Jump to content


Photo

Patch 3.3.4 Proposed Changelog


  • Please log in to reply
421 replies to this topic

#181 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 24 July 2018 - 01:18 AM

Railgun also has AoE iirc

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#182 Drezalnor

Drezalnor

    Hellish.Calculative.Eccentric.Dedicated.

  • Members
  • 229 posts
  • Location:USA
  • Projects:Command and Conquer 5:Tiberian Destiny(In incubation stage at present)
  •  PsiCorps Proselyte.A mind is a terrible thing to waste. I like Epsilon Headquarters also.

Posted 24 July 2018 - 11:50 AM

If there is something about Wings of Coronia that needs changing,it is their hero,Eureka.
"Just die already!"-Libra

#183 PACER

PACER

    RTS Lorewalker

  • Members
  • 547 posts
  •  Much to babble about

Posted 24 July 2018 - 02:58 PM

Railgun also has AoE iirc

 

Yes, AoE and damage in the price of RoF


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#184 NorthFireZ

NorthFireZ

    MO Caster, Community Ghost

  • Members
  • 330 posts
  • Projects:MO Faction Guides
  •  Random Asshole

Posted 25 July 2018 - 01:26 AM

Since I have now found a lot of time on my hands (stuck in China with no access to most things like YouTube) I’ve decided to take a look at the patch notes again and came to this conclusion.

If EA is being triple buffed (Mirage, Charon, and Sniper buffs) plus the Allies tech up buff (more power and less build time) would it be too much to ask for some Sigfried rate of fire nerfs?

The nice thing was about the Mobile Army Deleter aka sigfried was that he came sort of after most factions already getting their heroes out. Thus Sieg got stomped by most of the opposition. Now though, his timing is earlier and his escorts are getting wayyyyy stronger. Sieg doesn’t need to be an one man army for EA anymore. Yes he can serve as the all important Aoe damage but that doesn’t mean he needs to have almost the same fire rate as Morales (or at least it feels that way but at least Morales doesn’t have a 3v3 area of effect)

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


#185 Drezalnor

Drezalnor

    Hellish.Calculative.Eccentric.Dedicated.

  • Members
  • 229 posts
  • Location:USA
  • Projects:Command and Conquer 5:Tiberian Destiny(In incubation stage at present)
  •  PsiCorps Proselyte.A mind is a terrible thing to waste. I like Epsilon Headquarters also.

Posted 25 July 2018 - 04:00 AM

Since I have now found a lot of time on my hands (stuck in China with no access to most things like YouTube) I’ve decided to take a look at the patch notes again and came to this conclusion.

If EA is being triple buffed (Mirage, Charon, and Sniper buffs) plus the Allies tech up buff (more power and less build time) would it be too much to ask for some Sigfried rate of fire nerfs?

The nice thing was about the Mobile Army Deleter aka sigfried was that he came sort of after most factions already getting their heroes out. Thus Sieg got stomped by most of the opposition. Now though, his timing is earlier and his escorts are getting wayyyyy stronger. Sieg doesn’t need to be an one man army for EA anymore. Yes he can serve as the all important Aoe damage but that doesn’t mean he needs to have almost the same fire rate as Morales (or at least it feels that way but at least Morales doesn’t have a 3v3 area of effect)

Hmmm....I suppose a nerf on Siegfried would not be that much out of place.
"Just die already!"-Libra

#186 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 09:19 AM

* change: Dunerider grenade drop attack previously available through deploy command removed
* change: Tyrant poison trail attack previously available through deploy command removed

Dunerider's deploy ability is seemingly useless at all time due to its terribal "burst damage" and range usually resulting in a rediculious outcome of him not dishing out enough damaging to badly wound the pursuing enemies but killing the neighboring duneriders(thanks to their terrible HP for $650) as they tends to strike in pack(because of terrible performance against anything beside structures...). So anyways, well done... Though personally thinking... a buff in its range and damage would be nice... as it's competitors are the broken seize cadres and the devastating desolators.

The removal of the gernade drop is a nice change, however on tyrant, it is another story. You see that tyrant is a terrible t3 monster tank due to its halrious HP being lower than those of the Rhino's! To make it up there's a "poison screen" ability, which is completely useless... unfortunately... But people do find a use for this ability though, which is to heal the injured dineriders considering their 6.5 range easily get themselves into troubles(seriously this is rediculious... siege cadre are broken compare to duneriders... if it wasn't that the economy of EP keeps their rather unorthodox army going). Nevertheless, it is sad to see that this ability is going away and I really hope that there's going to be a replacement ability to make up for Tyrent's overall terrible performance as a t3 monster tank... You never saw them in direct combat, like never, ever! Because they die so easily! The only usage of the tyrant now is to surprise and quickly secure some poorly defended important structures suck as CY and WF and prey that they'll stay alive long enough to secure the kill before getting demolished and burst into more seemingly useless yet annoying poison clouds. Plz "fix" tyrant. QAQ




+ buff: Plague Splatter effectiveness vs defenses increased by 33%

Oh, we have a catapult unit in this game? Never noticed about it XD!

Don't know... plague splatter just seems to be not on the list of siege... The unreliable damage output and range of 14, which is exactly the same as any t3 defenses makes it halarious to use plague splatter at 60% of the battle. It can't take down a t3 defense salfely and it can't wipe out t2 and t1 defenses effectively, as compared to speeder trike. (Speaking of trike, they are impressive at wreaking t1&t2 defenses! Not so much when it comes to tanks though... it is unreliable for most cases) Perhaps the most ironic part is that the plague splatter isn't a horrifying nightmare to infantry at all, thanks to its damage and accuracy not being able to shut down most advanced infantry in one shot,(also foehn infantry) if it can even survive to land a shot before being catched-up. Right, speed, its speed isn't giving much of an advantage either, as the most unit can still catch up with it... What I think is best for the catapult is a range buff of .5 and a bigger splash radius. This makes the splatter a annoying assault unit that cause considerable destruction given enough time and micro, as only a .5 longer range to the t3 defenses isn't reliable for "auto attack" as they tends to run right inside the range of the defense. A range buff is just to make its inaccuracy rather a bless than a curse, like buratino nowadays, which is a lovable siege monster with very reasonable price and damage output after a industrial plant.

