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#361 UprisingJC

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Posted 12 January 2014 - 04:00 AM

I must I admit that I didn't take infantry war mode into account when posting things at #329. I only consider traditional mode...

If having a sniper back and making it unique to the U.S is not a go-to, would it be possible to have some other replacements?

Such as an enhancement for warhawks? They own a high rate of fire but they still don't deal with heavily-armor vehicles and even infantries(brutes) well.

U.S deals with infantries very inefficiently compared with P.F and E.U in my opinion.

 

As I have stated in #329, most of the unique units of the U.S are mostly one-to-one or for one purpose only.

Basswaves don't deal with infantries as efficiently as Prism tanks and hailstorms do because they can't attack multiple targets in one shot.

Prism tanks are very self-explanatory so I'm not describing them here and E.U also has Siegfried.

Hailstorms cost a bit higher(1700) than basswaves do and their bomb aircraft can be shot down by anti-air weapons, but they cover longer range(20) than basswaves do(14), and can attack multiple infantries in one shot. 

Both Prism tanks and Hailstorms can be used for siege and anti-infantry purposes. As for basswaves, I feel they're mostly for the siege purpose only.

 

As for in mid-to-close range, E.U has Thors and P.F has Blizzards.

Abrams tanks' laser also take a few shots to take out infantries and it covers shorter range than Thors and Blizzards do and also it's an one-to-one attack. 

Compared with how most of the other T3 units work in other subfactions, Abrams are relatively weak and costly(1450).

I feel it's more of a T2 tank than a T3 tank.

 

Mercury Strike can't even kill brutes affected by target painter. I tried it yesterday when having an one-on-one match with Petya.

 

 

 

 

BTW, can't charon tanks attack Centurion? I tried to do this but my charon tank didn't do anything at all.

 

Still, I'm saying this again. Those are just my own opinions. They're not absolutely right. I'm just posting how I currently feel about the U.S :p


Edited by UprisingJC, 12 January 2014 - 04:13 AM.


#362 Asylum

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Posted 12 January 2014 - 05:03 AM

I think the Borillo just needs its speed nerfed somewhat, for two reasons.

 

1) realism: If it's that heavily armoured, AND can contain six passengers, how can it be much faster than a Rhino tank?  It also makes it more like the other amphibious transports, which are quite slow by comparison.  

 

2) balance: it would probably mitigate the problem of the infamous Borillo rush, since it would take longer for them to reach the opponent's base (on medium-large maps).  Also, Soviet players would possibly have to be a little more sneaky than just racing past defences before they can fire a second or third shot.  

 

Otherwise, the unit seems okay to me.  



#363 X1Destroy

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Posted 12 January 2014 - 06:40 AM

Compared to 2.0, Abrams have been nerfed alots. Back then it kills stuffs faster, is tougher and only cost $1500.

For a Tier3 unit, it should either be cheaper, or stronger. I think cheaper would be the best.


Edited by X1Destroy, 12 January 2014 - 06:41 AM.

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#364 Petya

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Posted 12 January 2014 - 09:50 AM

BTW, can't charon tanks attack Centurion? I tried to do this but my charon tank didn't do anything at all.

Charon Tanks can't attack Centurion, because of balance. Charon's chrono attack make the Centurion disappear in the blink of the eye, so it is almost impossible to save it when attacked by Charon. Also currently they can't make the Charon to make the Centurion disappear slower or with more shots due to that Ares doesn't support this feature. If it will be possible, then Charon will be able to attack Centurion again.



#365 Black/Brunez

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Posted 12 January 2014 - 01:02 PM

 

BTW, can't charon tanks attack Centurion? I tried to do this but my charon tank didn't do anything at all.

Charon Tanks can't attack Centurion, because of balance. Charon's chrono attack make the Centurion disappear in the blink of the eye, so it is almost impossible to save it when attacked by Charon. Also currently they can't make the Charon to make the Centurion disappear slower or with more shots due to that Ares doesn't support this feature. If it will be possible, then Charon will be able to attack Centurion again.

 

 

Well, Legionnaries are still able to attack the Centurion.

 

So, it´s possible, for exemple, phease the Centurion with legionnaries, attack Nuwas by microing charons and letting the Mirages to kill the rest... Only hope that the EMP blast don´t fuck up your plans, lol.



