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Patch 3.3.2 Proposed Changelog


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#321 qymon

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Posted 24 June 2017 - 04:37 AM

I don't want to start a quarrel although there can be much to say.

My main point is :

without the firepower buff ,Cyclops's fire power is acceptable .when buffed ,Cyclops's range is acceptable. I don't feel unfair.

It's speed is good,but not excellent or IMBA, it doesn't counts so much to get 100 hit points cut or disability to crush,you're just kidding

Or Haihead will suffer too much debuffs just like the poor foxtrot

 

I won't join further discussion


Edited by qymon, 24 June 2017 - 04:40 AM.


#322 TeslaCruiser

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Posted 24 June 2017 - 04:53 AM

No further discussion then xD
Jokes aside
How can not be its speed excellent if it is the best MBT speed? Why this tank need 450 HP?
And no i'm not kidding :V

Edited by TeslaCruiser, 24 June 2017 - 04:53 AM.


#323 NorthFireZ

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Posted 24 June 2017 - 05:40 AM

They need the HP because they need to hug the target to do decent damage. Because of that reason, the Cyclops has relatively poor survival time compared to tanks like the Rhino or Cavalier when going head to head with other armor or anti tank infantry (because they need to get so damn close). Which is a good weakness to have considering their massive dps output.

The speed is still a little ridculous though. A two legged walker is as speedy as a light tank designed to go fast? Bruh those legs wouldn't carry a pack of Sprite over a small hill never mind a cannon.

Speaking of the Rhino tank, it's still the only Russian unique unit before T3..... when the hell are we going to change that?

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#324 Handepsilon

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Posted 24 June 2017 - 12:01 PM

Rhino's getting it's uniqueness now, faster repair than others. That ain't enough?

Unless you were taking about the 'only unique unit' part in which case.... Tigr?


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#325 TeslaCruiser

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Posted 24 June 2017 - 02:51 PM

Probably they need a higher HP than the bulldog but 450 is way too much
Probably they need to be fast but 7 is nonsense
Speed 6 and no more than 400 HP sounds fair to me. An another alternativa: bad damage against structures.
Due to its speed and HP this thing can crush infantry like no other. And thanks to its speed it can destroy things before your armor stop them.
Just like the jackal-clairvoyant ciclops force you to spend all your resources to stop a few units.

Edited by TeslaCruiser, 24 June 2017 - 02:51 PM.


#326 NorthFireZ

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Posted 24 June 2017 - 04:43 PM

The Tigr is so similar to the half track that I completely forgot it's existence.

Its effectiveness is also very mediocre, nothing like the motor quad or the Armadillo.

If you take the Tigr away from Russia, the faction wouldn't even blink. If you take the Armadillo away from China, their tier two would drastically worsen.

What I'm trying to say is that the Tigr has no impact.

We still need some spice on the slab of beef that is Russia.

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#327 EtherealDark

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Posted 24 June 2017 - 05:44 PM

I disagree with the Tigr having no impact. For one they are way more durable than the halftrack; they are in fact as durable as some MBTs in terms of HP and armor type. This makes them overall more effective than the halftrack, as they can survive long enough to actually do what they're supposed to do, like clearing out infantry blobs and killing heavy flying units like thors (which wolfhounds and halftracks struggle against due to them dying quickly against them). And thanks to their cheap cost you can easily mass them early game to fend off infantry rushes.

 

In fact, its the halftrack I find lacking as they tend to die before they can make an impact.

 

In short, removing Tigrs would actually hurt the faction as Tigrs are your core anti air unit before T3; their durability makes them more reliable than halftracks, and coupled with their cheap cost make excellent anti infantry blobs early game.



#328 TeslaCruiser

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Posted 24 June 2017 - 05:52 PM

Yeah, Tigrs are better than Flaktraks
But calling them Anti infantry blobs makes me wonder what kind of infantry blobs are you talking... Dogs? Because its damage and range are terrible. Both stats are getting 'normalize' in 3.3.2
The blob killer for soviets are Foxtrots

Edited by TeslaCruiser, 24 June 2017 - 05:53 PM.


#329 EtherealDark

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Posted 24 June 2017 - 06:02 PM

I'm talking about before you have access to T2 and the enemy is rushing you with infantry. Also because conscripts suck and I find their damage actually ok.

 

Edit: Lol, I meant I find Tigr damage ok.


Edited by EtherealDark, 24 June 2017 - 06:25 PM.


#330 TeslaCruiser

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Posted 24 June 2017 - 06:14 PM

me too
archer range: 6
deployed ggi: 6
lancer speed: 7
kekframe range: 6

#331 EtherealDark

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Posted 24 June 2017 - 06:23 PM

Well gatling tanks also have range 6 (within basic anti armor infantry range) and they are less durable than the tigr, yet I see people build them to counter early infantry rush. 



#332 TeslaCruiser

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Posted 24 June 2017 - 06:31 PM

Because they are range 6 and deal decent damage

#333 EtherealDark

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Posted 24 June 2017 - 06:33 PM

Which is what Tigrs/halftracks would be getting in the upcoming patch: range 6 and decent damage (due to ROF buff).



#334 TeslaCruiser

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Posted 24 June 2017 - 06:37 PM

That is correct

#335 fff

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Posted 24 June 2017 - 09:29 PM

I agree the cyclops seems rather too good, a fair and simple nerf is to reduce speed by 1 as others have suggested.

 

It does no really make sense how these large heavy walkers runs very fast, with the same speed as bulldog light tank.



#336 Solais

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Posted 24 June 2017 - 09:44 PM

Ohey, new graphics for the Super Thor and Super Apocalypse.

 

Also, Tech Reinforcement Pad: every 2:30 automatically drops Tier 1 units nearby.



#337 Tathmesh

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Posted 24 June 2017 - 10:24 PM

I'd argue that the Cyclops warrants a price increase, health decrease, and a range nerf only. This would fall in line with Haihead's close range and suicidal tactics.

Trying to reduce its damage against buildings or nerfing it's speed goes against Haihead's design.

What can be annoying is the Cyclops's ability to hit and run, it's firing range, instant turret rotation, and huge speed makes it good at kiting enemies.

I thought Coronia was suppose to be the subversive faction?

Edited by Tathmesh, 25 June 2017 - 01:58 AM.


#338 TeslaCruiser

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Posted 25 June 2017 - 01:14 AM

I'd argue that the Cyclops warrants a price increase, health decrease, and a range nerf only. This would fall in line with Haihead's close range and suicidal tactics.

Trying to reduce its damage against buildings or nerfing it's speed goes against Haihead's design.

What can be annoying is the Cyclops's ability to hit and run, it's firing range, instant turret rotation, and huge speed makes it good at hit and run vehicle.

I thought Coronia was suppose to be the subversive faction?

Using 950-1000 cost and 350-400HP and 6 range sounds like a nice idea.

About Foehn sub-factions roles for me, HH and WC are good at many roles, it is hard to pick one as the 'horde' Foehn
LB must be the 'cannons' in Foehn



#339 CLAlstar

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Posted 25 June 2017 - 07:55 AM

The "cannons" means high damage but low durability. Last bastion doesnt fit into this cathegory.



#340 PACER

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Posted 25 June 2017 - 09:41 AM

The "cannons" means high damage but low durability. Last bastion doesnt fit into this cathegory.

I think that means slow speed and high armor, EA/CN/HQ/LB aka 'strength'

 

'agility' : harassment, swift assault, swarming units, US/RU/SC/HH

 

'intelligence' : ranged, support, air, PF/LC/PC/WC


In-game speed vs real life speed?   
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