Eureka used to suck, but now she's quite balanced. As the others have pointed out, your problem might be that the game is balanced for multiplayer, not PvE. In multiplayer, both you and your opponent will amass a large blob then try to beat each other in one, or in a series of decisive clashes. In such a case, Eureka's AoE attack is very useful. However, in PvE, the AI cheats like a mofo, has practically infinite money, and will send team after team after team to you, without having to worry about losses. Indeed, the AI very easily overruns Eureka, and makes the damage she deals seem insignificant, while at the same time, heroes that are better suited against singular targets or small groups fare better in this situation.
MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
#3281
Posted 14 April 2018 - 02:12 PM
- PACER likes this
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#3282
Posted 14 April 2018 - 03:23 PM
If you increase her attack speed and make infantry immune to her attack that will make her balanced.she will be weak against both infantry and aircraft.
Another tip, make use of her spinblade boost. That helps out with run and gunning.
Spinblade can be destroyed and her normal speed isnt good for hit and run tactics.
If you compare noriko,malvar,volkov,rahn all those heroes can held their own against small units but eureka cant.
because she's not SUPPOSED to hold on her own, while the heroes you mentioned are. if you refuse to use her the way she's meant to be used of course you'll find her useless, that's like asking a single flak trooper to kill Irkalla on his own.
#3283
Posted 14 April 2018 - 06:53 PM
If you increase her attack speed and make infantry immune to her attack that will make her balanced.she will be weak against both infantry and aircraft.
Another tip, make use of her spinblade boost. That helps out with run and gunning.
Spinblade can be destroyed and her normal speed isnt good for hit and run tactics.
If you compare noriko,malvar,volkov,rahn all those heroes can held their own against small units but eureka cant.
Then do Jackal + Eureka micro.
Put Eureka in the Jackal for extra mobility and unload her when you need to use her firepower. Jackal already has pretty great base speed.
Plant a spinblade far away, then race the Jackal to your enemy, unload Eureka, fire once, then retreat her with Jackal while spinboost is still active.
People do this in StarCraft all the time. Shuttle + Reaver is a common Protoss strategy to give extra mobility to a slow, high damage unit.
Edited by Tathmesh, 14 April 2018 - 06:57 PM.
#3285
Posted 15 April 2018 - 12:15 AM
Eureka used to suck, but now she's quite balanced.
She still sucks. Can't hit anything is probably one of the biggest problems. Bottom tier hero that doesn't have the impact of other heroes.
Alstar has a point, the engine isn't responsive enough for hot drops. The Jackal isn't a Medivac and Eurkea aren't widow mines, marines, hellbats, or even the thor. Eureka + Jakal This is just one of the things that seem good on paper but doesn't really pan out.
Totally wouldn't mind two weapon charges for Eureka thou.
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
#3286
Posted 15 April 2018 - 04:18 AM
You're forgetting about one thing. Starcraft's engine is way more responsive. Also, Eureka and lack of mobility? Spinblades were buffed for a reason because people do not even bother using those. She can benefit greatly from those.
Foehn needs some sort of "Spin Field"
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3287
Posted 15 April 2018 - 06:29 AM
Probably make Eureka has no initial charging, but increase the cooldown. She would still cause friendly fire but more usable then.
Or change her damage calculation to heavily damage structures instead of infantry and armored units.
#3288
Posted 15 April 2018 - 01:56 PM
Eureka used to suck, but now she's quite balanced.
She still sucks. Can't hit anything is probably one of the biggest problems. Bottom tier hero that doesn't have the impact of other heroes.
Alstar has a point, the engine isn't responsive enough for hot drops. The Jackal isn't a Medivac and Eurkea aren't widow mines, marines, hellbats, or even the thor. Eureka + Jakal This is just one of the things that seem good on paper but doesn't really pan out.
Totally wouldn't mind two weapon charges for Eureka thou.
I want to dream...that RA2 can support sick micro plays...
#3289
Posted 15 April 2018 - 02:01 PM
Eureka used to suck, but now she's quite balanced.
She still sucks. Can't hit anything is probably one of the biggest problems. Bottom tier hero that doesn't have the impact of other heroes.
Alstar has a point, the engine isn't responsive enough for hot drops. The Jackal isn't a Medivac and Eurkea aren't widow mines, marines, hellbats, or even the thor. Eureka + Jakal This is just one of the things that seem good on paper but doesn't really pan out.
Totally wouldn't mind two weapon charges for Eureka thou.
I want to dream...that RA2 can support sick micro plays...
The biggest obstacle is the way TD/RA1/TS/RA2/TW puts infantry in the same tile/squad. One can't micro precisely under such uncertainty.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3290
Posted 15 April 2018 - 02:11 PM
-The paradox engine can not be controlled.
-The recharging time must be long and the damage of the Paradox Engine reduced.
-When the battery is built it will be teleported to the battlefield and when it is fully charged it will teleport back to the Paradox Engine.
Under a drawing that I made.
#3291
Posted 15 April 2018 - 02:20 PM
I came up with an idea for a support power for EA, you need to have a Experimental Warshop and a Chonosphere built. when requirements are met may build a Paradox Battery this will give you access to the power "Paradox distortion" the power teleport a paradox engine in the designated area which would begin to bombard the area, similar to the Harbinger.
-The paradox engine can not be controlled.
-The recharging time must be long and the damage of the Paradox Engine reduced.
-When the battery is built it will be teleported to the battlefield and when it is fully charged it will teleport back to the Paradox Engine.