#366 UprisingJC

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Posted 12 January 2014 - 02:01 PM

 

 

BTW, can't charon tanks attack Centurion? I tried to do this but my charon tank didn't do anything at all.

Charon Tanks can't attack Centurion, because of balance. Charon's chrono attack make the Centurion disappear in the blink of the eye, so it is almost impossible to save it when attacked by Charon. Also currently they can't make the Charon to make the Centurion disappear slower or with more shots due to that Ares doesn't support this feature. If it will be possible, then Charon will be able to attack Centurion again.

 

 

Well, Legionnaries are still able to attack the Centurion.

 

So, it´s possible, for exemple, phease the Centurion with legionnaries, attack Nuwas by microing charons and letting the Mirages to kill the rest... Only hope that the EMP blast don´t fuck up your plans, lol.

 

Yep. In the last 2v2 match where I got allied with Petya against Lovalmidas and demented yesterday, I found out that Charaon tanks couldn't deal with Centurion so I made one legionnarie to stop it from being annoying and let my other troops deal witht other vehicles or infantries..



#367 Protozoan

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Posted 12 January 2014 - 11:48 PM

Alright, so I've been playing Pacific Front for a good while, 2-3 weeks now I think? My synopsis of them is that they're a little bit under-powered, I disagree with the pricing of some units and others are just... Not very useful at all, and more of a detriment than a benefit.

 

So I guess I will start with the Kappa tank, I'm fairly sure everyone knows that the Kappa just plain sucks, it's useless when there are Zephyrs, with Zephyrs costing only $950, the same as Qilin, and the Kappa costing $800, it's slow, it's weak, it doesn't have very good firepower, I see no point in using it unless to defend against Borillo rushers, which even then, pretty useless (But it doesn't matter since Borillos will be getting nerfed), I think they'd be better as some kind of tick tank, having the ability to deploy to have longer range and a little bit better health, I often find myself needing to dig into a position while playing as Pacific Front since a lot of their units, excluding the Battle Fortress has very weak health, and since they're artillery-centric, they need to be able to actually bombard the opponent safely, and at least then I think the Kappa might actually have some form of use, but the Amphibious thing, I think, makes them a bit overpowered on maps concerning naval warfare, you've got a War Factory producing tanks which are seemingly equal in firepower to the Piranha, and then your naval yard which is producing Destroyers, costing only $200 more than a single Kappa, if you can rush the opponent's naval force at that point then there is a very likely chance you'll control the sea, leaving only Aircraft Carriers left to build.

 

The Tsurugi, for a unit which is a slow IFV, it seems a little costly, it's AA isn't very useful and neither is it's AT, most people use IFV's as transportation for an engineer to capture Oil Derricks, or to back up other superior AA, and usually to be effective it needs to be garrisoned with another unit like a GI or a GGI, but because of it's weak armor I don't ever garrison a GGI inside the Tsurugi, even flaktroopers will take it down very quickly, so, the Tsurugi in comparison to the Flaktrack seems rather costly, it's slow and weak, and needs to be equipped with a GI to be any good against infantry, whereas the Flaktrack is sort of good against infantry, it's fast, it can hold two passengers, it's fairly good against Aircraft, where the usual Aircraft for Allies are Jets and Rocketeers. I think it could use a price decrease, it's slow speed makes it a bit difficult to be much effective against Air units, and it needs to be garrisoned with a GI to be good against infantry, boosting it's price to $670.

 

The Blizzard Tank, as a support unit seems way too difficult to use efficiently, and seems to suck against air units and infantry, as a unit that costs $1300, it's just more of a detriment than any kind of assistance, perhaps if it had an AOE shot instead of just singular targeting, then it would be much much more useful, but as it is, I never want to build it, takes up too much time when I could be building Hailstorms, Battle Fortresses or even Tsurugi's which would be more efficient.

 

Norio. Norio is a little bit too weak, and he has crap range, he can't really be used with my main force because he'll get shot down so quickly by even the most basic AA, yeah I can use him to harass the opponent, maybe take out an important structure or two before they can kill him, but if the opponent builds some AA that can defend each part of the base, then he is useless, I think overall perhaps he needs a buff.

 

So I think that's that concerning the unique units, Battle Fortress and the Hailstorm are fine I think.

 

But I have problems with some Allied units and some Soviet units.

