Patch 3.3.4 Proposed Changelog
#281
Posted 07 August 2018 - 01:33 PM
Russia has Strong af heroes, strong Arty, decent all around T3 monster, Air dominance with wolfhounds, A FREAKING SUBMERGED CAPITAL SHIP AND IT AINT FROM EPSI, Mobile war factory, air drops, arguably best spammable arty, tech rush (or used to have tech rush) Aoe is covered with Desolators. Their t1-T2 aren’t bad either although lacking flavor.
What exactly is Russia’s weakness?
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#282
Posted 07 August 2018 - 02:00 PM
#283
Posted 07 August 2018 - 03:27 PM
that's more of a general soviet weakness but even then you can get to T2 3 or even 2 minutes into the game which solves the problem easily.
#284
Posted 07 August 2018 - 03:29 PM
Now that you did mention it, Russian does seem strong all-around....
Their mid-late game EMP (Volkov and TCs) are really good, not to mention the Overcharge support power and Scuds (Despite the destroyable missiles) are indeed powerful.
Rhino Tanks (currently) improved healing makes them good at defending bases for a little longer with a repair drone.
Tsivil's are slower but decent anti-air and infantry tanks that you can mix with Flak Troopers.
Stalin's fist that can deploy right in front of an enemy...
Not to mention the ultraly anti-infantry dog who can annihilate a chuck of your clump infantry.
It might have a weakness, we just can't seem to see it yet or it doesn't.. Haven't face a lot of Russia users lately.
#285
Posted 08 August 2018 - 12:56 AM
Also, Rhino super healing doesn't work from what I know. They're just awesome as they are.
Edited by Handepsilon, 08 August 2018 - 01:04 AM.
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#286
Posted 08 August 2018 - 03:43 AM
#287
Posted 09 August 2018 - 05:19 AM
They should..In my honest opinion,Russia is a faction with way too much stuff in it's favor and arsenal.It seriously needs a few nerfs.
The current nerfs for them at 3.3.4 are chitzkoi now doing less damage against tanks and Volkov's stun effect is reduced. Rhino's will lose the repair improvement mechanism but gets a firepower buff.
Also, it seems like Gharials will have a pretty neat buffs. Immunity to mind-control is back and now gets 3 knightframes with them, along with these are the Knightframe's HP buff. Should the price be adjusted for even just a bit?+ buff: Gharial is now immune to mind control again
+ buff: Knightframe strength increased from 250 to 260
+ buff: Mastodon can now omni crush vehicles and infantry
+ buff: Sweeper and Giantsbane missiles area effect radius increased from .3 to .8
+ buff: Sweeper firepower increased from 80 to 100, price decreased from $1100 to $1000
+ buff: Sweeper Drop price decreased from $2600 to $2200
Also noticed most of the buffs are for Last Bastion actually. (Not whining, I just noticed it)
#288
Posted 09 August 2018 - 06:48 AM
Yeah, Gharial is buffed because Godsbane stun are removed and KFs/Lancer/Huntress will have 1 slot cargo size. Sweeper is buffed because nobody likes using it atm (it doesn't have AoE, too, despite the large explosion)
Edited by Handepsilon, 09 August 2018 - 06:49 AM.
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#289
Posted 09 August 2018 - 08:32 AM
They should..In my honest opinion,Russia is a faction with way too much stuff in it's favor and arsenal.It seriously needs a few nerfs.
The current nerfs for them at 3.3.4 are chitzkoi now doing less damage against tanks and Volkov's stun effect is reduced. Rhino's will lose the repair improvement mechanism but gets a firepower buff.
Also, it seems like Gharials will have a pretty neat buffs. Immunity to mind-control is back and now gets 3 knightframes with them, along with these are the Knightframe's HP buff. Should the price be adjusted for even just a bit?+ buff: Gharial is now immune to mind control again
+ buff: Knightframe strength increased from 250 to 260
+ buff: Mastodon can now omni crush vehicles and infantry
+ buff: Sweeper and Giantsbane missiles area effect radius increased from .3 to .8
+ buff: Sweeper firepower increased from 80 to 100, price decreased from $1100 to $1000
+ buff: Sweeper Drop price decreased from $2600 to $2200
Also noticed most of the buffs are for Last Bastion actually. (Not whining, I just noticed it)
You make a decent point. But it's hard to say how these changes will actually affect PvP gameplay. Godsbane's stun used to be one of the most effective way for Last Bastion to kill their opponents army in PvP battles. LB units are quite slow, so the stun ensured that enemy units cannot escape while the other units of the LB army attacks. This is especially true for mastodons and giantsbane which deal enormous amounts of damage to vehicles; the stun also helped units like duplicants/huntresses reach enemy infantry as they cannot escape). The stun also stopped mind control. This combination is extremely deadly and can annihilate huge chunks of enemy units without much loss. People complained and so the nerf came about. So, it is a huge loss for LB. I personally was of the opinion that the stun duration be significantly reduced, but the developers have wished to remove it completely. It is what is. (On the other hand, it won't be so hard to play against them!)