#187 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 09:41 AM

Just a person thought:

What if tessla reactor can charged by Tessa trooper to grant more power? Might be a interesting factor when some nuclear explosion happened elsewhere XD.

Also... can we plz bring bioreactor's electric production up to 75 electricity for every infnetry "garrisoned" as Epsilon is already like Allies, who's building power plants everywhere... and since turbine is buffed, bioreactor isn't in a good shape now...




Can we nerf foehn's windtrap? \~A~/ That thing is purely too good! Too!!!Good!!!

#188 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 10:39 AM

Another idea about HQ

HQ suppose to be the faction specialized in territorial control, absolute defense... yet it fails badly at that...
My personal play style for HQ is similar to those of China's considering... Ikira defending the base is going cause a disastrous wildfire... so I'll just use it to steadily push into the enemy's base with it escort the poorly armed (HP wise) army. Here's my personal thought on the HQ's Arsenal.

Opus Tank: Perfect! "Bring art to you!"
-Hey so... why can bloatic activate his cannon too??? O-o???

Shadow Tank: Still good, still annoying as hell, still fragile as hell... A nerf in speed for better armor would be fair for HQ's defensive tactic. If it is to be broken granting more armor, adding a longer delay befor the shadow falls back into the darkness would be fair... although the shadow's damage is still a headache for players...(Dissolver beam is just terrible in the meta...)
-Greedy to ask but is it fair if shadow can slowly self repair when deployed OwO?

Colossus: Still, its HP isn't present enough,,, Based on tests, it can destroy a catastrophe at the same time the catastrophe fires out the last cannon ball that'll destroy the colossus. This is problematic as catastrophe can also deal anti air damage... although it isn't as strong, but catastrophe can be "garrisoned" and can fire rocket on the move... Collosus is good... It can handle almost anything... but he can't outshine any of its counter parts... it's a reality that lot of people thinks it's garbage... "Needs Work!"
-Splash damage always kill other colossus -_-*
-Hey btw, the AA gun sound effect should be continuous as colossus don't give a darn about reload XD

Ikira: She's alright... but compare to Centrian... Yeah you get the picture... "Needs Work!"

Stalker: It has less health than brute, is expensive as hell, has shorter range than any t3 defense, have a useless drain cannon that kills the target before any significant healing is done, slower than a crocodile(lol), deals moderate damage to building and NO DAMAGE TO ANYTHING ELSE! Plz tell me what is this? A disappointments? HQ please!!! Btw, "heavy" type armor really doesn't do much.
-Personal Solution: Increase overall stats: firepower, speed, durability, drain efficiency. Increase build time, slow down rate of fire.

Rahn: He's good... Everybody loves him... Why don't we buff him... Nothing too bad will happen isn't it? I mean we have a URAGAN already up in the sky wiping out "cities" in no time... I just give up....

Hazequad: Wonderful, can we make it t2? QwQ??? Plz? TBH no one really build this thing if it isn't a more "friendly" match as Epsilon war factory never rest... Epsilon just spam everything the right way you know...

Genemines: Totally useless... a single mine can't turn a conscript into brute and it does nothing to vehicles... MAD mines are useless but this is even worse...

Kinetic Berrier: Meh... good to have... not very a game changer in any aspact though...

Gene burst: Ok...summon a group of brute in the middle of the heat to trigger the unit lost sound.
-What if there's a gene controller building similar to those of the EMP station to trigger a more powerful gene burst?



A additional defense structure capable of efficiently destroying all who dears to invade the Great Yuri's masterpiece, the Mental Omega Deivce should be presence... similar to those of the plasmarizer. Caz why not? Literally...

It'll be ironic but after Rahn's nerf HQ actually lacks an anti-infantry unit beside Ikira, who have the sluggish speed in the entire game... (Scorpion cell also suffers this, as that their inaccuratcy makes things just halarious now) Another mutant could be a idea to consider for that HQ's genetic enhanced soldier are now limited to the Stalker and Rahn, be exciting to meet new member... (Remember Harpoon from 2.0?)

#189 Handepsilon

Handepsilon

    Firestorm Gnome

  • Members
  • 2,325 posts
  • Location:Indonesia
  • Projects:Renegade X: Firestorm
  •  *intensely rolls around*

Posted 25 July 2018 - 11:10 AM

Opus Tank: Perfect! "Bring art to you!"
-Hey so... why can bloatic activate his cannon too??? O-o???


o.o must be an oversight there. I honestly don't know

 

Irkalla: She's alright... but compare to Centurion... Yeah you get the picture... "Needs Work!"

Fixed the names. Irkalla is fine I think. It's not supposed to go toe to toe against anything without support if you're using it outside your base.
 

Stalker: It has less health than brute, is expensive as hell, has shorter range than any t3 defense, have a useless drain cannon that kills the target before any significant healing is done, slower than a crocodile(lol), deals moderate damage to building and NO DAMAGE TO ANYTHING ELSE! Plz tell me what is this? A disappointments? HQ please!!! Btw, "heavy" type armor really doesn't do much.
-Personal Solution: Increase overall stats: firepower, speed, durability, drain efficiency. Increase build time, slow down rate of fire.


It doesn't need to outrange T3, because T3 is vehicle buster to begin with. Also, they do some damage to infantry (more than tanks, that's for sure) and are meant to be support. I think it's fine
 

Rahn: He's good... Everybody loves him... Why don't we buff him... Nothing too bad will happen isn't it? I mean we have a URAGAN already up in the sky wiping out "cities" in no time... I just give up....

He's good at his job. That's the reason we don't buff him. I mean, he kinda oneshots and outranges quite a handful of heroes like Fin and Tanya.
 

Hazequad: Wonderful, can we make it t2? QwQ??? Plz? TBH no one really build this thing if it isn't a more "friendly" match as Epsilon war factory never rest... Epsilon just spam everything the right way you know...

Eeeeeh nah. That might break the HQ for having a cheap mobile stealth generator that costs no power available on T2

 

Gene burst: Ok...summon a group of brute in the middle of the heat to trigger the unit lost sound.
-What if there's a gene controller building similar to those of the EMP station to trigger a more powerful gene burst?

Eh, no
 

A additional defense structure capable of efficiently destroying all who dears to invade the Great Yuri's masterpiece, the Mental Omega Deivce should be presence... similar to those of the plasmerizer. Caz why not? Literally...

