 08:29 PM
About IFVs. I have heard the argument about 'skills' to defend broken stuff many times. Why a -0.5 is removing the micro element? if it does something is making micro more important not less. Allies have low armor but high speed plus repair vehicle they also have strong infantry and defenses. Why do they need to outrange things at T1?
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
Posted 04 October 2017 - 10:32 PM
People tech snipe because is the best thing to do with jets. Not because jets are bad.
Jets are good at killing miners, heroes, arty...
You are also supposed to trade units in your engagements yet your mindset is about a 'clean' usage. Why do you see as a balance problem losing units to your enemy?
Posted 05 October 2017 - 12:35 AM
People tech snipe because is the best thing to do with jets. Not because jets are bad.
Jets are good at killing miners, heroes, arty...
You are also supposed to trade units in your engagements yet your mindset is about a 'clean' usage. Why do you see as a balance problem losing units to your enemy?
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
Posted 05 October 2017 - 08:09 AM
Posted 05 October 2017 - 09:04 AM
You have to play online with the uhm... 'inner circle' in order to understand.
Alternatively, regarding jets :
My own argument : Allied Jets are speedy, capable of tech sniping, and the airstrips decreases the speed of which the jets are constructed.
Edited by Handepsilon, 05 October 2017 - 09:14 AM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
0 members, 6 guests, 0 anonymous users