Sole reason I can see Iron Guard being underused in 3.3.2 MP is because of the fact people overlook it.
Though whenever I see an IC up I see an IG built soon after
Patch 3.3.3 Proposed Changelog
#181
Posted 06 February 2018 - 04:57 PM
Cease or I will have to use D E A D L Y F O R C E
#182
Posted 06 February 2018 - 08:39 PM
I guess that the reason is more likely that it is a static defense, and that it requires vehicles to be effective. Vehicles that are better used for maintaining map control, and kept mobile.
Edited by Divine, 06 February 2018 - 08:40 PM.
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#183
Posted 06 February 2018 - 08:53 PM
I guess that the reason is more likely that it is a static defense, and that it requires vehicles to be effective. Vehicles that are better used for maintaining map control, and kept mobile.
Depends on the Soviet Faction using it, especially in the case of China.
Everyone seems to be arguing over how Yunru came into such a position of power,
yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.
#184
Posted 07 February 2018 - 07:22 AM
Making a second mcv with a iron guard ready and then moving your centurion to have range to the enemy base and have an iron guard to protect it means that even a harrier spam will be hard to take it down without taking the iron guard.
#185
Posted 07 February 2018 - 09:13 AM
Replace blast trench entirely, how about that
no
we already had this discussion about blast furnace in the previous patch, and last time speeder said he wouldn't do that iirc
Blast furnace is fine as is, but only because each Foehn subfaction can make up for it in the fact that they all have an epic unit that basically fit secondary superweapon slot. Harbinger and Boidmachine may be epic units as support powers but tbh, the damage they're capable of is worthy of secondary SW status - and they fit the category perfectly - they can be coordinated with your attacks to provide a more devastating blow (like IC, CS & Rage)
as for MADMAN, I guess that also counts.
tldr; foehn doesn't really even need blast furnace and complainers only complain cos they want symmetrical gameplay altho Foehn has already broken most of the rules that the other factions follow (infantry not weak to dogs, no dogs, amphibious spies that can't disguise etc.) so why would we give all the subfactions an already powerful epic unit that acts as superweapon then complain that the SW needs buffing?
the alternative is ofc: nerf the epic units so that they're no more powerful than an EMP blast in terms of usefulness (or more depending on price) and then do the according buff for Blasticade
a good buff for blasticade if you want to ignore everything I said, is to make the walls stealth when Blasticade is ready (visible when running) but otherwise visible and destructible - that way the opponent should have been watching out for sneaky walls and trying to remember where they were hidden
that's my 2 cents
But what about the Iron Guard? In 3.3.0/1 they were strong, specially with drones and fast units in general. I'm fine the way they work atm, and not like Soviets aren't strong anyway to rely on them.
Reduce power usage/ Increase limit (but only max 3)
it's very hard to get the balancing right on Iron Guard, it feels like it's either overpowered or completely redundant
Edited by XoGamer, 07 February 2018 - 09:22 AM.
"I cast a deadly shadow." - Apocalypse
#186
Posted 07 February 2018 - 03:39 PM
A way to buff the Blast Treches could be to merge them with the Turmoil Grid. Basically, it would be deployed in patches, have minimal power consumption, would confuse enemy units when the Blasticade is not active, and it would do what the Blast Trench does when the Blasticade is active. It would be relatively easy to explain it lore wise as well, say, Blasticade would serve to amplify the Turmoil Grid's power a thousand fold, and make it kill anything it touches. This way, two rarely used things would become a single, much more useful entity.
Edited by Divine, 07 February 2018 - 03:40 PM.
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#187
Posted 07 February 2018 - 04:05 PM
Grids aren't underused though.
and I feel like if trenches were in clusters everyone will start using them like 3.3 EMP mines.
#188
Posted 07 February 2018 - 05:11 PM
Using it in grids mostly negates the point of a Blasticade Wall
Maybe just an increase of wall-build distance for it is best.
Everyone seems to be arguing over how Yunru came into such a position of power,
yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.
#189
Posted 07 February 2018 - 06:13 PM
But it could potentially be abused, because someone could just place a huge grid around a major chokepoint. Now Blasticade becomes an invisible minefield that instantly delete any army that walks over it.
#190
Posted 07 February 2018 - 09:53 PM
I have a year-long Writer's block @ https://www.fanficti...1/At-Mind-s-End But youtube is doing well! https://www.youtube....ser/andywong545
#191
Posted 08 February 2018 - 10:57 PM
Will the client ever be "fixed"? I mean is there any way for the client NOT to reset my settings in skirmish every time I quit? It's a bit frustrating to change the starting money/units, position, speed etc. every day.
#192
Posted 09 February 2018 - 12:03 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#193
Posted 09 February 2018 - 02:32 AM
Mine got saved at some extent. Do you have the folder on read only? Maybe running as admin might also help
"At some extent" is they keyphrase here, I believe. It'd be nice if the game saved all settings properly.
Edited by Divine, 09 February 2018 - 02:33 AM.
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#194
Posted 09 February 2018 - 06:35 AM
I guess that the reason is more likely that it is a static defense, and that it requires vehicles to be effective. Vehicles that are better used for maintaining map control, and kept mobile.
Depends on the Soviet Faction using it, especially in the case of China.
I use china, but never bother to rely on those things...
#195
Posted 09 February 2018 - 07:11 AM
Why rely on anything other than centurion and yurnu with some support here and there?
#196
Posted 09 February 2018 - 10:17 AM
Why rely on anything other than centurion and yurnu with some support here and there?
???
Cease or I will have to use D E A D L Y F O R C E
#197
Posted 09 February 2018 - 10:25 AM
I wonder if there is a way to use yunru in a way that doesnt involve placing her inside the centurion,because for how effective it is,it does get stale after a while.
#198
Posted 09 February 2018 - 10:54 AM
Mine got saved at some extent. Do you have the folder on read only? Maybe running as admin might also help
I checked it, and sadly didn't help. Right after the installation I changed both the game and the client to always run as admin.
#199
Posted 09 February 2018 - 10:56 AM
You must be new to china then, because i see her being used outside of centy very often. Inside Centy you cannot chain EMP so putting her inside lowers her efficiency to somewhere around 40% - because you cannot manually target with her and she will always attack same cluster of units unless the one in middle is destroyed.
Edited by CLAlstar, 09 February 2018 - 10:57 AM.
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#200
Posted 09 February 2018 - 11:53 AM
You must be new to china then, because i see her being used outside of centy very often. Inside Centy you cannot chain EMP so putting her inside lowers her efficiency to somewhere around 40% - because you cannot manually target with her and she will always attack same cluster of units unless the one in middle is destroyed.
Not to mention the deploy weapon. Conyard rekt in several hits
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
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