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Patch 3.3.3 Proposed Changelog


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#121 Death_Kitty

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Posted 25 January 2018 - 11:11 PM

You need better friends. If they ban you because of using anti structure flier with it intended purpose, then im questioning their mindsets.

 

Early game vs Foehn may seem hard but its also the moment where they are most vulnerable. GI IFV excel at that part, as they can rather easily deal with most of infantry. Sniping minermites and forceing them to build forces/defenses in early greatly anchors them into lower tiers. Dont be scared to open engagements, use the range to your advantage. In SC case its Gattling/Mantis runbys. Latins have it worse as i said - but some sneaky terror drones with jaguars or even masses of conscrips (this is not a joke) supported by some tanks can deal efficiently with infantry, while tanks do the job.

 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.

 

Well, they are not much of RTS players...

 

About your advice, what is a good unit ration for all 3 faction vs coronia and foehn in general. 

 

 

"Unless you play on super huge maps: then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one."

 

A good reason to remove aoe btw. 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.



#122 Divine

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Posted 26 January 2018 - 12:27 AM

With Godsbanes being mentioned, I think one thing that they should be weaker against, are Viruses. Viruses can't stack up damage, once they shoot an infantry, no additional shots can be made on them until the toxin does its thing. Unfortunately, the toxin doesn't do jack against the Godsbane, due to its sheer health pool. Although the AoE of the toxin does help slightly, simply spreading out the banes is enough to stop it. IMHO the idea that a dedicated tier 3 anti-infantry is almost useless against another infantry is ridiculous. What I'm sayign here, is that the Virus' toxin should get a damage buff against the Godsbane, and perhaps the Giantsbane too.


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#123 NorthFireZ

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Posted 26 January 2018 - 01:46 AM

Snipers take 13 shots to kill a Godsbane.

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#124 Handepsilon

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Posted 26 January 2018 - 01:47 AM

Godsbane just shits against anything thrown at them at their range really

Remember that their 'EMP' works on all stuff. And that means you have to re-command everyone to attack again. Now imagine there are 5-10 of them and everytime you give your army command, they get stunned time and again, and you're forced to watch them die like an idiot. Really, with the amount of stuns they do, you'd have to command your army a hundred times, and you're bound to unselect them if all of them got shot.

I'd like Godsbane to simply just stun Vehicles only. That, or they lose their AoE. At least Tesla Cruiser has decency to get close first before firing and doesn't take forever to kill.

Edited by Handepsilon, 26 January 2018 - 01:49 AM.

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#125 Divine

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Posted 26 January 2018 - 01:50 AM

Snipers take 13 shots to kill a Godsbane.

That means that 13 Snipers can kill a Godsbane in 1 shot each. The problem with Viruses, which is my point, is that due to the unique way their weapon works, they can't stack up damage like normal units. Something should be done about it.


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#126 IamInnocent

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Posted 26 January 2018 - 02:53 AM

 

You need better friends. If they ban you because of using anti structure flier with it intended purpose, then im questioning their mindsets.

 

Early game vs Foehn may seem hard but its also the moment where they are most vulnerable. GI IFV excel at that part, as they can rather easily deal with most of infantry. Sniping minermites and forceing them to build forces/defenses in early greatly anchors them into lower tiers. Dont be scared to open engagements, use the range to your advantage. In SC case its Gattling/Mantis runbys. Latins have it worse as i said - but some sneaky terror drones with jaguars or even masses of conscrips (this is not a joke) supported by some tanks can deal efficiently with infantry, while tanks do the job.

 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.

 

Well, they are not much of RTS players...

 

About your advice, what is a good unit ration for all 3 faction vs coronia and foehn in general. 

 

 

"Unless you play on super huge maps: then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one."

 

A good reason to remove aoe btw. 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.

 

 

I disagree, it seems like a quick solution to a structural problem. I can agree if Pteranodon's Cellspread receives a nerf, the damage towards the main target should be uneffected, since Lancer should be able to do a similar amount of damage in one hit. 

 

 

Snipers take 13 shots to kill a Godsbane.

That means that 13 Snipers can kill a Godsbane in 1 shot each. The problem with Viruses, which is my point, is that due to the unique way their weapon works, they can't stack up damage like normal units. Something should be done about it.

 

 

Agreed. Viruses costs way more than a Sniper. Their damage should stack, for an easier counter against Giantsbane. I like this direction, but it kinda ruins part of the originality if it is bound to happen. 

 

I'm going to throw these ideas here.

ALLIES : 

2-Gap generators should have a limit of 2 just like the Iron Guard. it is one of the most annoying things to fight an allied players who have gap generators all over their bases and their allies' bases.

 

4-Rocketeer RoF buff, just a slight buff to their RoF so maybe they can shoot and scoot out of harms-way better.