HQ ain't Last Bastion or Foehn to begin with. They don't need such thing
 

It'll be ironic but after Rahn's nerf HQ actually lacks an anti-infantry unit beside Irkalla, who have the sluggish speed in the entire game... (Scorpion cell also suffers this, as that their inaccuracy makes things just hilarious now) Another mutant could be a idea to consider for that HQ's genetic enhanced soldier are now limited to the Stalker and Rahn, be exciting to meet new member... (Remember Harpoon from 2.0?)

*points at Virus, Colossus, and Shadow Tank* You were saying?

Edited by Handepsilon, 25 July 2018 - 11:12 AM.

I like gnomes
 
YunruThinkEmoji.png
 
Visit us in Totem Arts site
(Firestorm is still SoonTM)


#190 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 11:42 AM

Sorry I'm new at this so I don't know how to reply... but virus really isn't that shiny anymore. It has terrible range as a sniper, and like sniper it can't one shot heavier infantry like brute. (More importantly foehn knight frame and lancer) The reaction time for the vaccine also makes enemy get close to the forces and poison cloud emission causes lot of friendly fire(though in significant). Shadow... unreliable against infentry in snowball fight for HQ. And at last, she's slow and expensive(though there is cloning vat I guess)

Also... as I sad... Irkalla causes lot of friendly fire inside the base... I found it most useful to set up in choke points outside the base. Meh... she's alright as I said... Shares Kirov's problem of self healing forever -_-*

Why snowball? Stalker has terrible speed, and DPS, sending small stalker task force usually is just wasteful. He can kill infentey, but it is inefficient and killing the infentry expires the healing effect... which isn't effective... The nerf on stalker is a bit too heavy... though infantry spam is problematic. Like I said... add build time can help a bit... you don't see that many adept now don't you?

Consider the Hazequad t2 thing idea, a increasing price would be fair? I mean isn't pretty cheap for now... Slowing it's speed can also be the case. Invader is a t3 to t2 shift example and yet it is successful after balancing around. Also we already have shadow as a powerful scout for t2 XD

I made the Rahn part as joke... He's good, everyone loves him. Just he's more glorious before. XD

Colossus don't kill infantry! Or else your brutes all evaporates! QAQ

#191 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 11:48 AM

Opus Tank: Perfect! "Bring art to you!"
-Hey so... why can bloatic activate his cannon too??? O-o???

o.o must be an oversight there. I honestly don't know


Irkalla: She's alright... but compare to Centurion... Yeah you get the picture... "Needs Work!"

Fixed the names. Irkalla is fine I think. It's not supposed to go toe to toe against anything without support if you're using it outside your base.

Stalker: It has less health than brute, is expensive as hell, has shorter range than any t3 defense, have a useless drain cannon that kills the target before any significant healing is done, slower than a crocodile(lol), deals moderate damage to building and NO DAMAGE TO ANYTHING ELSE! Plz tell me what is this? A disappointments? HQ please!!! Btw, "heavy" type armor really doesn't do much.
-Personal Solution: Increase overall stats: firepower, speed, durability, drain efficiency. Increase build time, slow down rate of fire.

It doesn't need to outrange T3, because T3 is vehicle buster to begin with. Also, they do some damage to infantry (more than tanks, that's for sure) and are meant to be support. I think it's fine

Rahn: He's good... Everybody loves him... Why don't we buff him... Nothing too bad will happen isn't it? I mean we have a URAGAN already up in the sky wiping out "cities" in no time... I just give up....

He's good at his job. That's the reason we don't buff him. I mean, he kinda oneshots and outranges quite a handful of heroes like Fin and Tanya.

Hazequad: Wonderful, can we make it t2? QwQ??? Plz? TBH no one really build this thing if it isn't a more "friendly" match as Epsilon war factory never rest... Epsilon just spam everything the right way you know...

Eeeeeh nah. That might break the HQ for having a cheap mobile stealth generator that costs no power available on T2


Gene burst: Ok...summon a group of brute in the middle of the heat to trigger the unit lost sound.
-What if there's a gene controller building similar to those of the EMP station to trigger a more powerful gene burst?

Eh, no

A additional defense structure capable of efficiently destroying all who dears to invade the Great Yuri's masterpiece, the Mental Omega Deivce should be presence... similar to those of the plasmerizer. Caz why not? Literally...

HQ ain't Last Bastion or Foehn to begin with. They don't need such thing

It'll be ironic but after Rahn's nerf HQ actually lacks an anti-infantry unit beside Irkalla, who have the sluggish speed in the entire game... (Scorpion cell also suffers this, as that their inaccuracy makes things just hilarious now) Another mutant could be a idea to consider for that HQ's genetic enhanced soldier are now limited to the Stalker and Rahn, be exciting to meet new member... (Remember Harpoon from 2.0?)

*points at Virus, Colossus, and Shadow Tank* You were saying?

Sorry I'm new at this so I don't know how to reply... but virus really isn't that shiny anymore. It has terrible range as a sniper, and like sniper it can't one shot heavier infantry like brute. (More importantly foehn knight frame and lancer) The reaction time for the vaccine also makes enemy get close to the forces and poison cloud emission causes lot of friendly fire(though in significant). Shadow... unreliable against infentry in snowball fight for HQ. And at last, she's slow and expensive(though there is cloning vat I guess)Also... as I sad... Irkalla causes lot of friendly fire inside the base... I found it most useful to set up in choke points outside the base. Meh... she's alright as I said... Shares Kirov's problem of self healing forever -_-* Why snowball? Stalker has terrible speed, and DPS, sending small stalker task force usually is just wasteful. He can kill infentey, but it is inefficient and killing the infentry expires the healing effect... which isn't effective... The nerf on stalker is a bit too heavy... though infantry spam is problematic. Like I said... add build time can help a bit... you don't see that many adept now don't you?Consider the Hazequad t2 thing idea, a increasing price would be fair? I mean isn't pretty cheap for now... Slowing it's speed can also be the case. Invader is a t3 to t2 shift example and yet it is successful after balancing around. Also we already have shadow as a powerful scout for t2 XDI made the Rahn part as joke... He's good, everyone loves him. Just he's more glorious before. XDColossus don't kill infantry! Or else your brutes all evaporates! QAQ

Things is stalker cost $1500 after all. And speed of 4... HP of 300... Like I said, ghost miner keeps EP going... (Spam your troop proselyte! We beet'em all in economy! Also we can clone) After all, he's not cost efficient digging in, simpally expensive.

