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Patch 3.3.4 Proposed Changelog


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#221 FELITH

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Posted 27 July 2018 - 08:08 PM

I'm against buffing Siegfried.
I remember one match, on Amazonas Delta, I was randomly selected as Last Bastion with Euro Alliance as my opponent.
I figured the only way to properly counter Siegfried as Last Bastion would be by stunning Siegfried with giantsbanes.

Uragan?
 

Maybe instead of a Gap Generator, it could be an upgradable Generator Tower that you first have to build, then upgrade it with an attachment that grants different effects, the Gap Attachment would give your regular gap tower, a Chrono Attachment would provide a chrono field to use the chronolift (maybe provide instant warp for warper units, no cooldown, if possible). And then maybe a third attachment with a third kind of effect, similar to the Iron Guard, just works with defense structures. (I'm totally not considering balance, btw.)
 
Or just give the chronolift field to the gap generator. :V


I don't like that it's complete useless without the upgrade. :\



#222 Nox667

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Posted 27 July 2018 - 08:33 PM

>using uragan against infantry

Just saying, but infantry barely gets scratched by him. Better go with buzzards, but then again there's thors.

Huntress jackals can kill him fairly quickly, but need to get close which is quite a task with how fragile jackals are.
I wouldnt say euro alliance is OP. while siegfried sure does feel like it, and some of their units do their job very well, their units are pretty specialized, so you need a good composition.

Even then, i've seen em lose plenty enough even with a powerfuly composed army of thors, mirages, prisms, sieg, some medics and repair ifvs and the occasional charon.
Also, their units (except for the jets and prisms) arent the fastest and their main anti amor measures need to stay still to shoot, hit n run is pretty effective with decently ranged units. Best to keep em on the move, try to outmaneuver their blob.
Tbf, thats easier said than done.


Edited by Nox667, 27 July 2018 - 08:39 PM.

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#223 JackoDerp

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Posted 27 July 2018 - 08:50 PM

With the current changes to Euro's Anti-Armour incoming I do honestly believe Siegfried needs reduced damage.

But considering the comparative power of a lot of other heroes? Not gonna happen.

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.

 

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#224 Handepsilon

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Posted 28 July 2018 - 01:05 AM

Well if we're going with the upgradeable tower for Allied, make it NOT cost power before upgrade

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#225 Tathmesh

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Posted 29 July 2018 - 05:57 PM

 

I'm against buffing Siegfried.
I remember one match, on Amazonas Delta, I was randomly selected as Last Bastion with Euro Alliance as my opponent.
I figured the only way to properly counter Siegfried as Last Bastion would be by stunning Siegfried with giantsbanes.

Uragan?
 

Maybe instead of a Gap Generator, it could be an upgradable Generator Tower that you first have to build, then upgrade it with an attachment that grants different effects, the Gap Attachment would give your regular gap tower, a Chrono Attachment would provide a chrono field to use the chronolift (maybe provide instant warp for warper units, no cooldown, if possible). And then maybe a third attachment with a third kind of effect, similar to the Iron Guard, just works with defense structures. (I'm totally not considering balance, btw.)
 
Or just give the chronolift field to the gap generator. :V


I don't like that it's complete useless without the upgrade. :\

 

 

You could make it so that the empty tower (which I will call the Generator Tower) costs almost nothing, like $500 and have a short build-time. But each attachment could be made more expensive and have extended build-time.

 

The Gap Attachment could be $1000 to match with the price of the original gap generator. 

 

The Chrono-lift Attachment could be $1500 to match with a Warpshop's price.

 

And, if a third attachment were a thing, then let say EU has a Force Shield Attachment, it could be $2000 (because a Force Shield Tower would be the equivalent of a Signal Jammer).

 

 

Ideally, the Gap Generator would be the same as it is now, except there are two things you need to build for the same amount of cash and time. 

 

The Chrono Generator would be the equivalent of a Warpshop, except its somewhat harder to abuse because if the Generator Tower and the Chrono Attachment were both in the defenses tab, you can't build them both at the same time.

 

The third attachment could serve as a bonus.



#226 Thesilver

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Posted 31 July 2018 - 11:33 AM

I see a change to hunter seeker drones in that they now spawn from the war factories instead of the robot ops. Does that mean that you now build multiple WF's for more drones instead of additional robot ops? It would be quite nice, building 5 of these tech structures did seem silly at times.



