Isn't Foehn kind of the one most vulnerable to PsiCorps trickery? Unless that's what you're implying
I dunno, I hate those magnets really
Ironic really
Posted 02 November 2018 - 04:03 PM
Isn't Foehn kind of the one most vulnerable to PsiCorps trickery? Unless that's what you're implying
I dunno, I hate those magnets really
Posted 02 November 2018 - 04:14 PM
Isn't Foehn kind of the one most vulnerable to PsiCorps trickery? Unless that's what you're implying
I dunno, I hate those magnets really
Magnets are one thing but they can do only so much if you have little to no means to actually destroy the enemy. Coronia hardcounters Gatling Tanks with Pteranodons, Gehennas with Alanquas and Pteras, and Archers with Zorbs. Haihead has a tier 3 monster than can't be mind controlled and murderfucks all sorts of infantry, and also there's the Irritator. Last Bastion is probably the least strong of the bunch, and I don't have much experience about them. Plasmerizer crawling is universally nasty, tho. No other faction relies on a single gimmic as much PsiCorps relies on mind control -if that is neutralized, they are good as dead.
Posted 02 November 2018 - 06:23 PM
I was being sardonic when I said that.Can't believe you missed it.No, they don't. They already have elites for naval mind control. It's annoying enough already with how controlling they are of battlefield situations, with magnets, amphibiousness and all.
Naval Mastermind-hmmmmm.....PsiCorps could definitely use something of the sort.There's some food for thought.
Hell yes.Megalodons,Irritators,Raccoons.Haihead has the longest end of the stick in that regard,followed by WoC and LB.Suddenly Foehn Revolt. Especially Haihead. PsiCorps is and has always been broken, extremely strong against some factions, laughably weak against some others. Faction is in the desperate need of a complete overhaul tbh.
No, they don't. They already have elites for naval mind control. It's annoying enough already with how controlling they are of battlefield situations, with magnets, amphibiousness and all.
Naval Mastermind-hmmmmm.....PsiCorps could definitely use something of the sort.There's some food for thought.
Posted 02 November 2018 - 06:26 PM
Funny enough, PsiCorps is a faction that tends to have best chances outta all Epsilon subfactions in combat against Foehn. Ground units and infantry being stopped by Magnetrons, infantry caught dies to Viruses, Marauders being a decent response against Megalodons and while Gehennas tends to screw around, they can annoy the air blobs - Archers for close range aa support help aswell. In matchup vs Foehn they do not need mind control - the key unit is Magnetron. You have to stall advancements, make every combat less favorable, catch enemy and take him out bit by bit.
Posted 02 November 2018 - 06:30 PM
Well,Last Bastion has a T3 beast to deal with PsiCorps-the Gharial.Magnets are one thing but they can do only so much if you have little to no means to actually destroy the enemy. Coronia hardcounters Gatling Tanks with Pteranodons, Gehennas with Alanquas and Pteras, and Archers with Zorbs. Haihead has a tier 3 monster than can't be mind controlled and murderfucks all sorts of infantry, and also there's the Irritator. Last Bastion is probably the least strong of the bunch, and I don't have much experience about them. Plasmerizer crawling is universally nasty, tho. No other faction relies on a single gimmic as much PsiCorps relies on mind control -if that is neutralized, they are good as dead.Isn't Foehn kind of the one most vulnerable to PsiCorps trickery? Unless that's what you're implying
I dunno, I hate those magnets really
Posted 02 November 2018 - 07:06 PM
Funny enough, PsiCorps is a faction that tends to have best chances outta all Epsilon subfactions in combat against Foehn. Ground units and infantry being stopped by Magnetrons, infantry caught dies to Viruses, Marauders being a decent response against Megalodons and while Gehennas tends to screw around, they can annoy the air blobs - Archers for close range aa support help aswell. In matchup vs Foehn they do not need mind control - the key unit is Magnetron. You have to stall advancements, make every combat less favorable, catch enemy and take him out bit by bit.
