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Patch 3.3.2 Proposed Changelog


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#181 TeslaCruiser

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Posted 16 May 2017 - 02:00 AM

 

 

 

 

it could work but in pvp  you have to keep in mind that your opponent won't give you time to properly tech up to that setup and may or may not do hit and run attacks to cripple or slow down your teching.

That and two of the things in that setup are support powers and one of them can be locked out if you destroy the structure that enables it.

 

 

 

And that is true for every sub-faction.
Well, some sub-factions aren't so great at pushing through defenses (PC or SC). Some others are tricky like CN. WC have the tools to perform a powerful attack over enemy defenses. If the enemy denies access to this tools then he is probably doing his job right

And going now a bit off the topic...Do you need to kill enemy base to win? It helps certainly but many times you can achieve victory through map control and favorable trades.


Edited by TeslaCruiser, 16 May 2017 - 02:15 AM.


#182 Handepsilon

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Posted 16 May 2017 - 03:11 AM

Harbinger is fine. Besides, you really can't go near the Harbinger when it's shooting. Yesterday it shot down my Quetzals because it felt like it.

Mass AA solves most things, especially with flak buffs. For now, Archers are best at taking tanky air imo


Edited by Handepsilon, 16 May 2017 - 06:10 AM.

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#183 Nicholas Chau

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Posted 16 May 2017 - 05:03 AM

 

 

 

 

 

it could work but in pvp  you have to keep in mind that your opponent won't give you time to properly tech up to that setup and may or may not do hit and run attacks to cripple or slow down your teching.

That and two of the things in that setup are support powers and one of them can be locked out if you destroy the structure that enables it.

 

 

 

And that is true for every sub-faction.
Well, some sub-factions aren't so great at pushing through defenses (PC or SC). Some others are tricky like CN. WC have the tools to perform a powerful attack over enemy defenses. If the enemy denies access to this tools then he is probably doing his job right

And going now a bit off the topic...Do you need to kill enemy base to win? It helps certainly but many times you can achieve victory through map control and favorable trades.

 

map control and favorable trades comes down to the map, the current situation, what armies you and your opponent is using etc etc etc

 

but you get the point. 



#184 doctormedic

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Posted 17 May 2017 - 09:28 AM

Im more interested to see how much effective the flak buffs will be



#185 RushingRasputin

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Posted 17 May 2017 - 10:59 AM

Im more interested to see how much effective the flak buffs will be

Same. Ive been struggling with LC especially against WC's mass pteranodons. 



#186 TeslaCruiser

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Posted 17 May 2017 - 05:43 PM

Well, we have this
+30 more hp to catastrophe (+5.8% really small buff but relevant)
+20% more damage to flak troopers (1 1/5 x unknown is better than 1 x unknown)
-2 speed to pteranodon 24 speed
In my eyes, this is quite fair but balanced around Industrial plant cost to soviets, so keep that in mind.
Off course we need to see the full picture yet



#187 NorthFireZ

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Posted 17 May 2017 - 07:54 PM

Flak trastrophes will probably become the premire LC anti air unit. Vultures are still damn useless against anything that isn't a flying infantry. Adding on the fact that the Catastrophe got its true passenger survival rate back I think we'll be able to safely say they Catastrophe will be able to stand up against Coronia now.

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#188 TeslaCruiser

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Posted 17 May 2017 - 08:16 PM

During zorbs tests, we realized Morales damage inconsistency: If he is at a different height than his target his damage gets reduced by 30-40% (i guess)
My suggestion: If possible, double damage against the infantry units he is supposed to 1 shot to avoid the damage reduction bug to some extent.

I don't know exactly how much damage morales is supposed to deal. Also, the damage reduction seems to be affected by the position of the target and sometimes it doesn't happen.
Here is a list of the units who become 2 shots to kill

Erradicator
Tesla trooper
Riot trooper
Deployed Zorbtrotter
Zorbfloater
Fin
Alize
Knightframe
Kingsframe
Clairvoyant (sometimes)
Brute
Stalker
Libra

Other units
Rhan from 2 to 3 stk
Giantsbane  from 3 to 5 stk
Godsbane from 2 to 4 stk
Deviatres from 2 to 3 stk
Railgunner from 2 to 3 stk



#189 NorthFireZ

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Posted 17 May 2017 - 08:42 PM

Could it be a bug? Because I'm pretty sure it's not suppose to happen. Adding damage multipliers against just specific units seems kind of impossible too. Doubling Damage might cause some problems with Morales straight up destroying mbts instead of clearing them.

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#190 TeslaCruiser

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Posted 17 May 2017 - 08:51 PM

Yes, I don't know if it can be done.



#191 mevitar

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Posted 18 May 2017 - 11:59 AM

It's unfixable, unless you want Morales' line damage gone, or make certain infantry heavily resistant to it (like, fire vs Pyros scale of resistance).
And i'm not sure if he was ever supposed to 1-shot the infantries you mention in the first place.
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#192 Hmshark

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Posted 18 May 2017 - 01:52 PM

Suggestion: Raccoon, irritator, dragonfly, charon tank, suppressor, magnetron, and salamander confusion ray should not be able to attack the same unit the same way a virus cannot attack a unit already attacked by another virus.



#193 Speeder

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Posted 18 May 2017 - 02:13 PM

That's not doable. Virus weapon relies on Crazy Ivan bomb logic, and none of the units you listed can.


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#194 Hmshark

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Posted 18 May 2017 - 03:24 PM

Is it possible to make them rely on the crazy ivan bomb logic but then make the "bomb" do 0 damage? And the bomb's duration will be the same duration as the effect of the original unit. For example you could do that with the dragonfly, and make the "bomb" the same duration as the emp. That could also work with the suppressor and possibly the salamander confusion ray and charon tank. The only downside to this would be that the units would change targets if another enemy comes closer to them ( maybe ), unless you can make them keep attacking the same target.



#195 Handepsilon

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Posted 18 May 2017 - 03:54 PM

wouldn't it make ivans incapable of placing bombs on magnetized units etc?

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#196 NorthFireZ

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Posted 18 May 2017 - 04:12 PM

Or here's a crazy idea. Micro them well so they don't all target one at a the same time! Dunno why this is a problem that needs to be fixed... unless you have bad micro. ;P

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#197 TeslaCruiser

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Posted 18 May 2017 - 04:55 PM

It's unfixable, unless you want Morales' line damage gone, or make certain infantry heavily resistant to it (like, fire vs Pyros scale of resistance).
And i'm not sure if he was ever supposed to 1-shot the infantries you mention in the first place.

Oh, I see. I just think his damage should be more reliable since he is a limit 1 unit. If he is supposed to 1 shot zorbfloaters and/or fin/alize the problem is... They heal before the next shot.

 

"And i'm not sure if he was ever supposed to 1-shot the infantries you mention in the first place." Woah, and what are those? All?


Edited by TeslaCruiser, 18 May 2017 - 05:32 PM.


#198 Hmshark

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Posted 18 May 2017 - 05:49 PM

wouldn't it make ivans incapable of placing bombs on magnetized units etc?

That is not a problem lol, do u take ivans with you in your army? :D



#199 Handepsilon

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Posted 18 May 2017 - 07:21 PM

well no.

But then you can't shoot magnetized units with virus as well.... you can't disable a confused unit....

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#200 mevitar

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Posted 19 May 2017 - 12:06 AM

Woah, and what are those? All?

The heroes mentioned at the very least (but don't tread this as an official stance, unless it's going to be confirmed).
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