#192 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 25 July 2018 - 12:27 PM

Alright, Icewood, here's my feedback:

Spoiler

Edited by BlackAbsence, 25 July 2018 - 01:07 PM.

Infinitive absence.


#193 JackoDerp

JackoDerp
  • Members
  • 179 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 25 July 2018 - 01:45 PM

I'm too lazy to quote everything, so here.

On the Topic of Tyrants: Excellent building killers, decent against Miners and can pop out basically anywhere. Just because they're not a traditional "T3 Anti-Armour Monster" does not make them trash.

Speeders vs Splatters: Splatters have inaccuracy, but the buff against the T3 defenses is necessary since they're your only real way of attacking them. Speedeers do decent anti-armour and are better for killing the smaller defenses because they don't miss (that much).
Like most Scorpion Cell units they work better when spammed.

Viruses: Still very bad to engage these with infantry blobs, since their weapon does AOE damage and spreads toxins on kills.


Now, onto Epsilon HQ comments in general:

Opus Tanks and Blyaticks - These add the 2nd turret, idk, but it doesn't matter. Its a nice creative use of them anyway.
Irkalla vs Centurion - Now, I agree that Centy is OP, Irkalla might not break the game, but its still a very powerful tool. Excellent Area control, general anti-unit and anti-air damage is good and its quite tanky.
Attacking into an Irkalla-controlled Area needs to be done very very carefully.

Shadow Tanks - Best harassing unit in the game, excellent for picking off exposed Miners, lone units, Jets and for providing a general surprise. Decent vs Infantry and Tanks in general. Buffing their armour would just make them infuriating to deal with (even more than they already are sometimes), don't change anything about them.

Colossus - Fairly short ranged Armour-annihilator mixed with Airkiller. Does AOE damage and packs a serious punch. Comparing them to catastrophes is moot because Catastrophes are OP, but whatever.
You need to be more creative when using your later-game units if you want to get the best out of them, which leads us to:

Hazequads - Nice cheap miniature Chimera Core, very important for creeping up since your forces lack range. Remember when Chimera Cores were T2? Remember how everyone hated that? Yeah. Don't move it to T2.

Extra defense building - Thats what Irkalla is for.

Stalkers - These guys are weird. Critically important for any siege, reasonably tanky and do nice building damage. As for the comment on T3 defenses, they don't do squat in terms of damage to stalkers, so this is pointless argument.
The Anti-Infantry weapon on them is a bit odd and very situational to make it work, but it can help a bit if you decide to use brutes. Would only recommend spamming these once you have Cloning Vats.

No changes to Geneburst are required, using a bit of finesse you can trigger some very big bursts, but in teamgames multiple Genebursts gets very annoying very quickly.

Anti-Infantry equipment for HQ? Very very easy.
Bloaticks, Viruses, Irkalla, Shadows, Rahn, Geneburst, Gatling Tanks, Stingers and Basilisks are all very good against infantry mobs.


Simply put - HQ are a perfectly fine faction as-is.

Edited by JackoDerp, 25 July 2018 - 01:45 PM.

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.

 

8QTUrX0.png


#194 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 02:09 PM

Alright, Icewood, here's my feedback:

Spoiler

 
Edit: Suggestion:
can we make oxidizers drive at the same speed as gatling tanks?
I know this may sound like a nerf but it would make the combination of these units work much better in unison.
Let's say you command this combo to attack the irkalla - The oxidizers will speed past the gatling tanks resulting in their deaths before the gatling tanks arrive which just isn't ideal.
This scenario is the only reason I'm suggesting this.
So sorry that I don't know the proper way to reply...

Clarification: Epsilon's ghost miner is a lengend, it makes EP's economy almost impossible to be shut down, thus Epsilon can spam things with relatively less care of running out of cash.

Tyrant, $1500, no cloning vat coupon, has less health than rhino tank. It is terrifying, in the right hand, against the right one. Haven't thought about ambushing miners though... Malvert is much better at this as he doesn't triggers any warning AT ALL. It's just tyrant as a frontline fighter can't stay in heat, you ambush the weak and go bye bye! Most commonly you set up quickfort to attract auto-attack from nearby units while tyrants pop out of nowhere to destroy your war factory or construction yard, being easily avoided by defending your important structures well. Scorpion cell is opportunist, as most if not all of their special units focus on taking advantage of the enemy's mistake. But after all, tyrant has disappointing stats dispite the apocalypse it can cause provide there's enough of them... It can be destroyed by any other monster tank in game (don't know about a empty battle tortes), it has relatively low DPS after all. Try going for a construction yard as a goal for tyrant and you'll understand why this unit is in a weird position... Heavy casualties is common.

Stalker, $750 with cloning vat, is a very late game unit considering the effort of building a cloning vat in a true heated battle. I understand that cloning vat is one of the fundamental for Epsilon Army but unfortunately it isn't presence in every battle. Stalker as a siege/support unit has a awfully bad speed, and being an infantry, saucers and mosquitos(rocketeer) are nightmares to them. Speed of 4 and relatively bad HP for what you'll relate moving that slow is rediculious and most anti-infanty units dishes out rediculious damage, and the armor just isn't tough enough. But put that aside, the drain cannon is in a awkward situation. It can damages infantry, making stalkers no sitting duck to be killed by infantry like navy seals, but it can only activate the healing effect on a living man! And here raise another problem, the healing often isn't enough to overheal the damage done by the victim if it wasn't something like conscript or archer(you got what I mean)... And at the end, maybe decrease the victim's damage as well as he/she is being drained psychologically...

Virus... don't use that thing... you see that she's slow and only has a range of 11, oh wait 8 considering she won't auto-attack those beyond the range of 8, but anyways, what buzzes me is she can't one shot a kniteframe... being a t3 having trouble against t1 is rediculious. The reaction time of the poison also takes time and unit such like knifeframe can catch up to virus often time. You may say that oh than finish them off with the sliver of health with other unit than, but poison clouds are like everywhere where virus goes and it isn't fun just wasting time microing viruses and dodging their poison clouds.... Also, she cost $1500 for 180 HP, and she don't self regenerate... making her easy target. He sniper buff is coming, don't see no nothing wrong with buffing sniper but virus is going to have a bad time -o-....