As for the changes to Gharial, immunity to mind control is needed. LB already struggled against factions such as PsiCorps, because units like Libra and her clones (group of 9-10) can easily kite Last Bastion units, and kill them at ease. Similar situation with Epsilon HQ. In 3.3.3, I would never ever consider making Gharials against Epsilon because of how easily they could be kited, and then either killed or mind controlled. Sweepers, duplicants and godsbane (with their stun) got the job done much better.
The 3 Knightframes inside Gharial did concern me initially. The thing is, LB needs other tanks besides JUST Gharials. Only if you have spammed a significant number of Gharials will you see the benefit of having 3 Knightframes instead of 2. LB needs to make other vehicles (Mastodon, sweeper, buzzard, etc.) in order to work as a faction. So this change too isn't a huge deal IMO. 5-9 extra Knightframes may not heavily influence a game, especially considering how powerful T3 anti infantry units are for most factions.
I do believe the sweeper buffs will make these units much more useful. And the other buff that may be useful for LB is Giantsbane missiles having an area of effect (0.3 to 0.8). It's anti tank/anti air could be even stronger for grouped units, but I'm not 100% sure about it.
#290
Posted 09 August 2018 - 02:06 PM
Shouldn't the phantasm get the same AoE buff as the sweeper and giantsbane? It has the same weapon as the sweeper. The seitard ballista also might need a little extra since it's stun got removed unless the EMP shells are all they need to be strong enough. It does work well against the vehicle dependant soviet factions. Could it maybe be made EMP immune? I dunno.
#291
Posted 09 August 2018 - 02:11 PM
With all these Sweeper buffs, will the defender on F_EternalDefence become impossible to beat? Some anti-structure units combined with 10 Sweepers can rush 1 or 2 attackers out of business with ease.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#292
Posted 09 August 2018 - 02:12 PM
Shouldn't the phantasm get the same AoE buff as the sweeper and giantsbane? It has the same weapon as the sweeper. The seitard ballista also might need a little extra since it's stun got removed unless the EMP shells are all they need to be strong enough. It does work well against the vehicle dependant soviet factions. Could it maybe be made EMP immune? I dunno.
Give it a deploy mode under which it may mimic VEHICLES
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#293
Posted 09 August 2018 - 11:18 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
#294
Posted 10 August 2018 - 05:51 AM
If we are talking about deploying stuff, and the robot tank (I don't remember if it was mentioned on this thread), what about giving it a deploy ability?
And in deployed mode it would become cloaked but immobilized? Kinda like the sentry drone in generals.
#295
Posted 11 August 2018 - 09:38 PM
If we are talking about deploying stuff, and the robot tank (I don't remember if it was mentioned on this thread), what about giving it a deploy ability?
And in deployed mode it would become cloaked but immobilized? Kinda like the sentry drone in generals.
Perhaps making it a stationary powerfull anti-infantry tower with extra range and keep the stealth detection, but no cloak. Half of the factions don't have stealth detection at t1 so this would be annoying.
Now we need some buffs to SC
Mantis HP / Firepower buff maybe?
Considering that they have special fibre-armour... or whatever... how about they get repaired twice as fast?
I remember suggesting, a long time ago, that they leave husks behind when they die. A mantis husk would:
- Rapidly repair nearby mantis tanks, but take damage while doing so (if possible).
- Be able to be repaired back to a functioning mantis tank with an engineer from its owners side.
I personally would like to see the speeder trike become more accurate so it could, at least, hit a terror drone while retreating from it.
Hey, how about auto-repair? Mantis are meant to be used in numbers, so we should have a lot of tanks to heal. This way it becomes less of a burden and gives them more survivability if all engi-stingers die (or stay behind because speed).
It would be nice if the trike got a small range buff, would be much easier to micro, but i mostly play PvE so i don't know if this is a good idea.
#296
Posted 11 August 2018 - 11:44 PM
They just have a tendency to die rather easily.
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.
#297
Posted 12 August 2018 - 08:26 AM
Mantis Tank autoheal wont help them with anything - they are too fragile and most likely will die before retreat.
#298
Posted 12 August 2018 - 10:39 AM
#300
Posted 12 August 2018 - 11:19 AM
Make Mantis heal affect other SC units
I rather not have that buff... It will make the Mantis outclass other basic tanks at midgames...
A clump of these tanks and Tyrants w/ Splats are going to be a hard thing to crack. *insert possible trike and Mantis tank hunting combo*
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