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MO3.0 Feedback // BALANCING


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#481 Atomic_Noodles

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Posted 25 January 2014 - 12:02 AM

So in essence you want to turn the sniper into the Virus as it is now. (Except without the poison clouds of Hindabuilding?)


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#482 Solais

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Posted 25 January 2014 - 07:18 AM

That was the inspiration, yes, but without the "instakill after timer ends" part (maybe).


Edited by Solais, 25 January 2014 - 07:19 AM.


#483 X1Destroy

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Posted 25 January 2014 - 07:26 AM

How about making the sniper a limit 1 aditional hero unit for the Allied, buff him and make him more expensive? 

 


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#484 Protozoan

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Posted 25 January 2014 - 09:26 AM

How about making the sniper a limit 1 aditional hero unit for the Allied, buff him and make him more expensive? 

 

 

The Sniper would be better off just being a unit like the others, Allies in my opinion lacks good anti-infantry like what the Soviets have, the Pyro & Eradicator annihilate Infantry so quickly.

 

Also, to the thing about Snipers making "Tier 3 Infantry and Heroes useless", I doubt it, Desolaters could take a number of shots to be killed by Snipers, Heroes can be buffed to deal with multiple shots, all this would mean is that you can't use that silly Siegfried & Thor noob combo as efficiently as before, meaning that, surprise, it would require some level of skill to use them effectively instead of using him to do all the work, along with Libra kiting everything, she'd have to be used a lot more tactically, etc etc.


Edited by Protozoan, 25 January 2014 - 09:29 AM.

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#485 Zaker

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Posted 25 January 2014 - 12:16 PM


How about making the sniper a limit 1 aditional hero unit for the Allied, buff him and make him more expensive? 

 

 
The Sniper would be better off just being a unit like the others, Allies in my opinion lacks good anti-infantry like what the Soviets have, the Pyro & Eradicator annihilate Infantry so quickly.

Sorry to report but seals are actually pretty effective against infantry as much as pyros and eradicators are,putting them in an IFV and the result is outstanding against infantry.
If you're looking for quick,long range hero kill put some basswaves in your task force. ;)

#486 X1Destroy

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Posted 25 January 2014 - 12:49 PM

 

 

How about making the sniper a limit 1 aditional hero unit for the Allied, buff him and make him more expensive? 

 

 
The Sniper would be better off just being a unit like the others, Allies in my opinion lacks good anti-infantry like what the Soviets have, the Pyro & Eradicator annihilate Infantry so quickly.

Sorry to report but seals are actually pretty effective against infantry as much as pyros and eradicators are,putting them in an IFV and the result is outstanding against infantry.
If you're looking for quick,long range hero kill put some basswaves in your task force. ;)

 

Currently G.I in IFV is much more cost efficient while giving the same result.

SEAL have been nerfed alots, he can no longer 1 hit kill a conscript like before, while desolator still can and pyro can burn a whole group in one attack.


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#487 D.Destiny

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Posted 25 January 2014 - 11:57 PM

BUFF TESLA TANKS, It seems tesla tanks damage is lower than rhino tanks.Both vehicles or buildings .



#488 Atomic_Noodles

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Posted 26 January 2014 - 03:28 AM

Tesla Tanks have EMP. Whenever they attack a vehicle they get paralyzed. Which in most cases allows them to beat any vehicle 1v1.


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#489 D.Destiny

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Posted 26 January 2014 - 06:37 AM

Tesla Tanks have EMP. Whenever they attack a vehicle they get paralyzed. Which in most cases allows them to beat any vehicle 1v1.

but damage is a liitle bit low compare to T3 tanks or some T1 heavy tanks



#490 Protozoan

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Posted 26 January 2014 - 06:52 AM

 

Tesla Tanks have EMP. Whenever they attack a vehicle they get paralyzed. Which in most cases allows them to beat any vehicle 1v1.

but damage is a liitle bit low compare to T3 tanks or some T1 heavy tanks

 

 

That's why the EMP is there bro


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#491 X1Destroy

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Posted 26 January 2014 - 06:52 AM

Tesla tank eat Qilin, the heaviest tier 1 tank for breakfast.

No, it isn't weak at all.


Edited by X1Destroy, 26 January 2014 - 06:53 AM.

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#492 Protozoan

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Posted 26 January 2014 - 06:54 AM

Tesla tank eat Qilin, the heaviest tier 1 tank for breakfast.

No, it isn't weak at all.

