It was that one I looked at so i thought the rest had themSome of tje earlier act 2 missions have briefings
by 'some' you mean one, which is Awake and Alive...
...which only has a few lines
Patch 3.3.2 Proposed Changelog
#301
Posted 16 June 2017 - 08:07 PM
#302
Posted 16 June 2017 - 11:13 PM
- nerf: Target Painter armor decrease changed from 25% to 20%, but duration was 'increased' to 12 secondsbut the website says the duration is 40 seconds. What's the actual duration?
in fact,it last for 10 seconds in present version. 40 seconds is too long ,it's a mistake
Edit :
sorry to say that I use time in real life ,not timer in game.this may cause some...mistake
but the website does have some contradiction ,
take irritator‘s flare for example, the website says 6s,its AttachEffect.Duration=360 (timer in speed 5 ,real life)
While target painter,the website says 40s. its AttachEffect.Duration=600 (timer in game)
Edited by qymon, 17 June 2017 - 12:36 PM.
#303
Posted 17 June 2017 - 07:46 AM
I think its a time considered on other game speed but im not sure.
#304
Posted 19 June 2017 - 08:07 AM
Woot briefings for Act 2 missions!
realease now so I can enjoy dem :C
#306
Posted 19 June 2017 - 02:38 PM
Target Painter definitely doesn't last that long so it must be an error on the website.
Okay, thanks.
#307
Posted 19 June 2017 - 08:49 PM
Target Painter definitely doesn't last that long so it must be an error on the website.
In fact the unit description page on the website has quite some bugs, it may need to be checked thoroughly (according to wiki perhaps).
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#308
Posted 20 June 2017 - 02:45 AM
Like how Invaders' beam are generally negligible (especially to armor) and how Siege Cadre's beam barely do damages to infantries. I think the website says otherwise...
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#309
Posted 20 June 2017 - 05:09 PM
I like the new changes in the change log.
Though i wonder what does this change mean?
** change: improved the acceleration and deacceleration of most of land and naval units, removed slowdowns when stopping **
Also i liked the new riot trooper model, quite different yet similar to the old one. so thumps up.
#310
Posted 20 June 2017 - 10:00 PM
Malver looks kinda weird? Almost seems like some girl from far. (inb4 trap)
I wonder if the Foehn Cyclops will ever get its "intended" model.
Edited by Solais, 20 June 2017 - 10:02 PM.
#311
Posted 20 June 2017 - 11:39 PM
I like the new changes in the change log.
Though i wonder what does this change mean?
** change: improved the acceleration and deacceleration of most of land and naval units, removed slowdowns when stopping **Also i liked the new riot trooper model, quite different yet similar to the old one. so thumps up.
The time it takes a unit to achieve full speed and how fast can they stop. I guess
#312
Posted 21 June 2017 - 03:43 AM
you can see that with a borillo, if you order it to move then to attack something it takes it's sweet time rotating untill it starts shooting
#313
Posted 21 June 2017 - 04:45 AM
Or nuwas.
screw those nuwas :v
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#314
Posted 21 June 2017 - 01:52 PM
Or nuwas.
screw those nuwas :v
Not the Nuwas under YOUR control though, I will get nuked to death by those. -_-"
Edited by GuardianGI, 21 June 2017 - 01:53 PM.
Don't mind me, I'm just pretty broke nowadays...
#316
Posted 22 June 2017 - 11:30 AM
#317
Posted 22 June 2017 - 04:21 PM
Their problem is they are too slow and have problems acquiring targets. This issue is addressed in 3.3.2
*Nuwa Cannon ROT increased from 2 to 3
#318
Posted 23 June 2017 - 06:37 PM
I have a question about the cyclops
Why they are tougher than Rhino, faster than a Bulldog, as fast as a Mantis, and capable of destroying buildings almost as fast as Borillos (using same numbers while Borillo is tier 2 and 1000)
They have for some weird reason a better range than any other MBT... so this all is because they can only use their full firepower in CQC?
Please do something about this unit, it is not like foehn have problem killing buildings in early game (lancer/ jackal-lancer) this thing is one of the reasons why HH is absurdly strong in small maps, not to mention foehn ability to build better repair drones for 800
What kind of change do I suggest?
1-Removing its ability to crush infantry (so the building 'snipe' can be countered) or
2-Maybe a general stat nerf (HP comparable to the faster tanks 300-350 HP, speed reduction to 6) or
3-A modifier to its building time, something like elits/adepts nerf
In addition, minermite remain a general issue in foehn strategies, I can safely predict the most common foehn cheese remain a problem in 3.3.2 things like jackal+lancer+mites, jackal+clairvoyant+mite, cyclops+mite. Not to mention minermite+megalodonw
- Destroyencio likes this
#319
Posted 24 June 2017 - 02:12 AM
faster than a Bulldog and as fast as Mantis. Excuse me? speed 7 has some difference?
and about damage against Structure
and in my test after seeing your post :against Nuclear Recator(concrete) or against Soviet War Factory(wood)
Edited by qymon, 24 June 2017 - 03:03 AM.
#320
Posted 24 June 2017 - 03:42 AM
I thought bulldog was speed 6 for some reason
There is many MBT that deal damage against buildings close to borillo... how many of those are speed 7? how many speed 7 tanks have 450 HP?
Maybe you are unfamiliar with the issue, but cyclops are used as building killers and nothing prevent the player from taking advantage from the damage multiplier. My comment is about that and the problem I see is this: a speed 7 tank with tough armor that can perform a strong attack against buildings. Now you have done some tests, think about this: If Rhino were a speed 7 tank would you think it is balanced?
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