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MO3.0 Feedback // BALANCING


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#241 X1Destroy

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Posted 26 December 2013 - 06:53 PM

I would expect some hue hue hue answers like you have to micro, use some other forces to lure the enemy toward the beacon or use it on guarding vehicles of a player that won't notice them blah blah........

The reason why the beacon is near useless against buildings is that it can not be place directly on the building, only near it. AOE damage is suck.

 


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#242 Divine

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Posted 26 December 2013 - 06:55 PM

I would expect some hue hue hue answers like you have to micro, use some other forces to lure the enemy toward the beacon or use it on guarding vehicles of a player that won't notice them blah blah........

The reason why the beacon is near useless against buildings is that it can not be place directly on the building, only near it. AOE damage is suck.

 

That.


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#243 Graion Dilach

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Posted 26 December 2013 - 06:58 PM

Zephyr is not against buildings. It was never intended to be. Even with Beacon. The Beacon is used againt hordes of units when the opposing player prepares to rush you. Is this too hard to comprehend? Really?

 

If you can bold the nonsense, I have the right to bold the actual point.


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#244 Divine

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Posted 26 December 2013 - 07:02 PM

Zephyr is not against buildings. It was never intended to be. Even with Beacon. The Beacon is used againt hordes of units when the opposing player prepares to rush you. Is this too hard to comprehend? Really?

 

If you can bold the nonsense, I have the right to bold the actual point.

Don't be so upset. I'm well avare that it's not exactly an anti-structure weapon, but seriously, do you get it? Over 150 (One hundred and fifty) of them could not tkae out a construction yard, with two barrages on a beacon! That's over 300 shots, of splash damage right next to  the building. Even the German Tank Destroyers from vanilla could kill it in numbers like this! I get it that it's anti tank artillery, but if I spend the time and money on building 50+ of it, at least they should do the trick!


Edited by Divine, 26 December 2013 - 07:05 PM.

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#245 Graion Dilach

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Posted 26 December 2013 - 07:17 PM

You never used Tank Destroyers then. They deliver 135 dmg per fire and they do 2% of actual dmg... let's say 5 against a ConYard. Which has 1000 HP. In RA2. You can check it in the rules.


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#246 X1Destroy

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Posted 26 December 2013 - 07:20 PM

If they see it and spread the horde out, then what? It became useless.

I don't think the beacon is invisible to other players.

30 Tank Destroyers can destroy a Conyard, given time though.

With 150 Zephyrs, you better get them close and attack the building directly instead. It will surely got blasted.


Edited by X1Destroy, 26 December 2013 - 07:23 PM.

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#247 lovalmidas

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Posted 26 December 2013 - 07:21 PM

You know, I had hoped for Zephyrs to deal decent against structures too. Then the Beacon strike on your Nuke Silo in Death from Above will turn it from 100% health to 0% in no time. Before you even get to use the Nuke.

 

In earlier betas, 24 Zephyrs could take out a ConYard too (which is yours in Death from Above, by the way). Maybe that's too OP for PF, so that got reduced. :p

 

And then the third target is your War factory and your Battle Lab. Which will suffer the same fate.

 

I really want to see a player beating Death from Above using just infantry and non-siege ships. :p


Edited by lovalmidas, 26 December 2013 - 07:27 PM.

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#248 Martinoz

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Posted 26 December 2013 - 07:24 PM

Zephyrs aren't anti structure, if they were - it would be one of the first unit to nerf a lot because firing from one part of the map with regular units destroying buildings is simply bad.


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#249 Divine

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Posted 26 December 2013 - 07:24 PM

You never used Tank Destroyers then. They deliver 135 dmg per fire and they do 2% of actual dmg... let's say 5 against a ConYard. Which has 1000 HP. In RA2. You can check it in the rules.

150*135*0.02=405... so they'd do 405 damage in one volley, and likely destroy the conyard within 10 secs., provided they can surround it and open fire. But of corse it's just a speculation and would never happen unless you determine to troll the AI this way, I just used it as an example to show how crap the zephyr beacon is against structures. If 20 Zephyrs could destroy a structure with one beacon, they'd be OP. 30-50'd be ok-ish, I think, but 150+? It's ridicious. Also, real players, and any decent AI, put walls around the construction yard, and superweapons, negating the beacon's effects completely on them, as it can't be placed close enough.


Edited by Divine, 26 December 2013 - 07:27 PM.

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#250 X1Destroy

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Posted 26 December 2013 - 07:30 PM

It's not a matter about damage, it's a matter about accuracy.

Doesn't matter how much rocks you throw, if most of them do not hit, you won't get the kill.


Edited by X1Destroy, 26 December 2013 - 07:30 PM.

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#251 Divine

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Posted 26 December 2013 - 07:33 PM

It's not a matter about damage, it's a matter about accuracy.

Doesn't matter how much rocks you throw, if most of them do not hit, you won't get the kill.

