I still wanna point out the no radar issue there (since it's so weird to have radar events without a radar)
EDIT: Typos
Edited by OfficialLolicon, 13 September 2018 - 09:09 AM.
Posted 13 September 2018 - 07:23 AM
Edited by OfficialLolicon, 13 September 2018 - 09:09 AM.
Posted 13 September 2018 - 12:40 PM
Just do what Mr. Burns does and "Release the (Wolf)hounds!"
firstly its jackoderp
and wolfhounds are helicopters that can destroy air units (and ground), and the Pteranodons cant shoot back
sorry if im stating the obvious here
Posted 20 September 2018 - 06:54 PM
Reading again the changelog there is two thing I can't avoid thinking of
1) Why can't we get a proper SC buff?
SC will be a niche sub-faction anyhow so how about this: make them actually capable of spam stuff
One option is to remove that shitty plane support attack and exchange it with a reinforcement mechanic unlocked via epsilon airfield
Another option is to add the option of building one "warfactory" from armory tab (limit 1, maybe 2)
But these changes need to affect somehow the early game since there is when SC is supposed to take advantage, in other words, we need more t1-t2 SC units in the field and in the 5 minutes window
The boring way to achieve these is to reduce both prices and construction times for those units.
Anything would help
2) 3.3.4 will be LB and EA time
And -if I'm right- it will be a good indicator of how static and boring this game has become... we really need options to tech rush / base walk meta and ways to incentivize T2 and mobile game.
Thanks
Posted 21 September 2018 - 03:45 AM
1. About SC , I actually believe they have a more off balance because their t1 and early game is gonna be stronger in 3.3.4 with the buffs of initiates and mbts in general but their late t3 would still remain as the biggest weakness in all subfactions and most of the games in 3.3.3 could come to this point . They don’t really have anything against others once other can start to set up themselves against them . I love both the idea , it would be interesting to see how it occurs if it happens but yeah like you said , it might affect early game but an increase use of aerodome would be nice since they are one of the least used throughout game .Reading again the changelog there is two thing I can't avoid thinking of
1) Why can't we get a proper SC buff?
SC will be a niche sub-faction anyhow so how about this: make them actually capable of spam stuff
One option is to remove that shitty plane support attack and exchange it with a reinforcement mechanic unlocked via epsilon airfield
Another option is to add the option of building one "warfactory" from armory tab (limit 1, maybe 2)
But these changes need to affect somehow the early game since there is when SC is supposed to take advantage, in other words, we need more t1-t2 SC units in the field and in the 5 minutes window
The boring way to achieve these is to reduce both prices and construction times for those units.
Anything would help
2) 3.3.4 will be LB and EA time
And -if I'm right- it will be a good indicator of how static and boring this game has become... we really need options to tech rush / base walk meta and ways to incentivize T2 and mobile game.
Thanks
Edited by ArtanisGriffin, 21 September 2018 - 04:17 AM.
Posted 21 September 2018 - 10:48 AM
To fix garrisoned archer bug, why don't give garrisoned archer weapon projectile behave like garrisoned ggi or lancer projectiles?
Speeder already mentioned in Official MO Twitter account that all T1 anti-tank infantry behaves like in regular infantry (hits instantly and fixes minimum range issue) in the upcoming patch (at most a week from now).
Posted 21 September 2018 - 12:40 PM
-their damage against buildings is also too much. i thought they were flying tank destroyers, not flying demolishion experts.
I do not know what game you're playing, but here Pteranodons are horrible against buildings, especially those that occupy a single cell (say, AA defenses).
yet somehow they keep taking down important structures. they swoop in, and while theyre not exacly SUPER effective, theyre still effective (5-6+ of them), and they fuck off before you can do jackshit about it. single cell defenses are another thing, yes.
although they are slower, i kinda got a probem with thor gunship spams. its quite annoying to vs. most other aircraft swarms... aint too bad. quetzals... are possible to beat... and hold back somewhat due to their lack of AA but gunship spamming is quite a pain in the rear to beat, well. for me anyways since the some allies factions have no AA crowd control. as far as i'm aware of.except for other thor gunships, and i think some skyray thingy but still..
will we ever get some more crowd controlling AA? anyone think we need more multi role base defenses? theres only the gattling cannons really. EXCLUDING vehicles anyways. will we ever get some ok T2 air defense buildings?