 

Foehn:

I already stated this a few posts back, but I'll say it again : I really hate how bloated they are, it's fine if you want to have all the units you want for them Foehn units are cool but each of them should be allowed to show their value and not overlap in such a way that they are becoming redundant, it pains me when an inadequate player just wins because he makes nothing but megalodons or spams nothing but petranodons and road runners, while an actually good foehn player is unappreciated because he is shoved in with the rest of the foehn abusers.

Knightframes: should have their effectiveness vs light armored units halved, I know it seems like a random suggestion but if a foehn player expects to mass KFs earlygame and push for the win should be punished by T1 light vehicles, and ofc lancers kill most T1 tanks in 2 or 3 slices so this change wouldn't do any harm in the long run.

Jackals: now I don't know if this is even possible or not, but their damage alone vs buildings is weirdly high, I heard that it's how the weapon works that causes them to have such, would it be possible to nerf that somehow ? or give them a special weapon vs buildings that doesn't use the same mechanic ?

Road Runners: the incoming Nerfs are fine, but I feel like the health one isn't considering people use them with minermites as well, imo they should get 25 or even 50 more HPs taken away.

Megalodons: I won't go to megaarena part or how they are unkillable, but would it be possible to nerf their damage vs buildings ? I heard it has a similar issue to Jackals in that regard but they are utterly broken when they go after buildings and I hate it, considering all the ways haihead already has to destroy buildings.

Petranodons: FUCK THOSE ASSHOLES, I hate Coronia with passion. more often than not when an argument in the voicechat happens is because someone used those fuckers and the other player was helpless (unless they were USA) and the other faction that can fight them back is scorpion cell but with GIGANTIC Losses because even the tip of the Petranodon's AoE is enough to kill oxidizers.

They need an HP nerf by 150, and as most people pointed out an AoE nerf, they are the utter bullshit of coronia right after the other superweapon they have.

The Harbinger: fuck this thing, no matter how people complain you don't seem to intend to nerf it do you ? it's health is massive and much like the petranodons will take you more than the entire thing (tower+ plane cost) combined to take it down, and not before it kills the building the player targets and will kill.

if so... fine.but at least nerf the amount of loops it keeps going back and forth because it feels like it is infinite. it never stops and just keeps on coming and keeps on coming.

Giants/GodsBanes: this is a recent one that came to my attention, but it is one of the most serious problems I've faced and probably one of the more serious points in the entire post.

these guys are unkillable because no matter how much you try they will just refuse to die unless you have hailstorms (which I forgot to talk about but fuck it) or shadrays (one of those moments that these guys REALLY steal the show  :thumbsupcool: ).

and then even when you FINALLY are near to killing them the LB player just click a button and denies all of your effort for 1k, even Morales needs 4 shots to kill ONE of them (I think it should be at least 2 shots like Volkov).

The only way to kill them is to use iron curtained terror drones which then if YOU use those you'tr suddenly the biggest asshole on earth (I'll be real you can't avoid salt in video games but when there is literally 1 way in the entire game to kill them, which is exclusive to 1 faction you know something is wrong).

I really hope to see an HP nerf to them, perhaps make some Anti-Inf weapons a little more effective against them like Viruses, snipers, Morales, Athena cannons and so on.

 

Agreed to several of these proposal, quoting out majority of other because I have no idea how they operate. Regarding the AA, I do like Oxidizers to work more efficiently like Aeroblazers, even to a point where adding buffs towards Gattling Tanks is approachable. 

 

Looks like all of the Foehn's related problems mentioned were related to Strength, so it's more of a structural problem than what a simple nerf would solve, as taking it away would cause the faction to lose it's value. The structure needs to be redesigned in order to fit the balance, which means more work. My suggestion is making more underrated AA weapon's reliable, make Virus's damage able to stack. Giantsbane needs a nerf, but with its $1400 price being the second most expensive non-hero Infantry, having the same price as Chrono Legionnaire, and with Virus being the first, I'd say I have no idea how it should be nerfed.

 

Regarding WoC, Pteranodon's only purpose is AoE Anti-Tank high-strength air unit. So I guess nerfing the Cellspread would just be enough, lowering the PercentAtMax or just the Cellspread is okay, as Lancer deals similar amount of damage to Units as well, and even more so could Pteranodon deal towards structures with just 1/4 of it's price.

 

The Harbinger really needs to be nerfed, one the reasons because of it being able to shred counters against it very easily. Plus, it is able to have the potential to devastate more than what a $5000 superweapon could do with a lower amount of cooldown. Plus, it's immune to Blasticade.

 

I also think Blasticade should be buffed, because it's an underrated superweapon.


Edited by IamInnocent, 26 January 2018 - 06:36 AM.

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#127 NorthFireZ

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Posted 26 January 2018 - 03:18 AM

Snipers take 13 shots to kill a Godsbane.