Under a drawing that I made.
Spoiler
Eh, probably be good to limit it to challenges or if you want to code it in yourself that is.
#3292
Posted 16 April 2018 - 09:56 AM
Paradox Engine is uberpowerful and I don't think EA is in any hindrance to require such massive super support power
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#3293
Posted 16 April 2018 - 02:00 PM
Totally wouldn't mind two weapon charges for Eureka thou.
Thats what i was saying.
make infantry immune to her attack thats way she will be weak against infantry.
#3294
Posted 16 April 2018 - 05:31 PM
Eureka used to suck, but now she's quite balanced. As the others have pointed out, your problem might be that the game is balanced for multiplayer, not PvE. In multiplayer, both you and your opponent will amass a large blob then try to beat each other in one, or in a series of decisive clashes. In such a case, Eureka's AoE attack is very useful. However, in PvE, the AI cheats like a mofo, has practically infinite money, and will send team after team after team to you, without having to worry about losses. Indeed, the AI very easily overruns Eureka, and makes the damage she deals seem insignificant, while at the same time, heroes that are better suited against singular targets or small groups fare better in this situation.
Speak about AI, AI in this game is far harder than TW or RA3 Brutal, they can do everything in the same time, Streamrole - Turtle - Sneak Attack - Rush.
That why I love some old school AI than modern one that can only do one tactic and they screwed when run out of money.
#3295
Posted 16 April 2018 - 07:55 PM
You people should really start focusing on multiplayer before commenting on the balance issues, I've seen several things that were balanced ruined because some people on the forums claimed they are, PVE exclusive players mind you.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
#3296
Posted 17 April 2018 - 01:19 AM
1. Doesn't use all the arsenal available within the faction. (Example : Libra Clones, Shadow Ring, Hijacker, Stolen Tech Units, Warp Miner, Chronolift, Blasticide, Flame Tower, Risen Inferno)
2. Uses them not in the right way or not in the best potential. (Example : Overcharge, Nanofiber Sync, Libra, Force Shield, Iron Curtain, Spinblade, Zephyrobot, Battle Tortoise)
3. Has infinite money by default
4. Relies more on wave per wave attacks rather than strategic moves.
5. Barely gives a damn about tech tree requirement (Example : Spy)
6. Is omniscient
Edited by Handepsilon, 17 April 2018 - 01:20 AM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#3297
Posted 17 April 2018 - 04:57 AM
Eureka used to suck, but now she's quite balanced. As the others have pointed out, your problem might be that the game is balanced for multiplayer, not PvE. In multiplayer, both you and your opponent will amass a large blob then try to beat each other in one, or in a series of decisive clashes. In such a case, Eureka's AoE attack is very useful. However, in PvE, the AI cheats like a mofo, has practically infinite money, and will send team after team after team to you, without having to worry about losses. Indeed, the AI very easily overruns Eureka, and makes the damage she deals seem insignificant, while at the same time, heroes that are better suited against singular targets or small groups fare better in this situation.
Speak about AI, AI in this game is far harder than TW or RA3 Brutal, they can do everything in the same time, Streamrole - Turtle - Sneak Attack - Rush.
That why I love some old school AI than modern one that can only do one tactic and they screwed when run out of money.
Are you sure?
With a proper defensive position I can stand against 7 easily. But facing even 2-3 brutal Olegs proves problematic on bigger maps (without rushing and miner sniping)
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#3298
Posted 17 April 2018 - 01:06 PM
I wouldn't really call MO AI to be harder than TW or RA3, they cheat alot there and since in those games, artillery that actually does its supposed job and outranges all base defences they can actually do something and requires more active input from the defenders, with unturnable superweapons and uncounterable support powers (Super secret protocols in RA3) its way harder to hold out.
MO is definitely a massive improvement over vanilla, but it has a long way to go. Especially in the late game, pretty much 95% of all games against AI i played boils down to hunkering down, building up reaching a point where my defences are fending off the maximal potential strength of attack waves. After that, since AI doesn't ramp up its unit count, its my turn.
#3299
Posted 17 April 2018 - 01:24 PM
I wouldn't really call MO AI to be harder than TW or RA3, they cheat alot there and since in those games, artillery that actually does its supposed job and outranges all base defences they can actually do something and requires more active input from the defenders, with unturnable superweapons and uncounterable support powers (Super secret protocols in RA3) its way harder to hold out.
MO is definitely a massive improvement over vanilla, but it has a long way to go. Especially in the late game, pretty much 95% of all games against AI i played boils down to hunkering down, building up reaching a point where my defences are fending off the maximal potential strength of attack waves. After that, since AI doesn't ramp up its unit count, its my turn.
What are your expectations of AI? If not hunkering down then marching out, what do you expect from a skirmish game? What about PvE in general, like co-op, challenges, or campaign?
I don't think investing time in skirmish AI is really worth it. The most interesting experiences I've had with PvE is mostly in campaign missions, co-op, and challenges, when there are scripted events or crazy challenges to overcome. That boils down to how good a mapmaker is able to create interesting, tense moments in the level, like the getaway section of Cyberanatomy or being the defender in Balance of Power, not how strategic the AI is.
I'd rather if MO devs focused on creating interesting levels, rather than interesting AI.
Edited by Tathmesh, 17 April 2018 - 01:27 PM.
- Destroyencio likes this
#3300
Posted 17 April 2018 - 03:11 PM
I wouldn't really call MO AI to be harder than TW or RA3
Mental AI boost seems to make skrimish challenging.
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