Posted 21 September 2018 - 01:50 PM
Reading again the changelog there is two thing I can't avoid thinking of
1) Why can't we get a proper SC buff?
SC will be a niche sub-faction anyhow so how about this: make them actually capable of spam stuff
One option is to remove that shitty plane support attack and exchange it with a reinforcement mechanic unlocked via epsilon airfield
Another option is to add the option of building one "warfactory" from armory tab (limit 1, maybe 2)
But these changes need to affect somehow the early game since there is when SC is supposed to take advantage, in other words, we need more t1-t2 SC units in the field and in the 5 minutes window
The boring way to achieve these is to reduce both prices and construction times for those units.
Anything would help
2) 3.3.4 will be LB and EA time
And -if I'm right- it will be a good indicator of how static and boring this game has become... we really need options to tech rush / base walk meta and ways to incentivize T2 and mobile game.
Thanks
I mean, there are two ways to go about fixing Scorpion Cell in general
Option 1 is your suggestion of just allowing them to spam more stuff faster in earlygame. While this would make them a little better this doesn't really fix the problem of them being incredibly easy to predict and deny.
Option 2 is giving them more lategame methods of going toe-to-toe with every other faction, not by giving them a T3 monster, but by giving them more mechanics to weaken the enemy down to their level.
And yes, Toxic Strike and Epsilon Aerodrome in general is pretty much garbage in 9/11 scenarios where you might make one. Making this more useful in general might actually see some varied plays with air units in general.
Just giving Toxic strike a debuff would make it a whole lot better.
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.
Posted 21 September 2018 - 02:38 PM
The only way I see the toxic strike actually working is making it unleash all its bombs in a single run, so it's can't be avoided that easily and some damage always gets through. Or, if it's supposed to be an area denial tool and not an attack power, make it last longer and cover larger area OR make it spawn toxic clouds on the ground like splatters' bombs do. This way it can actually close in an area for a while.
In general I'd just give SC a stronger chemical weapon that's more effective against vehicles than poison (corrosion fluids that also spread from unit to unit perhaps?) and played with this idea a bit, giving it to higher tier SC units to improve their anti-armor capabilities. This also removes the need to explain why there are many green toxin weapons in the game but only 2 of them have that additional functionality of debuffing armor.
Additionally, SC could use some extra Ares features, like vehicle cloning, unit-to-unit transformations and AttachEffects applying AttachEffects (that's how you can do a virus that spreads from unit to unit for example).
Posted 23 September 2018 - 01:55 PM
Hey, this was probably asked & answered yet but wasn't there supposed to be a summer update ? If yes, my game is definately not updating. If no, was it cancelled ?
Posted 23 September 2018 - 02:16 PM
Hey, this was probably asked & answered yet but wasn't there supposed to be a summer update ? If yes, my game is definately not updating. If no, was it cancelled ?
The update is going to be released when it's done.
Apparently the 2018 summer will end today, so if the update isn't released today, I propose we all go to speeder's house and throw calendars at his window.
Posted 23 September 2018 - 05:00 PM
It's related to next Ares release, I think. It's currently on its second RC version, so any time now.
Posted 25 September 2018 - 04:12 PM
what is new in 3.3.4? anyone know :O
Posted 25 September 2018 - 04:14 PM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 25 September 2018 - 06:04 PM
Well it just came out it seems. My question was just before.
Posted 25 September 2018 - 06:35 PM
To fix garrisoned archer bug, why don't give garrisoned archer weapon projectile behave like garrisoned ggi or lancer projectiles?
@Speeder, please take note. Invisible, instant hitting projectiles for garrisoned AT infantry sound stupid.
Posted 25 September 2018 - 06:42 PM
Posted 25 September 2018 - 07:29 PM
To fix garrisoned archer bug, why don't give garrisoned archer weapon projectile behave like garrisoned ggi or lancer projectiles?
@Speeder, please take note. Invisible, instant hitting projectiles for garrisoned AT infantry sound stupid.
They sound stupid, but they do their job. That's how 3.3.4 implements it.
Posted 28 September 2018 - 06:58 PM
Was the proposed change to the Chrono Prison's abduction system deliberately dropped or just forgotten? It still has 9 slots and vehicles take up their usual number of slots in it.
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