Yeah I remember you posted a match one, I think you were PsiCoprs (or possibly SC, but IIRC it was the 'Corps), against Haihead. You played very well, had full map control, seemingly outnumbered him to two to one for most of the game. Reset his radar, infiltrated his barracks for veteran infantry... had to spam Archers in tier 3, then earned a hard-won victory... with Salamanders. "You don't need mind control" means "You don't need a tier3 monster tank", the only other tier 3 monster than cannot damage buildings can at least delete any ground unit. And while Viruses and Magnetrons are good against most Foehn infantry, that won't matter much against WoC or Haihead.
"Gehennas tends to screw around, they can annoy the air blobs" I'd expect tier 3 AA to wreck the shit out of air blobs or at least put up a good fight, not just annoy them.
Edited by Divine, 02 November 2018 - 07:27 PM.
Posted 03 November 2018 - 01:19 AM
That usually happens because most of the Foehn infantry are vulnerable to magnetic weaponry.But hell,you don't realise that Haihead has the initial hiccups against them until they get Diverbees,which can blast them to Kingdom Come.And as to your statement that Marauders are a decent response to Megalodons,no it's actually Magnetrons.If you can get a few Raccoons near the damn thing,well GG Magnetron.Then all you need are Megalodons to finish them off.Irritators can keep things decidedly rough for PsiCorps.As for Gehennas,Teratorns,Buzzards and Shadrays can take care of them.Funny enough, PsiCorps is a faction that tends to have best chances outta all Epsilon subfactions in combat against Foehn. Ground units and infantry being stopped by Magnetrons, infantry caught dies to Viruses, Marauders being a decent response against Megalodons and while Gehennas tends to screw around, they can annoy the air blobs - Archers for close range aa support help aswell. In matchup vs Foehn they do not need mind control - the key unit is Magnetron. You have to stall advancements, make every combat less favorable, catch enemy and take him out bit by bit.
Edited by Drezalnor, 03 November 2018 - 01:32 AM.
Posted 03 November 2018 - 11:55 AM
That usually happens because most of the Foehn infantry are vulnerable to magnetic weaponry.But hell,you don't realise that Haihead has the initial hiccups against them until they get Diverbees,which can blast them to Kingdom Come.And as to your statement that Marauders are a decent response to Megalodons,no it's actually Magnetrons.If you can get a few Raccoons near the damn thing,well GG Magnetron.Then all you need are Megalodons to finish them off.Irritators can keep things decidedly rough for PsiCorps.As for Gehennas,Teratorns,Buzzards and Shadrays can take care of them.
First of, i said that Magnetron is key unit. Which means you need some of them against foehn, like it or not. Marauders are response to Megalodons due to longer range, no-miss projectile and decent damage, Dont mix those two.
As to Wings of Coronia,why they could bait the Magnetrons with some Dracos and send in the Pteranodons.And Dybbuk Interceptors will fall to the ground after a good beating from some Alanqas,Buzzards and Teras.If Zorbfloaters could get close enough,why they would make life hell on earth for PsiCorps.
Let's be blunt: Nobody will make Dracos to do that. Draco is one of least used MBT's from all the games i have noticed, despite their actually amazing gimmick. You are better off with using Tarchias (not a joke). Another thing being, if you plan to just headbutt your enemy with Pteranodons, you may aswell put your white flag in - PsiCorps has 2 funky units that can handle them. Archers (which receive anti-air range bonus) and Libra herself, who can easily flyswat air units. Bonus points for Chimera cores because annoying enemy. I'll get to Gehennas later.
As for Last Bastion-they have it the hardest,but even then,setting up a Sweeper ambush can work wonders(Until stealth detection arrives)Mastodons don't exactly stand a chance against Magnetrons due to being outranged.But if Raccoons get close enough.....well.And as for MC,there's the Gharial.Viruses would do well to stay away from Giantsbanes,what with immoblizing enemies and being tanky.
The core unit in LB vs PsiCorps is exactly Gharial. I am not sure if they are immune to mags tho - somethign something key unit in matchups. Sweeper Ambush works only for the first time, which is a sad part.
"Gehennas tends to screw around, they can annoy the air blobs" I'd expect tier 3 AA to wreck the shit out of air blobs or at least put up a good fight, not just annoy them.