 

So the Rocketeer, not really that helpful I think... He's expensive and doesn't do much damage to anything really, I can build them in hordes, but that would require a decent economy and I require GGI's & SEALs to defend my little group of units containing Zephyrs & Tsurugi's, a single Rocketeer will get killed by 2 Flaktroopers, $300 versus my $550, but Flaktroopers, not only are effective against Air units, but they have their ability to be very effective against vehicles, they're a lot cheaper and can be massed much easier, so I guess this is the part where I'm having an issue with a Soviet unit, the Flaktrooper is pretty cheap and can be amassed very easily, and I think perhaps it does a bit too much damage to armored units, there, I said it. You can get about 3 Flaktroopers for nearly the same cost as 1 GGI, and although GGI's cannot be crushed when deployed, a large number of Flaktroopers backed up with a few other units would quite likely do severe damage to anybody who attempts to run them over. But perhaps I'm only having this problem because the Allies appear to lack decent anti-infantry units, or at least Pacific Front in particular, at this point in the game anyways. Oh, and he is only slightly cheaper than even the Gyrocopter.

 

The Navy SEAL doesn't really seem to be as good as it used to be, it's pretty much the only Infantry that I can rely on to deal with my opponent's Infantry, it costs $700 and seems to be around the same as a Pyro when it comes to dealing damage, a Pyro, a Soviet anti-infantry & anti-structure unit that costs only $400, and then there are Infantry like the Brute, Tesla Trooper & Desolater/Eradicator which are really tough to kill, the Desolater will just destroy my Infantry, and has the bonus of being effective against vehicles as well, the Brute is a tough unit that will pretty much wreck anything that it gets close to, Pacific Front being the slow pokes that they are, are very vulnerable to the Brute, SEALs simply don't seem to kill them fast enough, nor do Hailstorms, and then my units simply aren't fast enough to retreat. I've lost SEALs even to damn Conscripts.

 

Time and time again, I've had matches where I've had a low economy, and a vastly superior economy and still face these issues continuously and have used different strategies. Well I'm giving up on Mental Omega, I've played the crap out of Pacific Front and I don't have the patience to just pick up another Faction and start playing again, it's tiring and tedious, I'll come back when the patch is brought out (whenever that is), but I hope the MO Staff will consider what I've written and at least test it out for themselves.


Edited by Protozoan, 12 January 2014 - 11:49 PM.

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#368 UprisingJC

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Posted 13 January 2014 - 12:30 AM

Alright, so I've been playing Pacific Front for a good while, 2-3 weeks now I think? My synopsis of them is that they're a little bit under-powered, I disagree with the pricing of some units and others are just... Not very useful at all, and more of a detriment than a benefit.

 

 

The Blizzard Tank, as a support unit seems way too difficult to use efficiently, and seems to suck against air units and infantry, as a unit that costs $1300, it's just more of a detriment than any kind of assistance, perhaps if it had an AOE shot instead of just singular targeting, then it would be much much more useful, but as it is, I never want to build it, takes up too much time when I could be building Hailstorms, Battle Fortresses or even Tsurugi's which would be more efficient.

 

 

But I have problems with some Allied units and some Soviet units.

 

So the Rocketeer, not really that helpful I think... He's expensive and doesn't do much damage to anything really, I can build them in hordes, but that would require a decent economy and I require GGI's & SEALs to defend my little group of units containing Zephyrs & Tsurugi's, a single Rocketeer will get killed by 2 Flaktroopers, $300 versus my $550, but Flaktroopers, not only are effective against Air units, but they have their ability to be very effective against vehicles, they're a lot cheaper and can be massed much easier, so I guess this is the part where I'm having an issue with a Soviet unit, the Flaktrooper is pretty cheap and can be amassed very easily, and I think perhaps it does a bit too much damage to armored units, there, I said it. You can get about 3 Flaktroopers for nearly the same cost as 1 GGI, and although GGI's cannot be crushed when deployed, a large number of Flaktroopers backed up with a few other units would quite likely do severe damage to anybody who attempts to run them over. But perhaps I'm only having this problem because the Allies appear to lack decent anti-infantry units, or at least Pacific Front in particular, at this point in the game anyways. Oh, and he is only slightly cheaper than even the Gyrocopter.

