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MO3.0 Feedback // BALANCING


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#221 Black/Brunez

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Posted 19 December 2013 - 08:16 PM

Blizzards have AA as a... feature, but if you want to take down aircraft, I don't recommend them. Use BFs with GGIs, Tsurugies with GGIs and Skyrays for base defence.

And IMO, between the Allied factions, only USA has light armor. Euro units are decently resistent and PF has one of the best armors around.

#222 Speeder

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Posted 19 December 2013 - 08:21 PM

Pretty sure they don't outrange Archers.

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#223 mevitar

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Posted 19 December 2013 - 08:53 PM

While Battle Fortresses filled with Guardian GIs can easily fire on the move, i don't recommend relying on them too much, because having few powerful AA units is a bad idea against swarm of Wolfhounds, as they can easily destroy any vehicle with one volley of missiles. Better have a lot of weaker AA units than few powerful ones, and/or use a lot of AA infantry (despite Wolfhounds being anti infantry).

What Wolfhounds really don't like is Skyray Cannons hidden under Gap Generators. :p

Edited by mevitar, 19 December 2013 - 08:54 PM.

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#224 Dutchygamer

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Posted 19 December 2013 - 09:14 PM

I noticed Skyray Cannons are indeed very effective AA structures. Should have invested in an MCV for a forward base instead of all those Blizzards. As for using light AA: GGIs get shredded, and Tsuguris also die rather quickly. The latter do outrange Wolfhounds though.


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#225 Toveena

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Posted 20 December 2013 - 03:01 AM

I noticed Skyray Cannons are indeed very effective AA structures. Should have invested in an MCV for a forward base instead of all those Blizzards. As for using light AA: GGIs get shredded, and Tsuguris also die rather quickly. The latter do outrange Wolfhounds though.

Indeed, T1 and T2 AA unit's just can't handle wolfhounds.

    Skyray? sounds nice but while your forces are out there in the field chasing down by wolfhounds, deploying Skyray at base isn't gonna offer much help.

    Turtling in base? Then Map control = lost, No map control = lose game, sooner or later.



#226 fff

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Posted 20 December 2013 - 07:04 AM

I agree, Pacific front struggle considerably at the battlefield when fighting mass aircracft outside of skyrays cannon defence range, you have those few strong AA (battlefortress) but yet ineffective when large groups of wolfhounds direct focus fire kills them expensive T3 units one and one fast. Tsurugi powersuits gets destroyed fast aswell. By end of it you will slowly lose the battle.
 

 

Feel like PF could use some better T2 AA units, and since PF is more advanced in jumpjet suit technology(Norio), so here it goes:

    PF can have its rockeeter replaced with a new unique jumpjet infantry, just like Deso to Erad.

    Either this jumpjet infantry has the excat weapon and firepower as the Rockees do but with more speed , range, and HP,

    Or they can have lesser rocket pods compared to norio's and completely give up their anti ground-infantry capability, increasing AA capability,

    Or they use lesser cryo-gun Against all, but that's a little bit op.

 

(We do noticed that all Allied factions do not feature any unique infantry:D)

Toveena suggested this. Could there be unique rockeeter unit for PF utilizing those advanced flight suits, with focus strong AA, maybe area of effect damage to damage groups of air units? This could fill this weakness?
Why after the success of Garuda power suit of Norio, the Pacific front leadership wouldn't produce them for the other troops? only one man against the mass army of the soviet union, or yuris army? makes no sense.
It could be the lesser Norio, slightly stronger rockeeter all around, slighty more expensive but with strong AA attack.
Like for example the improved Epsilon elites of the psicorp --> Epsilon adepts.


Edited by fff, 20 December 2013 - 09:41 AM.


#227 delulytric

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Posted 20 December 2013 - 09:24 AM

Yes, in my mind PF should have an advanced rocketeer specifically for anti-air and anti-infantry purpose since PF anti-air arsenal is very situational. The advanced rocketeer could use a portable version of the skyray cannon system just like how prism technology is incorporated into siege cadres. This portable skyray could deliver formidable damage to anti-air whereas it is effective against infantry since the portable skyray is lighter than usual but still takes a toll on the infantry unit.

 

In short, make another advanced version of rocketeer and upgrade its 20mm weapon into some cryogenic weapon that is effective in anti-air and anti-infantry, but the flying speed decreases whereas retaining the same health, defenses. It could serve as either a T2/T3 infantry, but putting it in T2 might be a little imbalanced...