Bioreactor is... not very cost effective. Again, EP seems to don't care about money what so ever. Turbine buff is coming and it is looks fine to me but just makes the bioreactor looks bad. On the other hand, buffing the bioreactor discourage players building many of them, increase the value to protect a reactor when under siege.

Originally I thought of shadow tank being wonderful as well until I meet mirage tank. These brothers took very similar path and with the same cost, mirage has better armor and aren't automatically targeted by opponent even if they are attacking...(is this a bug? You can clearly see the tree glitching into mirage! Just shoot! :p) Also like shadow, mirage is also invisible on radar. Also... shadow struggles to make it out alive/not crippled after a combat against any anti-armor related units like squad of flak trooper or qillin tank... (PTSD from mission)

Colossus... a powerful name... with a weapon like a BB toy gun right now is just ridiculious... even the sound effect is funny XD. He deals serious damage but he doesn't shines in anti-armor nor anti-air. Battle Tortoise is too heavy for colossus to take down, tesla cruiser srews his burst with emp, catastrophe with a conscript can win with a sliver of health... (Don't mind tyrant and Abrams tank,, they were not meant to be face to face...) Anti-air wise it's just supplement Gatling tank since there's no better choice (archer too squishy). I know he's very powerful in anti-air as he can drop pteranodon in a 1v1 but really... the range of 15 with almost zero output until up to 9 is disappointing,,,


Anyways, I think it'll be nice to give the HQ a defensive structure focusing on plasma. No not foehn plasma! The little energy ball plasma from basilisk and colossus. Maybe like when burstino is glittering the plasma defense will continually fire out the newly reloaded pellet after emptying the "container". ;P
-Well we can't do gene turret that'll be OP
-Inferno weaponry? That's psicorp's
-Dissolver beam... there's too many in HQ
-Ah... if it isn't that AFI is a unit than a turret QAQ

Bonus: Why don't we get something like Repair Crane for EP to heal infentry? Using similar effect to those of stalker's. Like a psychic stimulator?

#195 Icewood

Icewood
  • Members
  • 7 posts
  • Location:US

Posted 25 July 2018 - 02:35 PM

Alright, Icewood, here's my feedback:

Spoiler

Oh just to cleaify, what I mean by tyrant being a terrible t3 monster tank is face to face monster t3 main battle tank. I might expressed it in the wrong way and I apologize.

#196 BlackAbsence

BlackAbsence

    BlargleGargle

  • Members
  • 360 posts
  • Location:Bottom of the Abyss

Posted 25 July 2018 - 02:51 PM

If you're having trouble with killing monster tanks as SC (Scorpion Cell), you should try using Malvars deploy function to weaken them. Shadow-ringed psychics and/or hijackers are good counters too (unless we're talking about magalodons here)

 

Stalkers are very slow, yeah. But maybe HQs territorial conquering should be gradual because they're a defensive faction?

Sure, stalkers can be killed off by things like rocketeers, but like any other dedicated base-killer, you have to escort it with the aid of appropriate threat counters... like, gatling tanks, in this case.

 

Viruses need to be directly commanded, in order to utilise their full range? Did not know that.

Viruses are technically a class above T3, considering that the coning vat is their prerequisite.

Personally, I wouldn't mind if viruses were a bit better somehow, just due to their speed and the effort it takes to get them.

 

I wouldn't know about cost efficiency for the bio-reactors: I simply don't have the data. What I do know is that they're very fast to make and upgrade and production speed in a RTS game is very beneficial.

 

A unit not auto-targeting a mirage tank (while in its hologram state, or whatever) is not a bug; that's intended.

Shadow tanks and mirage tanks are intended for different strategies; each of them are much better than the other in their own special ways.

 

personally, I think the colossus is fine as-is :/


Infinitive absence.


#197 StolenTech

StolenTech

    title available

  • Members
  • 367 posts

Posted 25 July 2018 - 02:55 PM

Another idea about HQ

HQ suppose to be the faction specialized in territorial control, absolute defense... yet it fails badly at that...
My personal play style for HQ is similar to those of China's considering... Ikira defending the base is going cause a disastrous wildfire... so I'll just use it to steadily push into the enemy's base with it escort the poorly armed (HP wise) army. Here's my personal thought on the HQ's Arsenal.

and this is where your problem is. they aren't Absolute defense, they specialize in area denial sure... but most of their units are melee and as some already pointed out they have some of the best harassment tools as well, they are a good mixture of defense AND offense and slow pushing with them isn't an option, you either play aggressively OR use mind games (the amount of trolly things you can do with HQ is amazing).



#198 JackoDerp

JackoDerp
  • Members
  • 179 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 25 July 2018 - 02:58 PM

At this point the only real counterargument I can make is you clearly have no idea what you're doing.

Tyrants - Conyards are heavily armoured, that applies to any unit. Killing things like Tech, Superweapons, Power Plants etc is a whole lot faster and can be a lot more devastating. They're not meant for frontline combat and never will be.

Cloning Vats - These are as critical to any Epsilon Player as a Soviet's Industrial Plant, you pretty much need one come lategame, mostly because they give you Viruses.

Stalkers.

being an infantry, saucers and mosquitos(rocketeer) are nightmares to them

LOLOLOLOLOLOL
Funniest thing I've seen all day.
They're a Siege unit. Not designed to be fast and flexible, that would just be OP, and they are suitably tanky to deal with most building threats.

Viruses.
I don't understand why you must underestimate them so much, they essentially cost $750 (remember, you require Vats to make these guys). AOE damage is devastating and these ranged units will be sitting in the back of your army, relatively safe from most combat scenarios.
Also they selfheal in Toxin Clouds, in case you didn't know.

Shadows vs Mirages - This is all technically correct, except you ignore one critical part. Shadow Tanks are LITERALLY INVISIBLE. Mirages are designated Tank-destroyers, and don't fire on the move, Shadows are not.
Also Mirages not being autoacquired is a nature of their disguise, and that only comes into effect if their opponent is a moron.
Shadows are also faster and by design need to be sneaky and avoid threats.

Bioreactors are perfectly cost effective, moreso than Allied Powerplant at the moment. Are you just forgetting to load it with Spooks or something?

Colossus, again, the dedicated heavy Anti-Tank and Anti-Air.

He deals serious damage but he doesn't shines in anti-armor nor anti-air.