 

The Navy SEAL doesn't really seem to be as good as it used to be, it's pretty much the only Infantry that I can rely on to deal with my opponent's Infantry, it costs $700 and seems to be around the same as a Pyro when it comes to dealing damage, a Pyro, a Soviet anti-infantry & anti-structure unit that costs only $400, and then there are Infantry like the Brute, Tesla Trooper & Desolater/Eradicator which are really tough to kill, the Desolater will just destroy my Infantry, and has the bonus of being effective against vehicles as well, the Brute is a tough unit that will pretty much wreck anything that it gets close to, Pacific Front being the slow pokes that they are, are very vulnerable to the Brute, SEALs simply don't seem to kill them fast enough, nor do Hailstorms, and then my units simply aren't fast enough to retreat. I've lost SEALs even to damn Conscripts.

 

Time and time again, I've had matches where I've had a low economy, and a vastly superior economy and still face these issues continuously and have used different strategies. Well I'm giving up on Mental Omega, I've played the crap out of Pacific Front and I don't have the patience to just pick up another Faction and start playing again, it's tiring and tedious, I'll come back when the patch is brought out (whenever that is), but I hope the MO Staff will consider what I've written and at least test it out for themselves.

As an Allied faction player, I would like to reply to some of your descriptions, although I haven't ever had any matches against others as Pacific Front. I mostly use Euro Alliance and some The U.S.

 

Rocketeers have never been an unit with decent damage-output. You need to amass them(at least 10~20) to make them a threat to your opponent.

Also, they're meant to be used to :

1.hit and run to distract your opponent

2.scout the map if you haven't revealed the whole map

3.deal with emergent situations such as paratroopers from the opponent, bomb trucks or buggies or any other non-anti-aircraft units(especially the fast ones such as quads from Latin Confederation) or hunt for any troops with little or no anti-air units.

4.help deal with enemy air units

5.help draw some anti-air attacks, although they're very weak and couldn't bear too much damage.

 

Rocketeers are still necessary IMO, because of their mobility, especially for Pacific Front where most of the units move very slowly, even their IFVs and due to the fact that Blizzard Tanks don't deal with airborne units as efficiently as other units such as Thors from Euro Alliance and Sentinels from China.

 

 

 

As for Navy SEALs, I can't agree with you more.

Their cost for training has been decreased from 1000 to 700 but they are significantly nerfed too.

Their ROF has been decreased a lot, making them deal with infantries less efficiently than they used to, and their C4 no longer takes out any building in one hit. Now only Tanya can destroy any building with only 1 C4, but you still need to use them despite those as no one can explode buildings as they do except Tanya in Allied faction. Also, they can detect cloaked units and provide some help in naval war.



#369 Toveena

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Posted 13 January 2014 - 12:57 AM

At least some goods thing about Kappa:                                        

    Does not slow on ore field.

    Toughest Allied MBT.

    Gets bonus heal from backwrap.

    Multi-terrian Assult.

 

For USA Abrams:

    Can't even win against Qilin 1 on 1, which is T1 unit and costs $500 less than Abrams.Σ(っ °Д °;っ


Edited by Toveena, 13 January 2014 - 12:57 AM.


#370 UprisingJC

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Posted 13 January 2014 - 01:15 AM

At least some goods thing about Kappa:                                        

    Does not slow on ore field.

    Toughest Allied MBT.

    Gets bonus heal from backwrap.

    Multi-terrian Assult.

 

For USA Abrams:

    Can't even win against Qilin 1 on 1, which is T1 unit and costs $500 less than Abrams.Σ(っ °Д °;っ

Wow, really? I haven't even tried letting Abrams 1v1 on Qilin.

It's frustrating o.0.


Edited by UprisingJC, 13 January 2014 - 01:43 AM.


#371 Speeder

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Posted 13 January 2014 - 01:21 AM

I just checked, Abrams wins vs Qilin 1v1. Barely. :p


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#372 UprisingJC

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Posted 13 January 2014 - 01:34 AM

I just checked, Abrams wins vs Qilin 1v1. Barely. :p

That does not sound good for a T3 unit.

When an U.S player has some Abrams, a China player should have already had his industrial plant built and thus the price of a Qilin Tank will drop from 950 to 712.

 

An unit costing 712 can almost destroy an unit costing 1450, not to mention a Nuwa cannon.


Edited by UprisingJC, 13 January 2014 - 01:43 AM.


#373 lovalmidas

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Posted 13 January 2014 - 01:42 AM

The extra cost is partly due to its Speed, and its anti-infantry capabilities. Consider Qilin vs Brute rush and Abrams vs Brute rush.