Welcome to the
Also known as "What makes Gehenna both annoying to use and annoying to enemy". That's right. Interceptor. Gehenna have the longest interception range (being 18) at cost of lack of splash and near inability to handle close combat threats. Do you know why Hailstorms are annoying to fight in stalemates? Because Hailhitters will slowly cool down your forces. In case of Gehenna(s, because you should have more than one) it's swarming enemy air untis every X seconds. You managed to deal with this bunch of interceptors? Here comes another batch. Alanqas can commit even bigger crime against those, which is accidental friendly fire - and thats the bonus gimmick. It's like having a Dybbuk Hive but with less range!
PsiCorps is a faction that greatly benefits from stalemates and enforcing engagements.
Posted 03 November 2018 - 02:28 PM
Also known as "What makes Gehenna both annoying to use and annoying to enemy". That's right. Interceptor. Gehenna have the longest interception range (being 18) at cost of lack of splash and near inability to handle close combat threats....
Or hit the target within a reasonable amount of time, switch targets within a reasonable amount of time, or not being hardcountered by enemy AA including ground and air based, be anything remotely useful against ballistic missiles, or not being a slow POS, being useful against the Black Widow without additional stealth detection, or having any hope of stopping enemy jets before they get into striking distance - that includes Diverbees...
Posted 03 November 2018 - 03:06 PM
1) Would be cool if we hear Yuri's taunts from the original RA2 "Red Revolution" mission when soviets entire the final showdown in Moscow.
The Iron curtain taunt seems unneccessary tho, so ypu can remove that.
2) I replayed Firewalking, and.... I suggest tuning down the allies' attack on the left side of the LC's base. They kept attacking my base repeatedly. Everytime I destroy the last one, another one just pops out and attacks again. The delay on such attacks should be increased. Not to mention, the attacks begin right after I deploy a refinery, which ends up destroying my miner. It doesn't really bother me after I manage to build multiple Catas with Desos/Flaks, but the early base phase is annoying, not to mention PsiCorps, spamming you with Lashers too (although, not really annoying)
Posted 04 November 2018 - 06:21 AM
Let's be blunt: Nobody will make Dracos to do that. Draco is one of least used MBT's from all the games i have noticed, despite their actually amazing gimmick. You are better off with using Tarchias (not a joke). Another thing being, if you plan to just headbutt your enemy with Pteranodons, you may aswell put your white flag in - PsiCorps has 2 funky units that can handle them. Archers (which receive anti-air range bonus) and Libra herself, who can easily flyswat air units.
Posted 04 November 2018 - 10:51 AM
Besides, Libra is just one woman. Her firepower is respectable, but not outstanding, and certainly not enough to make much of a difference against a blob, unless said blob is placed so stupidly that they all get splashed, or if the enemy fails to kill her for a stupidly long time. Libra + clone army is still the best AA PsiCorps has, but the clone army is a thing that realistically can only happen in PvE...
Edited by Divine, 04 November 2018 - 10:53 AM.
Posted 04 November 2018 - 12:25 PM
I concur.Besides, Libra is just one woman. Her firepower is respectable, but not outstanding, and certainly not enough to make much of a difference against a blob, unless said blob is placed so stupidly that they all get splashed, or if the enemy fails to kill her for a stupidly long time. Libra + clone army is still the best AA PsiCorps has, but the clone army is a thing that realistically can only happen in PvE...
Posted 04 November 2018 - 01:16 PM
unless said blob is placed so stupidly that they all get splashed
Posted 04 November 2018 - 01:48 PM
Actually,a Gehenna variant with an Attacker instead of an Interceptor could make things a tad easier for PsiCorps.unless said blob is placed so stupidly that they all get splashed
From personal experience, this tends to happen often . Especially when the Coronia player gets cocky and thinks that his Buzzard/Ptera blob is sufficiently large to steamroll you.
I'm wishing that Gehennas get a deploy feature where they hold their position (maybe get a damage buff or range buff when deployed if necessary). This might make Gehennas slightly more useful against Pteranodons, because you could spread them out to avoid being splashed.
