Lots of sides? Repair units can make 20 units to stand up against 60.
MO3.0 Feedback // BALANCING
#501
Posted 26 January 2014 - 04:01 PM
#502
Posted 26 January 2014 - 04:15 PM
Lots of sides? Repair units can make 20 units to stand up against 60.
Depends on the units, with that many units it's not going to be easy to get the repair units to repair THAT many vehicles against that much firepower.
Also those 60 units could probably split up and just go straight for your base. Not only that but it would require a hell of a lot of microing.
#503
Posted 26 January 2014 - 07:50 PM
He mean that a single Mastermind can control over 100 units at once if it is being supported by several repair stingers.
Okay... But that's just PsiCorps, bit ridiculous anyway. Who else would benefit from massing repair units?
Massed Rejuvenators from Tech Lab? Yeah I've seen it.
A guy managed to hold and push back 2 of my attacks(and I had like 6 Nuwas + Centy/Yunru and repair drones)
#504
Posted 28 January 2014 - 10:08 AM
Made a file showing the comparions between the T3 units of the 3 sub-factions: U.S, E.A and L.C
I don't have much time today so I only listed 3 of all the sub-factions in this file and I also had some of my own suggestions and opinions in it(Mainly for the U.S faction), FYI.
https://drive.google...QW8&usp=sharing
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#505
Posted 28 January 2014 - 02:06 PM
He mean that a single Mastermind can control over 100 units at once if it is being supported by several repair stingers.
Okay... But that's just PsiCorps, bit ridiculous anyway. Who else would benefit from massing repair units?
Massed Rejuvenators from Tech Lab? Yeah I've seen it.
A guy managed to hold and push back 2 of my attacks(and I had like 6 Nuwas + Centy/Yunru and repair drones)
Rejuvenators are a different story. If you were China, why didn't you just build Sentinels o.O
#506
Posted 28 January 2014 - 03:20 PM
Repair units is less useful in spam battles; they tend to get taken out too early in the engagement.
#507
Posted 28 January 2014 - 04:30 PM
Create a new T3 support structure required to use the EMP support power.
Reduce duration to 300 like was planned.
Don't increase the cost per use because now you have to build a structure first to even use it.
Make EMP delivered by a really fast warhead that comes from above so you can't hit enemies spot-on with it. Plus, it makes more sense than *magic EMP out of nowhere*
(New support power for science lab could be something like giving reactor speedboost to units at cost of damaging them. Tesla overcharge, but for engines.)
#508
Posted 28 January 2014 - 05:07 PM
He mean that a single Mastermind can control over 100 units at once if it is being supported by several repair stingers.
Okay... But that's just PsiCorps, bit ridiculous anyway. Who else would benefit from massing repair units?
Massed Rejuvenators from Tech Lab? Yeah I've seen it.
A guy managed to hold and push back 2 of my attacks(and I had like 6 Nuwas + Centy/Yunru and repair drones)
Rejuvenators are a different story. If you were China, why didn't you just build Sentinels o.O
How do yo want me to do that.. he had a LOT of brutes + gatling tanks and Colossi.
Edited by Seth, 28 January 2014 - 05:07 PM.
#509
Posted 28 January 2014 - 05:39 PM
Repair stuff are especially useful if you are into pressuring people with repeated attacks. Not only does repair units provide an advantage in small engagements, but you get to increase the frequency of those attacks before your opponent is ready for it.
Repair units is less useful in spam battles; they tend to get taken out too early in the engagement.
Well that's what I'm saying, there's no use in spamming repair units. EDIT: Excluding rejuvenators lol.
He mean that a single Mastermind can control over 100 units at once if it is being supported by several repair stingers.
Okay... But that's just PsiCorps, bit ridiculous anyway. Who else would benefit from massing repair units?
Massed Rejuvenators from Tech Lab? Yeah I've seen it.
A guy managed to hold and push back 2 of my attacks(and I had like 6 Nuwas + Centy/Yunru and repair drones)
Rejuvenators are a different story. If you were China, why didn't you just build Sentinels o.O
How do yo want me to do that.. he had a LOT of brutes + gatling tanks and Colossi.