#227 StolenTech

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Posted 31 July 2018 - 11:30 PM

I see a change to hunter seeker drones in that they now spawn from the war factories instead of the robot ops. Does that mean that you now build multiple WF's for more drones instead of additional robot ops? It would be quite nice, building 5 of these tech structures did seem silly at times.

yes but it'll still be limited to 5.



#228 Divine

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Posted 01 August 2018 - 11:07 AM

Meh I like it more when Robot Ops is the launch site of the drones. Everybody builds more WF's anyway, but having to build multiple Robot Ops means a sacrifice / strategic decision. I think this is a massive, and undeserved indirect buff to the Hunter-Seeker.


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#229 Drezalnor

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Posted 01 August 2018 - 12:57 PM

Meh I like it more when Robot Ops is the launch site of the drones. Everybody builds more WF's anyway, but having to build multiple Robot Ops means a sacrifice / strategic decision. I think this is a massive, and undeserved indirect buff to the Hunter-Seeker.


The Hunter-Seeker doesn't need that big a buff.Period.
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#230 Destroyencio

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Posted 01 August 2018 - 08:42 PM

The Hunter-Seeker is not even effective at all. Just kills a random infantry sometimes and damages buildings slightly. Not worth to spend 6000$ on another 4 ROCCs and 800$ for every use.



#231 NorthFireZ

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Posted 02 August 2018 - 01:51 AM

Hunter seeker has pretty much 0 impact in the game atm. If we get to pick the target it selects or at least the area it picks targets in then sure it’s worth building the other robo centers.

At the moment, it’s a stupid gimmick ability no one uses and only remembers to click on it once in a while because they have too much money or something.

I would even argue Zyuphr bot is better but even that ability is gimmicky as hell

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#232 BlackAbsence

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Posted 02 August 2018 - 04:53 AM

"+ buff: Hunter-Seekers now have a small laser they'll use against infantry and units before detonation"

What a strange addition. They really want to buff these... which is understandable because now you have to build war factories (that cost more) in order to launch them, but, then again, having multiple war factories is a benefit, regardless.

 

Meh I like it more when Robot Ops is the launch site of the drones. Everybody builds more WF's anyway, but having to build multiple Robot Ops means a sacrifice / strategic decision.

I liked them for that reason too, but, I guess, it does make more sense for hunter-seekers to come from a production structure, and hunter-seekers do seem to need a buff.

At least, hunter-seekers will still require the robot-control-centre present so the robot-control-centre still gets some spotlight.

 

If we get to pick the target it selects or at least the area it picks targets in then sure it’s worth building the other robo centers.

5 hunter-seekers directed to strike 1 target might be OP/overkill. I like your other attack-general-area idea much better, if not too confined and possible.


Edited by BlackAbsence, 02 August 2018 - 05:07 AM.

Infinitive absence.


#233 Divine

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Posted 02 August 2018 - 11:31 AM

Interesting, I never'd have thought that people find the HS underpowered. Maybe building 5 robot ops looks bad at the moment, but I still maintain that having them deploy from the WF is a solution that lacks finesse and actually takes away a strategic element from the game.
 
Maybe what the HS needs is a rebalancing. Make it much more powerful, but also very vulnerable to AA. It would have more firepower that way, would cease to be a "support" power that does direct damage that can't be avoided (I hate those), and it would actually make the PF player think if they want to invest in normal infrastructure or more Robot Ops for long-term harrasment.
 
>but if the HS can be shot down by AA, it will be useless!
 
No, it would be an actual support power that you use to support your units. You could use HS drones to be cannon fodder for actual airstrikes, or use your ground forces to occupy your enemy while the drones close in. Although the drones targeting is random, if the enemy has most of its units in a single blob -as it is the case in almost all MP matches- the targeting actually becomes quite predictable.


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#234 BotRot

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Posted 02 August 2018 - 02:04 PM

I believe the Black Widow fulfills a similar role when it comes to cannon fodder for anti-air. Then again, another support power that could benefit PF airforce would be fitting their air superiority with Black Eagles and Norio/Rocketeers.