Posted 04 November 2018 - 02:01 PM
Actually,a Gehenna variant with an Attacker instead of an Interceptor could make things a tad easier for PsiCorps.
That would make the Dybbuk Attacker redundant. Not that I would pity it, as a normal aircraft it's only good if there is no AA whatsoever... so, PvE.
TBH I would forgive all the Gehenna's other shortcomings if it was a lot more mobile. I made suggestions earlier about leaving the current Gehenna as a campaign only unit and adding a new, flying carrier for multiplayer. Or an amphibious one. Or one that is a lot smaller, faster, and would fit in a tank bunker.
Posted 04 November 2018 - 02:48 PM
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Posted 04 November 2018 - 02:50 PM
Now I wonder, can Zorbs be magnetized?
Nope
Posted 05 November 2018 - 01:37 PM
I’ve wanted to give my unqualified opinion to a possible navy expansion as well and some of the mayor problems with the current navy.
1 there is no big reason on most maps to invest in a shipyard
Possible fixes:
- give each fraction a viable amphibious unit build option at the shipyard. (for example for allies the Riptide from RA3 and for the soviets an anti-tank units which complement the borillo/armarillo for an effective assault from water.)
- neutral tec buildings to water tiles (drilling rigs) would be nice to fight for. (Not sure if ARES is allowing that)
- Floating ore on the water surface which can be harvested would also give a good option to kill miners with navy units.
-make more buildings build-able on water if possible, for example power plants, airfields, tec buildings, anti-air towers … so like in RA3.
- Ad an anti-ship tower with detection for each fraction
(Maybe even better power plants for water? (Would most likely require changing the current power plants a bit, for example put the turbine upgrade and the nuclear reactor up to tec 3.)
2 Some of the naval units feel really unfair to play against
- Dolphins it’s basically just a Siege cadre on crack now. Its nearly impossible to catch. The only use of it is to kill ship yards and structure near the coast one it has done it its makes it for the other player way to hard to get back to the navy game, on the other hand it doesn’t have any use in a navy battle. I my mind it should be get rebalanced to a anti infantry and anti-structure role at the cost of some anti-building power.
- Akula submarines the main reason why fighting Russia on a heavy water focus map feels like having cancer. The main problem is the extreme damage they can do against buildings while the player who plays against than can’t really do much against then because of an wolfhounds and other subs. Even one alone one is ridiculous because if the submarine starts to fire and gets a move command its submerged and still fires its rockets which its just stupid. (works too with the Resheph)
my proposal to fix the unit: give it the same role as the battle ship: beating groups of naval units to death at cost of some range, the missiles can be no longer be shoot down + reduced damage against buildings, basically the RA missile sub with better splash. (+give Russia the Dreadnought back.)
- Resheph same problems with the Akula
my fix: Its must be deployed to go to the surfaced mode its takes a little bit of time to doing so if on the surface it can shoot press d again to get to the submerged mode. Maybe add a small hp nerv to make it easier to kill.
- Leviathan its way too strong against units in my opinion, it doesn’t help that the projectile a homing against units for some reason. Also it got way to much gimmicks inside: - homing projectile, spinblade engine, selfheal + for last bastion Nano charge. 2 gimmicks should be enough for a capital ship scrap the Nano charge and the homing projectiles.
3 not enough variety for some fractions
- it feels like Fhoen could need an additional navy unit. Now you just build mass Swordfish some anti air and late game leviathans, angelsharks are really underused they could need some buffs.
- Maybe a haihead only water units now it has by far the worst water options of Fhoen (LB has uragan which kills army’s by himself + gariels+ Sweeper, WoC got awesome air power + Zorbtrotter + Tachia cannons (kinda wish Eureka could walk on water Jesus stile), HH just got Diverbees)
- Soviets could need a t2 anti tanks ship maybe something like the stingray form RA3?, it would fit the roll of an amphibious attack unit quite nicely. (give it lesser range and less hp to make it different to the tesla cruiser.
- Allied-/Epsilon-navy seems fine in terms of units diversity, maybe a better anti air ship for epsilon.
Posted 05 November 2018 - 01:55 PM
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