 

I won't consider the effects of the Industrial Plant since the Allied has an equivalent that acts almost the same way.

 

I have to say though, the only hope US has against a fully fledged China is to sack its base when the army is away (probably going for yours). You have to pray that you don't run into EMP mines/Eradicators too often. Also, Allied infantry is extremely weak compared to the other factions' infantries (Chrono Legionaires are costly and cannot deal with spam tactics), which adds to the US' weakness. :p


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#374 UprisingJC

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Posted 13 January 2014 - 01:51 AM

The extra cost is partly due to its Speed, and its anti-infantry capabilities. Consider Qilin vs Brute rush and Abrams vs Brute rush.

 

I won't consider the effects of the Industrial Plant since the Allied has an equivalent that acts almost the same way.

 

I have to say though, the only hope US has against a fully fledged China is to sack its base when the army is away (probably going for yours). You have to pray that you don't run into EMP mines/Eradicators too often. Also, Allied infantry is extremely weak compared to the other factions' infantries (Chrono Legionaires are costly and cannot deal with spam tactics), which adds to the US' weakness. :p

The U.S features laser weapons, but I somehow feel that Warhawks and Abrams tanks' laser are not that impressive(my own opinion).

Most of the other factions have units that can deal with a large number of infantries efficiently before they approach. This is what the U.S can't do.

Abrams tanks' laser can deal with infantries but I wonder if it can be more efficient in doing this? After all, their laser doesn't cover a decent range unlike nuwa cannons, blizzard tanks, prism tanks...etc

 

Besides, almost no china player will continue to use Qilin tanks when nuwa cannons are already available to them.

 

"I won't consider the effects of the Industrial Plant since the Allied has an equivalent that acts almost the same way."

What would that be? Oil Purifier? 


Edited by UprisingJC, 13 January 2014 - 01:57 AM.

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#375 Toveena

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Posted 13 January 2014 - 03:11 AM

Indus-plant > Ore purifier. For example~ U have 10000 credit and u can build 10 units which costs 1000 individually. After the cut from 

    indus-plant the price becomes 750, then it's 10000/750 = 13.333 , about 3 more units.

    On the other hand when u have ore purifier boosting income by 22%(Btw Why on earth it is 22% instead of a good sharp 25%),    

    increasing 10000 credit to

    12200, with this amount of credit, u can have 12200/1000 = 12.2, about 2 more units.

    Even it's boosted by 25%, The indus-plant is still better.

    While ore purifier is only about the cash, Bare in mind that the Indus-plant also increases build speed !


Edited by Toveena, 13 January 2014 - 03:18 AM.


#376 Atomic_Noodles

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Posted 13 January 2014 - 03:52 AM

Indus-plant > Ore purifier. For example~ U have 10000 credit and u can build 10 units which costs 1000 individually. After the cut from 

    indus-plant the price becomes 750, then it's 10000/750 = 13.333 , about 3 more units.

    On the other hand when u have ore purifier boosting income by 22%(Btw Why on earth it is 22% instead of a good sharp 25%),    

    increasing 10000 credit to

    12200, with this amount of credit, u can have 12200/1000 = 12.2, about 2 more units.

    Even it's boosted by 25%, The indus-plant is still better.

    While ore purifier is only about the cash, Bare in mind that the Indus-plant also increases build speed !

 

Indeed noticed that so far...

 

Industrial Plant seems to provide the biggest boon of the 3 Economy Boosters in general...

 

Industrial Plant - Provides 25% Cheaper War Factory Units

Ore Purifier - Provides 22% more resources when ore/gems are earned

Cloning Vats - Provides a Free Infantry (Can be grinded for 50% of their original value)


Edited by Atomic_Noodles, 13 January 2014 - 03:53 AM.

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#377 Admiral_Pit

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Posted 13 January 2014 - 03:58 AM

 

The extra cost is partly due to its Speed, and its anti-infantry capabilities. Consider Qilin vs Brute rush and Abrams vs Brute rush.

 

I won't consider the effects of the Industrial Plant since the Allied has an equivalent that acts almost the same way.

 

I have to say though, the only hope US has against a fully fledged China is to sack its base when the army is away (probably going for yours). You have to pray that you don't run into EMP mines/Eradicators too often. Also, Allied infantry is extremely weak compared to the other factions' infantries (Chrono Legionaires are costly and cannot deal with spam tactics), which adds to the US' weakness. :p

The U.S features laser weapons, but I somehow feel that Warhawks and Abrams tanks' laser are not that impressive(my own opinion).

