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Patch 3.3.1 Proposed Changelog


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#141 Death_Kitty

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Posted 26 February 2017 - 04:27 PM

Also make sure you PS are on the same level as your target: is the target is say, on a cliff, and your arty is not, its misery all round. And again: spam is the key word: most arteries tear down buildings with 4-5 vehicles. With PS you should go with 12-15. SPAM



#142 X1Destroy

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Posted 26 February 2017 - 05:55 PM

Why can't it have perfect accuracy like the other artillery units?

It being a catapult does not matter, because realism gameplay doesn't exist here.

Before anyone say that would be OP, look at Prism tanks.

Edited by X1Destroy, 26 February 2017 - 05:57 PM.

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#143 Guest_Chaplain5_*

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Posted 26 February 2017 - 06:07 PM

You know, it's likely that the PS just isn't being used right. What Death_Kitty had to say made that clear to me - I'd been using it in small batches, even though SC is a spammy faction.

 

A faction can't be strong at everything after all.



#144 NorthFireZ

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Posted 26 February 2017 - 06:46 PM

I really think all these discussions about buffing the Plauge splatter is not taking in the account that they are insanely cheap to produce. It is only 900 credits, basically the price of a MBT. You can literally have as many plague splatters as mantis tanks.

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#145 GuardianGI

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Posted 26 February 2017 - 07:18 PM

When you do mass that much of em? The poison's gonna go everywhere...


Don't mind me, I'm just pretty broke nowadays...

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#146 Tyhednus

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Posted 26 February 2017 - 07:21 PM

And spamming squared vehicles can really hamper your army's overall mobility, especially on bridges and chokepoints.

#147 Bernadiroe

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Posted 26 February 2017 - 07:57 PM

And they are pretty weakly armored, even lower armor than MBT. They do have decent speed tho, for an arty.

 

Also of course if we end up buffing Plague Splatter, the price will also be raised to balance it up.

There's also the problem that since it is lobbing untargetable projectile, it is inaccurate when on different height.

 

Unless, you know, the are intended to be this way in the first place..?

 

Pros:

Decent speed compared to other arties

Lower price

Poison clouds

Immune to poison

 

Cons:

Weak armor

Weaker structure damage

inaccurate projectiles when on different height

 

But I feel like, from how they work it seems they're not supposed to be an arty, but more like support unit...

You know, cover the battlefield with poison and just slowly kill everything with the DOT (since they themselves immune to poison)

 

Oh by the way I don't know if it was changed but on its description, now it's said that they weaken enemy armor by 10% for 10 sec.

If that debuff only activates when the barrel hits the unit, not the poison cloud, then it's still hard to do.

I suggest make the lobbed barrel somewhat homing in..? Otherwise it seems almost impossible to hit moving targets.



#148 Damfoos

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Posted 26 February 2017 - 10:07 PM

Make the barrel explosion have more AoE and deal more damage. This will somewhat compensate for bad accuracy when there's no height difference. Actually, you can counter the height difference by force-firing on a spot between your PS and their targets, but this requires more attention than usual attack and can't be used on the move so I'm not sure how viable it is in multiplayer.

#149 Solais

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Posted 27 February 2017 - 03:09 PM

Welp, month changed to 03 in the changelog.



#150 Nablis123

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Posted 27 February 2017 - 03:30 PM

the year will change to 18 then 19.....then 20, over time...



#151 CLAlstar

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Posted 27 February 2017 - 03:45 PM

And even if that happens, your IQ will remains the same or even turn lower.

 

Patch is comming soon. That for sure.



#152 DarkEmblem

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Posted 27 February 2017 - 03:48 PM

Like I said before, plague splatters DO need a buff.
It only gives units a 10% armor debuff IF it hits, which may not even stack. (And even if it does, there is hardly a chance it will ever stack due to the accuracy)

The barrel has low impact damage and leaves behind a small toxic cloud. Now, this toxic cloud is only good when people will stand within the cloud for a long duration, but people will not stay in the cloud for obvious reasons.