That means that 13 Snipers can kill a Godsbane in 1 shot each. The problem with Viruses, which is my point, is that due to the unique way their weapon works, they can't stack up damage like normal units. Something should be done about it.

My point was that Snipers are garbage against Banes and need a buff.

As for Virus, they are tricker to change since you have to consider their usability vs regular infantry too. Do you really want 4 Viruses to stack their damage against a single conscript when there are far more targets needing vaccines? The Ivan Bomb logic makes them an effect anti mob instead of anti single targets. The real question is can the Ivan Bomb logic only NOT apply to giants bane? Because if not, then the change for Viruses to be able to stack damage against single targets seems pointless because most infantry die in one shot anyways.

Also technically the Virus isn’t more expensive than snipers because you get two of them.

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#128 Handepsilon

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Posted 26 January 2018 - 04:43 AM

Or increase the damage of Virus to Banes alone. That's also doable

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#129 TrollWarlord

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Posted 26 January 2018 - 04:47 AM

Much better if Godsbane can only stunlock single unit, be it an infantry or armor. Another problem with Giantsbane and Godsbane is their health value. IMO 900 HP/Plate armor on Giantsbane and 700 HP/Plate armor in too high, too high that even T3 anti-infantry infantry are struggling on their task of eliminating those monsters. 

As for Pteranodons, Aside from the splash damage it does, the other problem that lies with this unit is its identity in combat. IMO it should be either a fragile but quick unit or slow but tough unit, but not both. Checking the MO site (is this thing updating when it comes to stats?), Pteranodons have 26 speed, 850 HP and Heavy Aircraft armor: Its stats are much higher compared to most of T3 Monster tanks and hovering aircrafts


Edited by TrollWarlord, 26 January 2018 - 05:20 AM.


#130 StolenTech

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Posted 26 January 2018 - 01:52 PM

If Gap Gens will be limited to two, then Chimera Core and Signal Inhibitor should receive the same treatment. 

I actually wanted to suggest that but forgot to, so I guess I did have a complaint about Epsilon :p

I'd also give that same treatment to Signal Inhibitors if I'm honest.

 

Much better if Godsbane can only stunlock single unit, be it an infantry or armor. Another problem with Giantsbane and Godsbane is their health value. IMO 900 HP/Plate armor on Giantsbane and 700 HP/Plate armor in too high, too high that even T3 anti-infantry infantry are struggling on their task of eliminating those monsters. 

As for Pteranodons, Aside from the splash damage it does, the other problem that lies with this unit is its identity in combat. IMO it should be either a fragile but quick unit or slow but tough unit, but not both. Checking the MO site (is this thing updating when it comes to stats?), Pteranodons have 26 speed, 850 HP and Heavy Aircraft armor: Its stats are much higher compared to most of T3 Monster tanks and hovering aircrafts

Not only that, but when you consider that only specific weapons in a player's arsenal can damage them some of which are purely AA and would render you helpless against other threats if you had to make nothing but those JUST to stop them from dominating the entire match.



#131 Dawbra

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Posted 26 January 2018 - 04:00 PM

Multiplayer connection will be fixed too i dont see it , or it there any cncnet statment on this problem?



#132 Divine

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Posted 26 January 2018 - 04:44 PM

With all the (rightful) whining about Foehn, I can foresee mental Omega's lifecycle. Right now it seems very similar to Yuri's Revenge. A faction that is based on niche technologies, and has very expensive but elite units, has map control handed over to them on a silver plate...Sooner or later, I think Foehn will receive the Epsilon treatment. But it took three iterations of Mental Omega to make Epsilon the truly unique but still balanced faction that it is. I wonder how much Foehn will resemble its original self when it will be balanced properly?


Edited by Divine, 26 January 2018 - 07:07 PM.

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#133 mevitar

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Posted 26 January 2018 - 06:06 PM

Multiplayer connection will be fixed too i dont see it , or it there any cncnet statment on this problem?

Connection issues are either server or user related. If you're having lag problems, try a different tunnel server when hosting, or make sure people you play with have low ping (and that you have low ping too).

Edited by mevitar, 26 January 2018 - 06:17 PM.

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#134 Solais

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Posted 26 January 2018 - 08:52 PM

With all the (rightful) whining about Foehn, I can foresee mental Omega's lifecycle. Right now it seems very similar to Yuri's Revenge. A faction that is based on niche technologies, and has very expensive but elite units, has map control handed over to them on a silver plate...Sooner or later, I think Foehn will receive the Epsilon treatment. But it took three iterations of Mental Omega to make Epsilon the truly unique but still balanced faction that it is. I wonder how much Foehn will resemble its original self when it will be balanced properly?

 

Can't wait for Insane Gamma: Almost Perfect Mental Omega mod, that by its third release will finally have the Foehn balanced, but adds a fifth side that's completely OP.