You somehow changed opinions in one sentence, impressive.

Just because other T3 Monsters are a little bit better does not make this unit bad by a long shot. As you say, serious damage. AA damage increases dramatically at closer range and AT damage is heavy AOE. Perfect flexible unit.



Let me explain my point further.
Your arguments scream a player who only plays vs AI. You never consider how a unit arsenal fits together and instead you're criticising the weaknesses individually (I mean Rocketeers vs Stalkers, are you actually serious?).

Anti-Air is ez covered by numerous things. Colossi are aided by stealth to get into range, anything seriously heavy outside of Epics can be countered by Brutes/Archers/Adepts or Colossi.
Viruses, Stalkers and general anti-stuff combined is a terrifying combo against infantry units, regardless of how a Virus doesn't one-hit-kill everything.

Frankly I think you should avoid playing Epsilon HQ because you have no understanding of how to use their units and tactics.
They can provide the perfect combo of Brute Force (lol) and Subversion, and you can do quite a lot of creative things.

Edited by JackoDerp, 25 July 2018 - 02:59 PM.

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.

 

8QTUrX0.png


#199 DarkEmblem

DarkEmblem

    MO Balance's Nemesis

  • Members
  • 123 posts

Posted 25 July 2018 - 04:43 PM

Icewood. I don't know if your suggestions are PvE or PvP based.. But if it's PvP, then I recommend you to play multiplayer a bit more till you have more knowledge about the game. If you're talking about PvE, please mention so.



#200 Drezalnor

Drezalnor

    Hellish.Calculative.Eccentric.Dedicated.

  • Members
  • 229 posts
  • Location:USA
  • Projects:Command and Conquer 5:Tiberian Destiny(In incubation stage at present)
  •  PsiCorps Proselyte.A mind is a terrible thing to waste. I like Epsilon Headquarters also.

Posted 26 July 2018 - 07:13 AM

* change: Dunerider grenade drop attack previously available through deploy command removed
* change: Tyrant poison trail attack previously available through deploy command removed

Dunerider's deploy ability is seemingly useless at all time due to its terribal "burst damage" and range usually resulting in a rediculious outcome of him not dishing out enough damaging to badly wound the pursuing enemies but killing the neighboring duneriders(thanks to their terrible HP for $650) as they tends to strike in pack(because of terrible performance against anything beside structures...). So anyways, well done... Though personally thinking... a buff in its range and damage would be nice... as it's competitors are the broken seize cadres and the devastating desolators.

The removal of the gernade drop is a nice change, however on tyrant, it is another story. You see that tyrant is a terrible t3 monster tank due to its halrious HP being lower than those of the Rhino's! To make it up there's a "poison screen" ability, which is completely useless... unfortunately... But people do find a use for this ability though, which is to heal the injured dineriders considering their 6.5 range easily get themselves into troubles(seriously this is rediculious... siege cadre are broken compare to duneriders... if it wasn't that the economy of EP keeps their rather unorthodox army going). Nevertheless, it is sad to see that this ability is going away and I really hope that there's going to be a replacement ability to make up for Tyrent's overall terrible performance as a t3 monster tank... You never saw them in direct combat, like never, ever! Because they die so easily! The only usage of the tyrant now is to surprise and quickly secure some poorly defended important structures suck as CY and WF and prey that they'll stay alive long enough to secure the kill before getting demolished and burst into more seemingly useless yet annoying poison clouds. Plz "fix" tyrant. QAQ




+ buff: Plague Splatter effectiveness vs defenses increased by 33%

Oh, we have a catapult unit in this game? Never noticed about it XD!

Don't know... plague splatter just seems to be not on the list of siege... The unreliable damage output and range of 14, which is exactly the same as any t3 defenses makes it halarious to use plague splatter at 60% of the battle. It can't take down a t3 defense salfely and it can't wipe out t2 and t1 defenses effectively, as compared to speeder trike. (Speaking of trike, they are impressive at wreaking t1&t2 defenses! Not so much when it comes to tanks though... it is unreliable for most cases) Perhaps the most ironic part is that the plague splatter isn't a horrifying nightmare to infantry at all, thanks to its damage and accuracy not being able to shut down most advanced infantry in one shot,(also foehn infantry) if it can even survive to land a shot before being catched-up. Right, speed, its speed isn't giving much of an advantage either, as the most unit can still catch up with it... What I think is best for the catapult is a range buff of .5 and a bigger splash radius. This makes the splatter a annoying assault unit that cause considerable destruction given enough time and micro, as only a .5 longer range to the t3 defenses isn't reliable for "auto attack" as they tends to run right inside the range of the defense. A range buff is just to make its inaccuracy rather a bless than a curse, like buratino nowadays, which is a lovable siege monster with very reasonable price and damage output after a industrial plant.

I don't know about Duneriders,I never built them much while playing as Epsilon.However,you can't trash Tyrants.A unit capable of subterranean travel,with decent anti-armor and deadly anti-personnel is a handful.Get 12 of them and watch a CY go down in rubble.I do agree that the poison trail should not have been dumped.I hope it's replaced with something worthwhile.

About Plague Splatters-they are BS.The only thing they are good for is buildings,that too with difficulty.And the toxin clouds?They are easy to evade.

Just a person thought:

What if tessla reactor can charged by Tessa trooper to grant more power? Might be a interesting factor when some nuclear explosion happened elsewhere XD.

Also... can we plz bring bioreactor's electric production up to 75 electricity for every infnetry "garrisoned" as Epsilon is already like Allies, who's building power plants everywhere... and since turbine is buffed, bioreactor isn't in a good shape now...




Can we nerf foehn's windtrap? \~A~/ That thing is purely too good! Too!!!Good!!!

Your suggestion about the Tesla Reactor sounds good,but I heard on the grapevines that the Mentalmeisters have guillotined it too many times.

I don't know what to say about this.You definitely have no idea what you're saying.The Bio-Reactor is supposed to be high on power,since Epsilon is a high-tech faction.Besides,it's max power is 400,so it is not in a bad shape at all.

You ask for a buff on the Bio-Reactor and then a nerf on the Windtrap??!!!Are you out of your damn mind?
Foehn was conceptualized as a uber-tech faction,with structures literally eating power.Besides it's a balance for the Soviet Nuclear Reactor.And I am surprised you didn't ask for a nerf on it.