Wrong, if you throw enough rocks, the pile will eventualy bury and kill your target  :flameblast: Basicly that's what I did here http://i.imgur.com/3MnN9UW.png (note: this is only one of the two Zephyr battalions)


Edited by Divine, 26 December 2013 - 07:34 PM.

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#252 Graion Dilach

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Posted 26 December 2013 - 07:38 PM

 

You never used Tank Destroyers then. They deliver 135 dmg per fire and they do 2% of actual dmg... let's say 5 against a ConYard. Which has 1000 HP. In RA2. You can check it in the rules.

150*135*0.02=405... so they'd do 405 damage in one volley, and likely destroy the conyard within 10 secs., provided they can surround it and open fire. But of corse it's just a speculation and would never happen unless you determine to troll the AI this way, I just used it as an example to show how crap the zephyr beacon is against structures. If 20 Zephyrs could destroy a structure with one beacon, they'd be OP. 30-50'd be ok-ish, I think, but 150+? It's ridicious. Also, real players, and any decent AI, put walls around the construction yard, and superweapons, negating the beacon's effects completely on them, as it can't be placed close enough.

 

You expect the delivered damage to be a floating number... how naive, some people are. It always is rounded.


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#253 X1Destroy

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Posted 26 December 2013 - 07:39 PM

 

It's not a matter about damage, it's a matter about accuracy.

Doesn't matter how much rocks you throw, if most of them do not hit, you won't get the kill.

Wrong, if you throw enough rocks, the pile will eventualy bury and kill your target  :flameblast: Basicly that's what I did here http://i.imgur.com/3MnN9UW.png (note: this is only one of the two Zephyr battalions)

 

Not a Conyard though.

But I guess you're right. I'll put this time with 300 Zephyrs instead.

Last time, I got my whole base filled with them, but still not enough.


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#254 Divine

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Posted 26 December 2013 - 07:49 PM

 

 

You never used Tank Destroyers then. They deliver 135 dmg per fire and they do 2% of actual dmg... let's say 5 against a ConYard. Which has 1000 HP. In RA2. You can check it in the rules.

150*135*0.02=405... so they'd do 405 damage in one volley, and likely destroy the conyard within 10 secs., provided they can surround it and open fire. But of corse it's just a speculation and would never happen unless you determine to troll the AI this way, I just used it as an example to show how crap the zephyr beacon is against structures. If 20 Zephyrs could destroy a structure with one beacon, they'd be OP. 30-50'd be ok-ish, I think, but 150+? It's ridicious. Also, real players, and any decent AI, put walls around the construction yard, and superweapons, negating the beacon's effects completely on them, as it can't be placed close enough.

 

You expect the delivered damage to be a floating number... how naive, some people are. It always is rounded.

 

Well, 135*0.02 is 2.7, 2.7 rounded is 3, so 150 tank destroyers do 450 damage, not 405? Or you meant that the damage is rounded down, in that case the damage from one volley is 300. Anyways, as i said, it was just an example.


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#255 Allied Commander ???

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Posted 27 December 2013 - 02:09 PM

Most basic tanks had their own specifications:

Bulldog~Flashbangs
Kappa~Amphibious
Cavalier~???
Rhino~???
Jaguar~Releases pilot
Qilin~Upgrades near a Nuclear Reactor
Lasher~Autoloader
Opus~1 passenger slot
Mantis~Repairs all Mantis Tanks next to it on death

Only the Cavalier and Rhino does not have any specifications, hope that modifications will be made

Edited by Allied Commander ???, 27 December 2013 - 02:10 PM.


#256 X1Destroy

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Posted 27 December 2013 - 02:14 PM

Rhino: Jack of all trade. Only tank that can be paradroped.
Cavalier: Faster firing rate as long as it's keep locking on the target.


Edited by X1Destroy, 27 December 2013 - 02:15 PM.

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#257 Atomic_Noodles

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Posted 27 December 2013 - 02:15 PM

Lashers are more of a Revolver Tank

 

Rhinos can be Paradropped

 

Cavaliers have "Gatling"

 

Opus have Single Passenger + Double Barrel Gimmick from China


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#258 fff

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Posted 27 December 2013 - 05:19 PM

The zephyr beacon is kind of weak since, it does next to nothing to buildings as other have stated and appears to be visible to the enemy, and they will just move their units away.
With all the money spent on zephyr artillery, at least make the beacon free...  



#259 fff

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Posted 27 December 2013 - 05:23 PM

Also i suggest decreasing Nuwa Cannon range a bit, its too powerful outranging almost anything getting their strong shots first in.
According to website its range is 8.5.
I Suggest decreasing it down to 7. Still it will outrange most tanks but gives other tanks some fighting chance.


Edited by fff, 27 December 2013 - 05:26 PM.


#260 Petya

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Posted 27 December 2013 - 05:37 PM

Build 50 Zephyrs. That might take out some structures. :p






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