Aaah, HQ... You didn't say you were up against HQ! I've never vs'd HQ with China so I dunno.. Do rejuvenators heal air units also?
Edited by Protozoan, 28 January 2014 - 05:40 PM.
#510
Posted 28 January 2014 - 05:43 PM
No, Rejuvenator doesn't heal air units.
#511
Posted 28 January 2014 - 09:14 PM
No, Rejuvenator doesn't heal air units.
I guess that's probably why it doesn't repair deployed Vultures. *thinks* That's one question answered.
#512
Posted 10 February 2014 - 07:19 PM
How about Russia. Let's nerve them.
#513
Posted 10 February 2014 - 07:21 PM
Balance thoughts on EMP:
Create a new T3 support structure required to use the EMP support power.
Reduce duration to 300 like was planned.
Don't increase the cost per use because now you have to build a structure first to even use it.
Make EMP delivered by a really fast warhead that comes from above so you can't hit enemies spot-on with it. Plus, it makes more sense than *magic EMP out of nowhere*
(New support power for science lab could be something like giving reactor speedboost to units at cost of damaging them. Tesla overcharge, but for engines.)
I agree. Maybe China needs a paradrop support power, because in the campaign China has a lot of paradrops. It seems fitting
#515
Posted 10 February 2014 - 09:31 PM
Everyone trows shitloads of paradrops on you during the campaing.
#516
Posted 11 February 2014 - 09:50 AM
Everyone trows shitloads of paradrops on you during the campaing.
Indeed especially the Chinese and Allies.
#517
Posted 11 February 2014 - 03:58 PM
NO NO NO NO, they don't focus on mobility, and won't.
Actually I mean removing the EMP effect of the Cruisers and Volkov. It is not easy to counter.
#518
Posted 11 February 2014 - 05:57 PM
I played vs a somewhat skilled player as he only used Russia. And I was LC.
You know that Morales needs 2 shots on Volkov to kill him? Also do you know you know you can get Desolators in Catastrophes(He tried to break the siege on his base, EPM-ed 2 of my tanks but I still won).
Also the EMP from Cruisers aren't that bad as the EMP from Yunru/Dragonflies or the EMP support power, is just a short-circuit.
If you don't let him spam Wolfies(insert how n00bish that is here) and make him go on ground you can easily win, also use the Borillo+ Pyro and Ivans from time to time to blow up his WF(if you can)
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#519
Posted 12 February 2014 - 07:22 AM
Two shots? Okay that is useful. I will keep that in mind. I know of the Desolators. You have a point there about the cruisers, but in my experiences the enemy used so much Cruisers that the Emp became annoying. Ah Borillos with Ivans and Pyros. Love that strategy.I played vs a somewhat skilled player as he only used Russia. And I was LC.
You know that Morales needs 2 shots on Volkov to kill him? Also do you know you know you can get Desolators in Catastrophes(He tried to break the siege on his base, EPM-ed 2 of my tanks but I still won).
Also the EMP from Cruisers aren't that bad as the EMP from Yunru/Dragonflies or the EMP support power, is just a short-circuit.
If you don't let him spam Wolfies(insert how n00bish that is here) and make him go on ground you can easily win, also use the Borillo+ Pyro and Ivans from time to time to blow up his WF(if you can)
Edited by Tyhednus, 12 February 2014 - 07:25 AM.
#520
Posted 12 February 2014 - 08:34 PM
You have to tech up fast, do not let him spam Cruisers or wolfies(he can only chose to spam one type) so it will be pretty much Cruiser spam + some wolfies support or Wolfies spam + some Cruisers(due to $$$, yeah I don't play with 50k here, only 10k).
Smokes don't damage anything but they give a considerable nerf to units in a large area to make them easier to kill.
Make good use of Morales MiG strike as he can take out some important things in just one shot. Make use of the Repair drones as they are very useful(or Rejuvenators if there are any Labs)
Zubr + Bomb buggy makes a good deal too, scout the waters and see if he builds navy, if he does just go trough the other side(easier to do vs allies because you can see the Destroyers).
Something really annoying is the Bunker + Paradrop combo(on miners or outside WF), just order paradrops and when the plane is dropping them spawn the bunker.
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