Another idea about HQ

HQ suppose to be the faction specialized in territorial control, absolute defense... yet it fails badly at that...
My personal play style for HQ is similar to those of China's considering... Ikira defending the base is going cause a disastrous wildfire... so I'll just use it to steadily push into the enemy's base with it escort the poorly armed (HP wise) army. Here's my personal thought on the HQ's Arsenal.

Opus Tank: Perfect! "Bring art to you!"
-Hey so... why can bloatic activate his cannon too??? O-o???

Shadow Tank: Still good, still annoying as hell, still fragile as hell... A nerf in speed for better armor would be fair for HQ's defensive tactic. If it is to be broken granting more armor, adding a longer delay befor the shadow falls back into the darkness would be fair... although the shadow's damage is still a headache for players...(Dissolver beam is just terrible in the meta...)
-Greedy to ask but is it fair if shadow can slowly self repair when deployed OwO?

Colossus: Still, its HP isn't present enough,,, Based on tests, it can destroy a catastrophe at the same time the catastrophe fires out the last cannon ball that'll destroy the colossus. This is problematic as catastrophe can also deal anti air damage... although it isn't as strong, but catastrophe can be "garrisoned" and can fire rocket on the move... Collosus is good... It can handle almost anything... but he can't outshine any of its counter parts... it's a reality that lot of people thinks it's garbage... "Needs Work!"
-Splash damage always kill other colossus -_-*
-Hey btw, the AA gun sound effect should be continuous as colossus don't give a darn about reload XD

Ikira: She's alright... but compare to Centrian... Yeah you get the picture... "Needs Work!"

Stalker: It has less health than brute, is expensive as hell, has shorter range than any t3 defense, have a useless drain cannon that kills the target before any significant healing is done, slower than a crocodile(lol), deals moderate damage to building and NO DAMAGE TO ANYTHING ELSE! Plz tell me what is this? A disappointments? HQ please!!! Btw, "heavy" type armor really doesn't do much.
-Personal Solution: Increase overall stats: firepower, speed, durability, drain efficiency. Increase build time, slow down rate of fire.

Rahn: He's good... Everybody loves him... Why don't we buff him... Nothing too bad will happen isn't it? I mean we have a URAGAN already up in the sky wiping out "cities" in no time... I just give up....

Hazequad: Wonderful, can we make it t2? QwQ??? Plz? TBH no one really build this thing if it isn't a more "friendly" match as Epsilon war factory never rest... Epsilon just spam everything the right way you know...

Genemines: Totally useless... a single mine can't turn a conscript into brute and it does nothing to vehicles... MAD mines are useless but this is even worse...

Kinetic Berrier: Meh... good to have... not very a game changer in any aspact though...

Gene burst: Ok...summon a group of brute in the middle of the heat to trigger the unit lost sound.
-What if there's a gene controller building similar to those of the EMP station to trigger a more powerful gene burst?



A additional defense structure capable of efficiently destroying all who dears to invade the Great Yuri's masterpiece, the Mental Omega Deivce should be presence... similar to those of the plasmarizer. Caz why not? Literally...

It'll be ironic but after Rahn's nerf HQ actually lacks an anti-infantry unit beside Ikira, who have the sluggish speed in the entire game... (Scorpion cell also suffers this, as that their inaccuratcy makes things just halarious now) Another mutant could be a idea to consider for that HQ's genetic enhanced soldier are now limited to the Stalker and Rahn, be exciting to meet new member... (Remember Harpoon from 2.0?)

First of all,HQ has a war doctrine covering territorial control but definitely not absolute defense.A play style like China's will backfire when playing as HQ,or for that matter,any other subfaction.

Shadow Tanks are not even meant to be tank eliminators as you said-rather their purpose is ambushing and sneak-attacking.They are basically Nod Stealth Tanks on steroids.

The Colossus-well,in the first place,it is an absolute monster.Decent health,brutish anti-ground firepower,deadly to aircraft when deployed,decent speed-do you need anything else?Besides,don't compare it to the Catastrophe-that's a poor man's Apocalypse(Quite OP).I agree about the splash damage,though.

Excuse me?The Irkalla is a beast.It can wreck all T1 and T2 stuff and some T3 stuff on it's own steam.Though it is not suited to defensive operations,the friendly fire is too much.And it can go toe to toe with the Centurion.

Stalkers were created by HQ keeping siege operations in mind.And they are perfectly suited to that role.They are expressly anti-structure units.And the changes you mentioned will break HQ and make the Stalker ridiculously OP.With a Cloning Vat,you can double build infantry,remember.

First of all,clarify whether you want to buff or nerf Rahn.He doesn't need either-he's great as he is.

That is a definite no-no.Hazequads should not be moved to T2 under any circumstances.It is good enough at T3.That will completely break HQ.

Genomines are grossly underused,and for good reason-the only thing they excel against is infantry.But M.A.D. Mines?They are brutal,and have saved my ass quite a few times as Last Bastion.

As to Geneburst-it wouldn't be such a bad idea to have that kind of a structure for HQ.

Dammit.HQ is not Last Bastion.Epsilon already has the Antares Battery-an Inferno Tower on steroids.Now if you want an Antares Battery on steroids,that will break the entire mod.

HQ has several anti-personnel options-Initiates,Viruses,Spooks,Stingers,Gatling Tanks,Shadow Tanks,Adepts,Rahn,etc.Need I say more?

Sorry I'm new at this so I don't know how to reply... but virus really isn't that shiny anymore. It has terrible range as a sniper, and like sniper it can't one shot heavier infantry like brute. (More importantly foehn knight frame and lancer) The reaction time for the vaccine also makes enemy get close to the forces and poison cloud emission causes lot of friendly fire(though in significant).And at last, she's slow and expensive(though there is cloning vat I guess)


Oh man....now you are trashing the Virus as well?!!A sniper with toxic attack who can heal in poison clouds-how much more can you ask for?Please don't compare her to Foehn infantry,they are OP.The range might be a bit of an issue,but otherwise it's a great unit.

Alright, Icewood, here's my feedback:

Spoiler

 
Edit: Suggestion:
can we make oxidizers drive at the same speed as gatling tanks?
I know this may sound like a nerf but it would make the combination of these units work much better in unison.
Let's say you command this combo to attack the irkalla - The oxidizers will speed past the gatling tanks resulting in their deaths before the gatling tanks arrive which just isn't ideal.
This scenario is the only reason I'm suggesting this.
So sorry that I don't know the proper way to reply...