Most of the other factions have units that can deal with a large number of infantries efficiently before they approach. This is what the U.S can't do.

Abrams tanks' laser can deal with infantries but I wonder if it can be more efficient in doing this? After all, their laser doesn't cover a decent range unlike nuwa cannons, blizzard tanks, prism tanks...etc

 

Besides, almost no china player will continue to use Qilin tanks when nuwa cannons are already available to them.

 

"I won't consider the effects of the Industrial Plant since the Allied has an equivalent that acts almost the same way."

What would that be? Oil Purifier? 

 

 

You know I like my Qilins even in late game.  Even they have their uses.  Serenity for the people, after all.


Edited by Admiral_Pit, 13 January 2014 - 03:58 AM.

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#378 Protozoan

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Posted 13 January 2014 - 04:33 AM

 

Alright, so I've been playing Pacific Front for a good while, 2-3 weeks now I think? My synopsis of them is that they're a little bit under-powered, I disagree with the pricing of some units and others are just... Not very useful at all, and more of a detriment than a benefit.

 

 

The Blizzard Tank, as a support unit seems way too difficult to use efficiently, and seems to suck against air units and infantry, as a unit that costs $1300, it's just more of a detriment than any kind of assistance, perhaps if it had an AOE shot instead of just singular targeting, then it would be much much more useful, but as it is, I never want to build it, takes up too much time when I could be building Hailstorms, Battle Fortresses or even Tsurugi's which would be more efficient.

 

 

But I have problems with some Allied units and some Soviet units.

 

So the Rocketeer, not really that helpful I think... He's expensive and doesn't do much damage to anything really, I can build them in hordes, but that would require a decent economy and I require GGI's & SEALs to defend my little group of units containing Zephyrs & Tsurugi's, a single Rocketeer will get killed by 2 Flaktroopers, $300 versus my $550, but Flaktroopers, not only are effective against Air units, but they have their ability to be very effective against vehicles, they're a lot cheaper and can be massed much easier, so I guess this is the part where I'm having an issue with a Soviet unit, the Flaktrooper is pretty cheap and can be amassed very easily, and I think perhaps it does a bit too much damage to armored units, there, I said it. You can get about 3 Flaktroopers for nearly the same cost as 1 GGI, and although GGI's cannot be crushed when deployed, a large number of Flaktroopers backed up with a few other units would quite likely do severe damage to anybody who attempts to run them over. But perhaps I'm only having this problem because the Allies appear to lack decent anti-infantry units, or at least Pacific Front in particular, at this point in the game anyways. Oh, and he is only slightly cheaper than even the Gyrocopter.

 

The Navy SEAL doesn't really seem to be as good as it used to be, it's pretty much the only Infantry that I can rely on to deal with my opponent's Infantry, it costs $700 and seems to be around the same as a Pyro when it comes to dealing damage, a Pyro, a Soviet anti-infantry & anti-structure unit that costs only $400, and then there are Infantry like the Brute, Tesla Trooper & Desolater/Eradicator which are really tough to kill, the Desolater will just destroy my Infantry, and has the bonus of being effective against vehicles as well, the Brute is a tough unit that will pretty much wreck anything that it gets close to, Pacific Front being the slow pokes that they are, are very vulnerable to the Brute, SEALs simply don't seem to kill them fast enough, nor do Hailstorms, and then my units simply aren't fast enough to retreat. I've lost SEALs even to damn Conscripts.

 

Time and time again, I've had matches where I've had a low economy, and a vastly superior economy and still face these issues continuously and have used different strategies. Well I'm giving up on Mental Omega, I've played the crap out of Pacific Front and I don't have the patience to just pick up another Faction and start playing again, it's tiring and tedious, I'll come back when the patch is brought out (whenever that is), but I hope the MO Staff will consider what I've written and at least test it out for themselves.

As an Allied faction player, I would like to reply to some of your descriptions, although I haven't ever had any matches against others as Pacific Front. I mostly use Euro Alliance and some The U.S.

 

Rocketeers have never been an unit with decent damage-output. You need to amass them(at least 10~20) to make them a threat to your opponent.

