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Patch 3.3.4 Proposed Changelog


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#61 JackoDerp

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Posted 25 June 2018 - 09:12 PM

The most ironic part of all this "not balanced naval yard" retardation is the Epsi and Foehn navies are better than the Allied and soviet navies by some distance
:hyperthonk:

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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#62 Opus Custom Tank

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Posted 26 June 2018 - 12:02 AM

I DONT UNDERSTAND WHAT ARE YOU SAYING? OK?


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#63 Handepsilon

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Posted 26 June 2018 - 01:37 AM

Here's a simplified version then.

Epsilon and Foehn have stronger ships than Allied and Soviet. They don't have Support Power on their Naval Yard because they don't need it.

Allied & Soviet : Average ships + Support Power
Epsilon & Foehn : Strong ships, no Support Power

Clear?

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#64 VXAR007

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Posted 26 June 2018 - 09:57 AM

yes u right

 

but i need the epsilon & foehn amphibius faster & stronger


Edited by VXAR007, 26 June 2018 - 09:58 AM.


#65 JackoDerp

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Posted 26 June 2018 - 10:59 AM

I'm moving off this topic and requesting that everyone ignore this guy.

Anyway, what does everyone think about giving Radiation Nerfs?

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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#66 Handepsilon

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Posted 26 June 2018 - 11:06 AM

Depends. Which one are you referring to? Irradiation (China Support Power), Desolator/Eradicator weapon, Eradicator constant AoE damage, irradiation tiles (though I find this unlikely. They're shruggable in general)?


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#67 JackoDerp

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Posted 26 June 2018 - 12:06 PM

I'm going to say OpenTopped Radiation

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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#68 Handepsilon

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Posted 26 June 2018 - 02:05 PM

Oh, that. I guess the only possible nerf for that is removing their ability to shoot from transport atm.

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#69 PACER

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Posted 26 June 2018 - 02:20 PM

Oh, that. I guess the only possible nerf for that is removing their ability to shoot from transport atm.

 

Another option is to give them garrison weapons, with shorter range for instance


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#70 Handepsilon

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Posted 26 June 2018 - 02:22 PM

Garrison Weapon does not get used for OpenTopped. The GI and GGI uses their deploy weapons for that

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#71 Kirov_Fury

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Posted 26 June 2018 - 11:03 PM

Is Hindblade going to be a real thing ?

#72 StolenTech

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Posted 27 June 2018 - 06:59 AM

Is Hindblade going to be a real thing ?

it is a real thing, it's just not used yet



#73 Handepsilon

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Posted 27 June 2018 - 07:01 AM

So I discussed this a bit with a few people in Discord. It's mostly about PsiCorps' Magnetic weapons. I feel that, especially in light of Godsbane stun removal, the PsiCorps will be Last Bastion's hard counter. The Magnetic weapon is also very annoying in general. Not only it stops vehicle dead on track, it also acts as pseudo EMP to infantries since they'll be locked on running animation when moving and then getting hit by Magnetron, or the other way around.

So here are the conclusion for magnets :

1. Give immunity of Magnet weapons to Gharial

Because... why not? Gharial was said to be immune to battlefield hazards, yet somehow unable to counter Epsilon's infamous battlefield hazards, the magnets and after the nerf... the mind control. Given that most LB stuff are slow already and now unable to do much against PsiCorps magnet (HH has Diverbee and Coronia's weapons are aerial anyways), I think they should have at least have a chance with Gharial, especially if the immunity to mind control isn't coming back.

 

2. Give Magnetic Beam support power a price tag

The support power does SO MUCH damage for a free ability. It's almost like China EMP, but no additional building needed, controllable, and affects far more things. It's every Foehn player's nightmare and a very large annoyance to any armored battalion in general. I'd probably say $1000 or so.

 

On additional notes :

3. Give Shadow Ring support power a price tag

Probably on a lesser margin than Magnetic Beam, but this is a very useful support power available so early in the game that can do a lot of damage. I think GuardianGI can explain this better than me.

 

4. Either give Sweeper Golden Rocket an AoE (they don't have one at all) or tone down their explosion animation in general.

It is very misdirecting for the Golden rockets to have such a large explosion yet only affects LESS THAN a whole cell (1/3 of it actually). This applies to Giantsbane too, but at least they have range... Sweeper's case was their rather short-range... and with such large explosion, it's rather jarring to see it only able to kill one single infantry (or tank) in one salvo.

Some people also complain about their expensive drop price (1/4+ more expensive than training actual Sweeper), and their argument is that things like Tank Drop costs lesser than training the tank itself. Also.... Libra Clones cost even less to drop, recharges faster and probably can do much more...

 

There would probably be more, but that's the list I can get for now.


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#74 JackoDerp

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Posted 27 June 2018 - 01:38 PM

Oh, that. I guess the only possible nerf for that is removing their ability to shoot from transport atm.


This sounds like a reasonable idea.
OpenTopped desolators/eradicators are probably the real reason Catastrophes and Especially Centurion are so ridiculously powerful.

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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#75 BotRot

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Posted 27 June 2018 - 03:15 PM

 

3. Give Shadow Ring support power a price tag

Probably on a lesser margin than Magnetic Beam, but this is a very useful support power available so early in the game that can do a lot of damage. I think GuardianGI can explain this better than me.

 

I'd disagree with this change if it influences the Epsilon campaign. Some micro-oriented Epsilon missions would have to be adjusted, and even if it was, the use of Shadow Ring would have an additional limit besides the cooldown. Then again, it spices up this type of Epsilon missions even more.


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#76 Handepsilon

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Posted 27 June 2018 - 04:33 PM

Campaign can edit power costs, so that's a solvable problem

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#77 TeslaCruiser

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Posted 28 June 2018 - 01:09 AM

please remove AI ability to train spies early, thx



#78 GameMaster0000

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Posted 28 June 2018 - 08:14 AM

please remove AI ability to train spies early, thx

Impossible, due technical system, ARES also can't fix this



#79 winterspring

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Posted 28 June 2018 - 11:45 AM

On additional notes :

3. Give Shadow Ring support power a price tag

Probably on a lesser margin than Magnetic Beam, but this is a very useful support power available so early in the game that can do a lot of damage. I think GuardianGI can explain this better than me.

 

I think it's free because invisibility can be easily countered by having a few units at you base who can see invisible units. You can have a tesla trooper or a clairvoyant or a dune rider or a navy seal at the choke points of your base and detect all invisible units easily. add dogs and spooks to the mix and no invisible infiltrators will get past your defenses.



#80 Handepsilon

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Posted 28 June 2018 - 12:32 PM

Not all maps have chokepoints tho. In most cases, the map selected is too open for detectors to actually cover everything. That's also only base infiltration issue. Shadow Ring can be and is also used in fights. Also... apparently you can still Shadow Ring MADMAN. How does one actually counter that before it deploys?

Arguably you can use SODAR if you're Foehn, but the price, fragility, and its' overspecialization usually turns people off.

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