Clarification: Epsilon's ghost miner is a lengend, it makes EP's economy almost impossible to be shut down, thus Epsilon can spam things with relatively less care of running out of cash.

Tyrant, $1500, no cloning vat coupon, has less health than rhino tank. It is terrifying, in the right hand, against the right one. Haven't thought about ambushing miners though... Malvert is much better at this as he doesn't triggers any warning AT ALL. It's just tyrant as a frontline fighter can't stay in heat, you ambush the weak and go bye bye! Most commonly you set up quickfort to attract auto-attack from nearby units while tyrants pop out of nowhere to destroy your war factory or construction yard, being easily avoided by defending your important structures well. Scorpion cell is opportunist, as most if not all of their special units focus on taking advantage of the enemy's mistake. But after all, tyrant has disappointing stats dispite the apocalypse it can cause provide there's enough of them... It can be destroyed by any other monster tank in game (don't know about a empty battle tortes), it has relatively low DPS after all. Try going for a construction yard as a goal for tyrant and you'll understand why this unit is in a weird position... Heavy casualties is common.

Stalker, $750 with cloning vat, is a very late game unit considering the effort of building a cloning vat in a true heated battle. I understand that cloning vat is one of the fundamental for Epsilon Army but unfortunately it isn't presence in every battle. Stalker as a siege/support unit has a awfully bad speed, and being an infantry, saucers and mosquitos(rocketeer) are nightmares to them. Speed of 4 and relatively bad HP for what you'll relate moving that slow is rediculious and most anti-infanty units dishes out rediculious damage, and the armor just isn't tough enough. But put that aside, the drain cannon is in a awkward situation. It can damages infantry, making stalkers no sitting duck to be killed by infantry like navy seals, but it can only activate the healing effect on a living man! And here raise another problem, the healing often isn't enough to overheal the damage done by the victim if it wasn't something like conscript or archer(you got what I mean)... And at the end, maybe decrease the victim's damage as well as he/she is being drained psychologically...

Virus... don't use that thing... you see that she's slow and only has a range of 11, oh wait 8 considering she won't auto-attack those beyond the range of 8, but anyways, what buzzes me is she can't one shot a kniteframe... being a t3 having trouble against t1 is rediculious. The reaction time of the poison also takes time and unit such like knifeframe can catch up to virus often time. You may say that oh than finish them off with the sliver of health with other unit than, but poison clouds are like everywhere where virus goes and it isn't fun just wasting time microing viruses and dodging their poison clouds.... Also, she cost $1500 for 180 HP, and she don't self regenerate... making her easy target. He sniper buff is coming, don't see no nothing wrong with buffing sniper but virus is going to have a bad time -o-....

Bioreactor is... not very cost effective. Again, EP seems to don't care about money what so ever. Turbine buff is coming and it is looks fine to me but just makes the bioreactor looks bad. On the other hand, buffing the bioreactor discourage players building many of them, increase the value to protect a reactor when under siege.

Originally I thought of shadow tank being wonderful as well until I meet mirage tank. These brothers took very similar path and with the same cost, mirage has better armor and aren't automatically targeted by opponent even if they are attacking...(is this a bug? You can clearly see the tree glitching into mirage! Just shoot! :p) Also like shadow, mirage is also invisible on radar. Also... shadow struggles to make it out alive/not crippled after a combat against any anti-armor related units like squad of flak trooper or qillin tank... (PTSD from mission)

Colossus... a powerful name... with a weapon like a BB toy gun right now is just ridiculious... even the sound effect is funny XD. He deals serious damage but he doesn't shines in anti-armor nor anti-air. Battle Tortoise is too heavy for colossus to take down, tesla cruiser srews his burst with emp, catastrophe with a conscript can win with a sliver of health... (Don't mind tyrant and Abrams tank,, they were not meant to be face to face...) Anti-air wise it's just supplement Gatling tank since there's no better choice (archer too squishy). I know he's very powerful in anti-air as he can drop pteranodon in a 1v1 but really... the range of 15 with almost zero output until up to 9 is disappointing,,,


Anyways, I think it'll be nice to give the HQ a defensive structure focusing on plasma. No not foehn plasma! The little energy ball plasma from basilisk and colossus. Maybe like when burstino is glittering the plasma defense will continually fire out the newly reloaded pellet after emptying the "container". ;P
-Well we can't do gene turret that'll be OP
-Inferno weaponry? That's psicorp's
-Dissolver beam... there's too many in HQ
-Ah... if it isn't that AFI is a unit than a turret QAQ

Bonus: Why don't we get something like Repair Crane for EP to heal infentry? Using similar effect to those of stalker's. Like a psychic stimulator?

Once again,I tell you,Tyrants are not frontline assault units.They are Scorpion Cell vehicles,specifically meant for ambushes.And what is this reference to the CV along with the Tyrant?

My opinion is that you have absolutely no love for the Stalker.You seem intent on denigrating it every way you can.

God....is Epsilon dependent on infantry only?Keep some Gatling Tanks and Stingers along with the Virus,then it should be easier to engage Knightframes and Lancers.

I feel really pissed off.The Bio-Reactor and the Windtrap are worth every bit of money you put in them.

The Mirage Tank remains stealthed only at rest,not while moving.That is where it is weak against the Shadow.And the Mirage is supposed to engage armor toe-to-toe,unlike the Shadow.

Don't make me spit vitriol at you.The Colossus can take on the Battle Tortoise with some trouble,Tesla Cruisers are not that much trouble.If used properly,a Catastrophe with a Flak Trooper can be felled by a Colossus.And as AA,the Gatling Tank is a floozy in front of it.

Plasma?!You have to be kidding me.Besides,Epsilon has no need of an ultimate defense like Foehn.

Your arguments have made me think-you simply have no experience of PvP battles.It is one thing playing an AI,but PvPs-they are something else.Consider the fact that all these units come together to make an arsenal.You have made criticisms of individual weaknesses with untenable comparisons.

If this is your understanding of HQ,I shudder to think what you would with Haihead(My favourite),Wings of Coronia and Last Bastion.

Epsilon HQ has a beautiful mix of brute force and subterfuge.All you need is an inventive mind to work some wonders.
"Just die already!"-Libra




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users