 

Now, 2 plaguesplatters come at the same cost of 1 hailstorm, yet 1 hailstorm does a better job than 10 plaguesplatters coud do imo, since it actually hits and does good  and reliable damage. To say that epsilon is just a spammy faction and that the problem is solved when you just spam a lot of those units is a wrong way to go at it. Creating 10 plaguesplatters for example is a huge investment (8500, including the buff) for what it is actually going to do, and not is it only hardly useful against turtlers, but it's not useful in any other type of battle scenario at all because other scenarios would most likely mean that the opponent has an army that actually moves, lowering the accuracy of the plague splatter < 1%.

 

I've suggested that with the plague splatters you should either focus on making the armor debuff aoe larger, so that even when it missed the targeted unit, it atleast still debuffs some units near the point of impact. (Would make them useful against bigger armies, even when they are on the move) and make the armor debuff stackable, since 10% isn't that much and the chance for the debuff to be stacked on the same units all the time isn't that high, unless you actually spam plague splatters, making them actually more useful when you have more of them.

You could also focus on the plague, removing the armor debuff and greatly increasing the size of the toxic cloud left behind, making them more useful in siege scenarios instead.(And less useful in non-siege battles, because the toxic clouds damage your own troops aswell, and since epsilon is heavily dependant on infantry, it could give you quite some trouble.) And you could perhaps use it to zone your opponent by force firing it on the ground aswell, since nobody wants to walk through a wall of toxic. (And if they do, atleast their army is slighty damaged, since the clouds don't do THAT much damage when you're just walking through for a second.


Edited by DarkEmblem, 27 February 2017 - 03:54 PM.


#153 Damfoos

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Posted 27 February 2017 - 04:17 PM

#BringBackPoisonFrom2.0

that one could literally eat units in seconds :D

Edited by Damfoos, 27 February 2017 - 04:17 PM.


#154 TeslaCruiser

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Posted 27 February 2017 - 04:27 PM

I think it is that way because PF is a tanky faction (¿or is that EA?) and SC is not. a debuff aoe larger could be a bit broken imho.



#155 X1Destroy

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Posted 27 February 2017 - 05:04 PM

I think it is that way because PF is a tanky faction (¿or is that EA?) and SC is not. a debuff aoe larger could be a bit broken imho.

This is completely flawed.

Let's look at the other "subversive" factions like SC.

USA have the Athena cannon, which have perfect accuracy and damage. It destroy everything it targeted and will never miss.

Confederation have the Buratino. It have spread damage as well but it can still hit stuffs and it wreck buildings easily. It's not expensive either.

Psicorps' Magnetron may not be a good siege unit compared to others, but there will always be a use for it. It can kill buildings well, and that's good enough.

None of the Foehn subfactions have real problems related to artillery. Quetzal is nasty and Last Bastion just steamroll and punch you in the face like China.

None of the factions in this game have siege problem, except SC. Its arsenal is way too focus on anti-infantry, and beside Basilisk there is nothing else for siege.


Edited by X1Destroy, 27 February 2017 - 05:07 PM.

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#156 TeslaCruiser

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Posted 27 February 2017 - 05:40 PM

I agree. Happens some factions fit much more better certain playstyles / maps. Maybe it is the player fault to choose a weak subfaction for a given scenario.. and expect to do good. It is like weapons in FPS if you choose a good cqc one then you gonna need to cut distances and so on

And second, for good lord cheesus, SC is STRONG and if the oponent force you to a nasty late game then maybe he deserves to win or maybe you should try another subfaction for that map



#157 DarkEmblem

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Posted 27 February 2017 - 06:09 PM

I think it is that way because PF is a tanky faction (¿or is that EA?) and SC is not. a debuff aoe larger could be a bit broken imho.

Wut. You do realize it actually hardly ever hits and it's only a 10% debuff, right?

 

and if the oponent force you to a nasty late game then maybe he deserves to win or maybe you should try another subfaction for that map

 

And this is just flawed logic.


Edited by DarkEmblem, 27 February 2017 - 06:11 PM.


#158 Damfoos

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Posted 27 February 2017 - 06:26 PM

Hey guys, the launcher says an update is available, but there's no official news on moddb or twitter, am I safe to install it? You know, I've almost downloaded a test build of TI once, they have made it available by accident and it was incomplete. So is the patch really out already?



#159 Speeder

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Posted 27 February 2017 - 06:30 PM

It's out.


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#160 Solais

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Posted 27 February 2017 - 06:35 PM

Wut! But but but, 03!






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