 

 

 

I do wonder if the Pacific Front-exclusive support powers need an overhaul. They seem to be underused and situational compared to the other subfaction-exclusive support power in multiplayer. I guess the reasons are:

 

  • The price tag and time consumption for the full potential for each PF support power is heavy (mass producing Zephyrs for Zephyrobot, and building War Factories for HS).
  • Unreliability (random targeting for HS, Zephyrs can't hit moving targets with Zephyrobot)
  • They aren't the usual "point and click then something happens" support power. They are dependent on other factors (amount of Zephyrs/WarFactories), so players cannot use it directly on the battlefield if these other factors aren't met.

EDIT: Some suggestions to improve PF-exclusive support powers:

 

  • Zephyrobot should instead apply a debuff to surrounding enemy units in a radius that allows Zephyrs to target them from a global range. Resolves the Zephyrobot's inaccuracy issue somewhat, and it could allow the Zephyrobot to take down landed aircraft in airfields, something that is quite difficult to achieve right now. Also permits the Zephyrobot to potentially be a true area denial tool (though more in mind games), but only if the PF player has taken the resources to build enough Zephyrs.
  • Hunter-Seekers should prioritize the the units that are within the Zephyrobot's radius. Other Allied subfaction-exclusive support powers are able to synergize with each other (e.g. Target Painter and Mercury Strike for USA, Lightning Rod and Force Shield for EA), and Pacific Front ones currently rarely do so, due to their unreliability.

Overall, the potential synergy of PF support powers could be theoretically one of the best AOE anti-armor in the game, at a tradeoff that is the tremendous cost and time needed.

If the suggestions above are not a welcoming one, my final say is that the synergy between Hunter-Seeker and Zephyrobot at the current state must be improved. 


Edited by BotRot, 03 August 2018 - 04:08 AM.

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#235 Drezalnor

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Posted 04 August 2018 - 02:39 AM

Maybe instead of a Gap Generator, it could be an upgradable Generator Tower that you first have to build, then upgrade it with an attachment that grants different effects, the Gap Attachment would give your regular gap tower, a Chrono Attachment would provide a chrono field to use the chronolift (maybe provide instant warp for warper units, no cooldown, if possible). And then maybe a third attachment with a third kind of effect, similar to the Iron Guard, just works with defense structures. (I'm totally not considering balance, btw.)

Or just give the chronolift field to the gap generator. :V


This is a really cool idea.

Maybe the third attachment could be some kind of faction specific effect

Like for EU, maybe the generator can create a small Force Shield aura, so like Iron Guard for buildings but not units.

PF's generator acts as a long-range sensor that automatically triggers a free swarm of hunter-seeker drones to attack the enemy.

I'm not sure about the US.
Hmmm....what about this-a targeting system which can pinpoint weaknesses in incoming hostiles and thus make them extra receptive to damage?

Edited by Drezalnor, 04 August 2018 - 02:44 AM.

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#236 NorthFireZ

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Posted 04 August 2018 - 02:45 AM

Zypher beacon would actually be a perfect indicator for HS area.

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#237 Drezalnor

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Posted 04 August 2018 - 02:59 AM

Zypher beacon would actually be a perfect indicator for HS area.

Zephyrrobot Beacon for a Hunter-Seeker attack?I don't know about that-it might not work out.

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#238 PACER

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Posted 04 August 2018 - 05:01 AM

Yeah, let the Hunterseeker support power deploy another beacon which triggers an attack from all War Factories (much like Boidmachine's). The drones fly near the beacon, then do a Diverbee-like but highly inaccurate kamikaze.


Edited by PACER, 04 August 2018 - 05:02 AM.

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


#239 Drezalnor

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Posted 04 August 2018 - 05:58 AM

Yeah, let the Hunterseeker support power deploy another beacon which triggers an attack from all War Factories (much like Boidmachine's). The drones fly near the beacon, then do a Diverbee-like but highly inaccurate kamikaze.


That will do,though it does sound a bit like a frenzied Mutalisk attack.
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#240 JackoDerp

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Posted 05 August 2018 - 01:32 PM

- nerf: Chinese Atomheart requires 300 power units instead of 50, just like the other Soviet labs

MZ040nO.gif
gif.gif

Edited by JackoDerp, 05 August 2018 - 01:33 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





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