#135 TeslaCruiser

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Posted 26 January 2018 - 09:05 PM

Ok, about Foehn again.
You are supposed to take advantage of Foehn weaknesses like poor early game and inferior AA.
The problem here is quite simple: The more time the foehn gets, the lest weaknesses they will have.
This means any large or campy map will be a Foehn favorable situation... not to mention team games.
In the other hand, In really small maps, Foehn struggle the most, especially against Allies because of Allied infantry blobs and MCV rush (no idea how to fix)

 

Maybe if all jets could snipe minermites in a reasonable way this situation could be mitigated. Since jets are fast enough and can ignore terrain.
For me, 2-3 jets of any kind should be able to kill a lone minermite and 4 able to kill one minermite inside the swarm.
Let's see:
Harrier> It has the firepower
Stormchill> Need increased damage v minermite
BE> Need increased damage v minermite(?) Not sure
Foxtrot> Need increased damage v minermite / missile random targeting accuracy increased

Finally the particular epsilon jet
D-A can definitely kill one minermite but can they kill minermites inside the swarm? If not, buff its damage against minermites.

By doing these changes, Airfield first could become viable against Foehn (ATM is just an EA thing) and force the Foehn player to be bussy building minermites and keeping some knightframes at ore patch during the early game.

Keep in mind airfield first will remain a dangerous option in any situation where fast retaliation is possible.


Edited by TeslaCruiser, 26 January 2018 - 11:07 PM.


#136 XoGamer

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Posted 26 January 2018 - 09:06 PM

>fifth side

 

no YR does not need any more sides ty very much :p

 

foehn was already a headache for me, would have been better for the original 9 countries to have had some unique cool changes rather than doing this

 

also agree: robot tanks are trash in general

 

 

Allied infantry blobs

 

 

vs Foehn? am I a noob or does Foehn have indestructible (relatively) Knightsframe to massmurder those things?

 

and what about getting fcked by a surprise MADMAN? like seriously those require so little skills they need a nerf time/damage something


Edited by XoGamer, 26 January 2018 - 09:10 PM.

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#137 Battle Bee

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Posted 26 January 2018 - 09:09 PM

 

With all the (rightful) whining about Foehn, I can foresee mental Omega's lifecycle. Right now it seems very similar to Yuri's Revenge. A faction that is based on niche technologies, and has very expensive but elite units, has map control handed over to them on a silver plate...Sooner or later, I think Foehn will receive the Epsilon treatment. But it took three iterations of Mental Omega to make Epsilon the truly unique but still balanced faction that it is. I wonder how much Foehn will resemble its original self when it will be balanced properly?

 

Can't wait for Insane Gamma: Almost Perfect Mental Omega mod, that by its third release will finally have the Foehn balanced, but adds a fifth side that's completely OP.

 

And don't forget about Delirious Epsilon, when we'll come full circle and Epsilon will be OP as the dickens again.


Edited by Battle Bee, 26 January 2018 - 09:09 PM.


#138 TeslaCruiser

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Posted 26 January 2018 - 09:16 PM


 

Allied infantry blobs

 

 

vs Foehn? am I a noob or does Foehn have indestructible (relatively) Knightsframe to massmurder those things?

 

and what about getting fcked by a surprise MADMAN? like seriously those require so little skills they need a nerf time/damage something

 

Thing is you bring your MCV with you after building barracks and 3 refineries so you spam pillboxes at his base and use infantry blob to kill buildings. At that point of the game Foehn is usually low cash


Edited by TeslaCruiser, 26 January 2018 - 09:16 PM.


#139 Death_Kitty

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Posted 26 January 2018 - 09:41 PM

 


 

Allied infantry blobs

 

 

vs Foehn? am I a noob or does Foehn have indestructible (relatively) Knightsframe to massmurder those things?

 

and what about getting fcked by a surprise MADMAN? like seriously those require so little skills they need a nerf time/damage something

 

Thing is you bring your MCV with you after building barracks and 3 refineries so you spam pillboxes at his base and use infantry blob to kill buildings. At that point of the game Foehn is usually low cash

 

See, all this seems like cheese is required to beat foehn. Foehn is a faction the most people have issues with. and I wonder why people have a problem with me wanting to remove ptera aoe...

 

This might be a problem with the developers not wanting to budge on their vision at the cost of balance... not the first time its happened. Not to mean any disrespect but...


Edited by Death_Kitty, 26 January 2018 - 09:42 PM.


#140 StolenTech

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Posted 26 January 2018 - 11:42 PM

even if you can manage to beat foehn with all the methods Tesla stated, it is frustrating and gets boring at times. 

And even conscripts can win vs knightframes when used right in the early game, you have to do a lot of split micro but you can do it.






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