 

Not only that but it's faster and has a faster rate of fire :D, or that might just be because of the EMP

 

EDIT: I think Soviets being able to drop a Repair Drone anywhere on the battlefield is way too easy, half of the time the reason players lose things to Terror Drones or Chitzkoi is because they didn't have a repair unit and depending on the position on the map, it would take too long to get a repair unit there in time to save it. But this isn't a problem for the Soviets, you don't have to micro a repair unit, you can just drop it anywhere on the battlefield whenever a TD or Chitzkoi infects one of your units.

 

I would suggesting adding a low tier structure that gives you access to building a Repair Drone, a support structure after you build the War Factory, but has a limit of 1 at a time, that would make it similar to the way Epsilon & the Allies Repair Units work, without being too much the same.

 

The Repair Drone being a support ability also helps with map control, urgently need to repair some units but too far away from base? No problem, just use the repair drone ability! It doesn't take time away from your War Factory schedule either, and since it's main ability is to repair, and isn't an IFV or Stinger, it will automatically seek out units to repair unlike the Allied & Epsilon variants.


Edited by Protozoan, 26 January 2014 - 08:57 AM.

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#493 Petya

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Posted 26 January 2014 - 09:35 AM

Consider that Soviets can't make repair units whenever they want, while Epsilon and Allies can make as many as they want and Repair Drone needs time to make another one, which is quite high. So that little tactical advantage for the Soviets compensate that the Allies and Epsilon can make repair units whenever they want.



#494 Protozoan

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Posted 26 January 2014 - 10:34 AM

Consider that Soviets can't make repair units whenever they want, while Epsilon and Allies can make as many as they want and Repair Drone needs time to make another one, which is quite high. So that little tactical advantage for the Soviets compensate that the Allies and Epsilon can make repair units whenever they want.

 

I don't think it's balanced that way, Soviets may not be able to build as many but why would they in the first place? Massing repair units is just silly.

 

You don't have to wait that long after the Radar to get a Repair Drone. I think it's too wild this way.


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#495 Graion Dilach

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Posted 26 January 2014 - 11:10 AM

Masterminds beg to differ.
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#496 Protozoan

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Posted 26 January 2014 - 11:16 AM

Masterminds beg to differ.

 

I don't understand what you mean.


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#497 Petya

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Posted 26 January 2014 - 11:24 AM

He mean that a single Mastermind can control over 100 units at once if it is being supported by several repair stingers.



#498 Abood

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Posted 26 January 2014 - 12:40 PM

Flak damage is about dealing splash damage to blobs of rocketeers or Warhawks. It isn't and rather won't be effective against single targets, still every Soviet side has got Sentinel/Wolfhound/Catas.

You do realize that flak damage (at least by flak troopers and flak cannons) has 0 splash damage? Meanwhile, those GGI and patriot missiles are more powerful and have enough splash damage to damage all targets in the same cell (which happens alot when moving air units around). The only flak damage with splash is that of the sentinel.

 

Gatling weapons are almost as bad as flak weapons, although they do get more powerful after a few seconds of firing.

 

I propose you make flak & gatling weapons more effective VS medium armor like helicopters (they're decent vs light armor like rocketeers), and perhaps making patriots fire in large bursts of missiles, with a longer cool-down. And for the love of god, remove the rocket splash! Have you ever instantly lost 20 warhawks to 2 patriots?

 

Any thoughts?


Edited by Abood, 26 January 2014 - 12:53 PM.


#499 Zaker

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Posted 26 January 2014 - 02:02 PM


Flak damage is about dealing splash damage to blobs of rocketeers or Warhawks. It isn't and rather won't be effective against single targets, still every Soviet side has got Sentinel/Wolfhound/Catas.

You do realize that flak damage (at least by flak troopers and flak cannons) has 0 splash damage? Meanwhile, those GGI and patriot missiles are more powerful and have enough splash damage to damage all targets in the same cell (which happens alot when moving air units around). The only flak damage with splash is that of the sentinel.
 
Gatling weapons are almost as bad as flak weapons, although they do get more powerful after a few seconds of firing.
 
I propose you make flak & gatling weapons more effective VS medium armor like helicopters (they're decent vs light armor like rocketeers), and perhaps making patriots fire in large bursts of missiles, with a longer cool-down. And for the love of god, remove the rocket splash! Have you ever instantly lost 20 warhawks to 2 patriots?
 
Any thoughts?
I wouldn't let the warhawks to group into one cell while attacking a base, and I'm not sure about patriots being able to shoot down 2 air targets in 2 different cells simultaneously because of splash damage.

#500 Protozoan

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Posted 26 January 2014 - 03:37 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?


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