#228 Dutchygamer

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Posted 20 December 2013 - 07:22 PM

 

I noticed Skyray Cannons are indeed very effective AA structures. Should have invested in an MCV for a forward base instead of all those Blizzards. As for using light AA: GGIs get shredded, and Tsuguris also die rather quickly. The latter do outrange Wolfhounds though.

Indeed, T1 and T2 AA unit's just can't handle wolfhounds.

    Skyray? sounds nice but while your forces are out there in the field chasing down by wolfhounds, deploying Skyray at base isn't gonna offer much help.

    Turtling in base? Then Map control = lost, No map control = lose game, sooner or later.

 

I / we (was 2vs2) had some nice Map control, until those damned Wolfhounds showed up and began wrecking everything. I saw them coming, as I played against that guy again, but I just lacked something to counter them. As other people said: PF seems to lack some AA unit that doesn't get shredded by air units.


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#229 Admiral_Pit

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Posted 21 December 2013 - 12:36 AM

Here's a map problem (dont know where else to put it in the meantime) that I was talking about earlier.  I believe it's a 2-6 snow map called "Vodka on the Rocks" or something like that.  If I got the spelling of the map wrong, I can still describe the problem.

 

Between starting points 3 and 6 (or whichever are the 2 closest to the top right) has a bridge that has no repair huts as shown below, while the rest of the bridges of the map do have huts.  Thanks to Linglin for pointing it out, and Akula for taking the snapshots.

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#230 lovalmidas

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Posted 21 December 2013 - 08:32 AM

I was going to post a screenshot of it myself. :p

And yes, you can destroy the bridge by firing on it. You can't repair it though.

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#231 mevitar

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Posted 26 December 2013 - 11:58 AM

I think CellSpread from Future Tank's weapons has to go. As it is now, FTs can deal with anything on the ground. They are supposed to be weak against infantry and buildings, but because of area damage, they are not. They will destroy almost anything before it manages to get close enough to even shoot at them, especially on maps with chokepoints, and they outrange the only base defenses that would actually be able to kill them quickly (Prisms, Teslas, Railguns). Because of that, you can't even amass T1 anti-armor infantry against them, and due to their immunities there's hardly anything that can be done about them that doesn't involve losing half of your attack force before it gets near.

And it's not a secret that Future Tank spam means gg for the enemy.

Edited by mevitar, 26 December 2013 - 12:14 PM.

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#232 Graion Dilach

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Posted 26 December 2013 - 12:45 PM

Wait, waaait.... when Future Tank got that animation change on the warhead, it got CellSpread?! Oh god.


Edited by Graion Dilach, 26 December 2013 - 12:47 PM.

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#233 Petya

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Posted 26 December 2013 - 01:16 PM

I thought Future Tanks got nerfed against structures. :O



#234 mevitar

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Posted 26 December 2013 - 01:39 PM

It's like with Thors - enough of them will quickly kill anything that is not a 1x1 structure. :p
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#235 Petya

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Posted 26 December 2013 - 01:47 PM

They could destroy a single Battle Bunker with 2-3 shots, but it was long ago.



#236 Divine

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Posted 26 December 2013 - 06:13 PM

Zephyr Beacon is pure BS- I have over 150 Zephyrs and I could not destroy a damn construction yard. I keep building more, I assume I will need about 250 to finaly level it.


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#237 delulytric

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Posted 26 December 2013 - 06:33 PM

Zephyr are mainly for anti-tank purpose. And if there are more Zephyrs targeting the beacon, the faster the beacon health depletes. Basically the amount of time the beacon has and the number of zephyrs targeting the beacon is inversely related. I guess the Construction Yard gets the burst damage part from Zephyr's projectile instead of the projectile damage itself.



#238 mevitar

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Posted 26 December 2013 - 06:36 PM

Zephyrs. Are not. Anti structure.
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#239 Divine

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Posted 26 December 2013 - 06:47 PM

Zephyrs. Are not. Anti structure.

Over. 150. Fucking. Zephyrs.

 

And why on Earth do they have a beacon, which could hardly be used against moving targets, if you must fill half of the map with them to destroy any structures? I guess they are only useful against masses of standing tanks - provided there is a hole in the center of the group where you can place the beacon.

Also, most, if not all Zephyrs could make two shots to the beacon before it disappears.


Edited by Divine, 26 December 2013 - 06:52 PM.

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#240 Graion Dilach

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Posted 26 December 2013 - 06:51 PM

Play online. You'll see a lot of use-cases of Beacon then.


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