Also, they're meant to be used to :

1.hit and run to distract your opponent

2.scout the map if you haven't revealed the whole map

3.deal with emergent situations such as paratroopers from the opponent, bomb trucks or buggies or any other non-anti-aircraft units(especially the fast ones such as quads from Latin Confederation) or hunt for any troops with little or no anti-air units.

4.help deal with enemy air units

5.help draw some anti-air attacks, although they're very weak and couldn't bear too much damage.

 

Rocketeers are still necessary IMO, because of their mobility, especially for Pacific Front where most of the units move very slowly, even their IFVs and due to the fact that Blizzard Tanks don't deal with airborne units as efficiently as other units such as Thors from Euro Alliance and Sentinels from China.

 

 

 

As for Navy SEALs, I can't agree with you more.

Their cost for training has been decreased from 1000 to 700 but they are significantly nerfed too.

Their ROF has been decreased a lot, making them deal with infantries less efficiently than they used to, and their C4 no longer takes out any building in one hit. Now only Tanya can destroy any building with only 1 C4, but you still need to use them despite those as no one can explode buildings as they do except Tanya in Allied faction. Also, they can detect cloaked units and provide some help in naval war.

 

 

Rocketeer Hordes are a very costly thing to pull off, each Rocketeer costing $550 and being shot down very quickly, as for taking out Bomb Buggies & Demo Trucks, I always rely on Jets for that, with that cost, might as well amass something more threatening, 4 Rocketeers - 1 Battle Fortress, or a Hailstorm, which is far more effective imo. Though I think Rocketeers would work more effectively on larger maps where reinforcing some positions takes a bit longer, but since I don't really play on maps larger than 1v1. They do have some uses, but not enough.. I wish they would be slightly more effective against Infantry or have a bit more armor when it comes to Flak.

 

 

 

At least some goods thing about Kappa:                                        

    Does not slow on ore field.

    Toughest Allied MBT.

    Gets bonus heal from backwrap.

    Multi-terrian Assult.

 

For USA Abrams:

    Can't even win against Qilin 1 on 1, which is T1 unit and costs $500 less than Abrams.Σ(っ °Д °;っ

 

 

lol, well I'll keep that in mind if I'm playing on a map with massive ore fields.

 

Bad USA is bad, like the worst faction IMO lol


Edited by Protozoan, 13 January 2014 - 04:39 AM.

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#379 UprisingJC

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Posted 13 January 2014 - 05:04 AM

 

Rocketeer Hordes are a very costly thing to pull off, each Rocketeer costing $550 and being shot down very quickly, as for taking out Bomb Buggies & Demo Trucks, I always rely on Jets for that, with that cost, might as well amass something more threatening, 4 Rocketeers - 1 Battle Fortress, or a Hailstorm, which is far more effective imo. Though I think Rocketeers would work more effectively on larger maps where reinforcing some positions takes a bit longer, but since I don't really play on maps larger than 1v1. They do have some uses, but not enough.. I wish they would be slightly more effective against Infantry or have a bit more armor when it comes to Flak.

 

 

 

At least some goods thing about Kappa:                                        

    Does not slow on ore field.

    Toughest Allied MBT.

    Gets bonus heal from backwrap.

    Multi-terrian Assult.

 

For USA Abrams:

    Can't even win against Qilin 1 on 1, which is T1 unit and costs $500 less than Abrams.Σ(っ °Д °;っ

 

 

lol, well I'll keep that in mind if I'm playing on a map with massive ore fields.

 

Bad USA is bad, like the worst faction IMO lol

 

Currently I'm also feeling the same way.

 

Basswaves cover decent range but their attack is one-to-one and the ROF is very low. Using them to deal with a large number of infantries is not efficient and they do negligible damage to tanks. They're almost for taking out buildings only, unlike hailstorms and prism tanks that can serve as a multi-purpose unit.

 

Abrams now don't seem to be that good and is costly.

 

Maybe an U.S player has to manage to take out his opponent ASAP as the U.S doesn't seem to be competitive in a mid-to-long-term war in 1v1.


Edited by UprisingJC, 13 January 2014 - 05:11 AM.


#380 Protozoan

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Posted 13 January 2014 - 05:12 AM

Crap Tanks, crap Siege, crap T3 tanks, crap Helicopters, crap Jets, crap Mercury uplink, coupled with crap SEALs, costly Legionnaires.. Not sure about the Aeroblaze though. Tanya is good.


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