Try Offense Defense against a Pacific Front player or players. The enemy won't bother building other units, because he/she will spam Hailstorms and support them with some defense structures. Nothing can help against them. Or perhaps yes. If you are PF too, then you can spam Hailstorms too.
And make things more disturbing for you:
Hailstorm spam >>> Wolfhound spam
Reason: Wolfhound spam has more weak points than Hailstorm spam.
Anyway, both units will be nerfed.
I won that map with Norio, some Zephyrs and a few other units(Fast game, no time to get silly with Hailstorms)
Depends on against who you are playing. I had the luck with a Pacific Front duo, who turtled and then raped everything with Hailstorm mass. And Offense Defense is a turtle friendly map.
Tesla Cruiser is very deadly in big numbers. It is both anti-infantry and anti-armor. That extra EMP effect can do wonders. Some Tesla Cruisers can take out a single Nuwa without letting it shoot. You can also use the Overcharge on them to make them more powerful. In BR2 the overcharge will be gone, but will be replaced with a Russia unique support unit called the Perun which can buff Tesla weaponry (even coils).
Prepare to be emancipated from your own inferior genes!
Posted 14 September 2014 - 06:03 AM
I suggest giving the Blizzard fire on the move, dispose of the Infantry effectiveness buff and use Toveena's Blizzard logic
"Blizzard tank hp decreased from 535 to 500. Ground weapon damage and ROF halved, same DPS,slow debuff lasts slightly longer. AA weapon effectiveness doubled. Can fire on the move."
This makes the unit more flexible by allowing it to fulfill a support role, anti-infantry role and support AA (wouldn't use as a dedicated AA unit).
Since it can now fire faster, it's able to slow down enemy vehicles more efficiently, and with fire on the move it helps against being overwhelmed, where previously the Blizzard would get maybe 1-2 shots before enemy units came into range and you would have to retreat since most of the other units didn't have enough armor to withstand the assault excluding the Battle Fortress.
It can also be used to support Zephyrs by slowing down the targets or attempting to hold down enemy vehicles from fleeing from the Battle Fortresses, which ties the units together neatly and their strategy, rather than everything having exotic mostly independent functions from each other.
It might seem somewhat overpowered, but most of the Pacific Front units are too slow to respond to most threats and have a difficult time trying to engage other units (which is just about the only thing that Pacific Front can do, given that they're not very good with early game assaults). If the Blizzard has fire on the move and a faster rate of fire (with decreased firepower of course), it helps covers PF's most glaring weaknesses, every faction has something that attempts to deal with a faction's given weakness, and the Blizzard should be it for Pacific Front I think
I took this from Toveena's version of the rules file, I don't know what any of it means, but the devs probably will:
Spoiler
[BlizzardRailgun] ; blizzard weapon
AmbientDamage=1 ;8
Damage=28 ;9
ROF=55
Bright=yes
Range=9
MinimumRange=1
Projectile=InvisibleMedium
Speed=100
Warhead=BlizzardWH
Report=BlizzardAttack
Wave.IsBigLaser=yes
Wave.Color=0,0,255
[BlizzardRailgunE]
AmbientDamage=1;11
Damage=35 ;11
ROF=55
Bright=yes
Range=9
MinimumRange=1
Projectile=InvisibleMedium
Speed=100
Warhead=BlizzardWH
Report=BlizzardAttack
Wave.IsLaser=yes
Wave.Color=125,0,255
[BlizzardAA]; blizzard vs air
Damage=56 ;80
ROF=55 ;110
Bright=yes
MinimumRange=1
Range=9
Projectile=InvisibleAll
Speed=100
Warhead=BlizzardAAWH
Report=BlizzardAttack
Wave.IsBigLaser=yes
Wave.Color=0,0,255
Bright=yes
[BlizzardAAE]
Damage=70
ROF=55
Bright=yes ;no
MinimumRange=1
Range=9
Projectile=InvisibleAll
Speed=100
Warhead=BlizzardAAWH
Report=BlizzardAttack
Wave.IsLaser=yes
Wave.Color=125,0,255
Bright=yes
[CryoRailgun] ; cryo weapon
AmbientDamage=1 ;4
Damage=24 ;7
ROF=60
Bright=yes
Range=7.5
Projectile=Invisible
Speed=100
Warhead=BlizzardWH
Report=CryoAttack
Wave.IsBigLaser=yes
Wave.Color=0,0,255
[CryoRailgunE]
AmbientDamage=1
Damage=30 ;9
ROF=60
Bright=yes
Range=7.5
Projectile=Invisible
Speed=100
Warhead=BlizzardWH
Report=CryoAttack
Wave.IsLaser=yes
Wave.Color=125,0,255
[CryoRailgun2] ; cryo weapon structure
AmbientDamage=5
Damage=10 ;7
ROF=60
Bright=yes
Range=7.5
Projectile=Invisible
Speed=100
Warhead=BlizzardAA2WH
Report=CryoAttack
Wave.IsBigLaser=yes
Wave.Color=0,0,255
Bright=yes
[CryoRailgun2E]
AmbientDamage=7
Damage=12 ;9
ROF=60
Bright=yes
Range=7.5
Projectile=Invisible
Speed=100
Warhead=BlizzardAA2WH
Report=CryoAttack
Wave.IsLaser=yes
Wave.Color=125,0,255
Bright=yes
I also added his version of the rules since they make some interesting changes.
Here is my default response in case you don't agree with me:
Prepare to be emancipated from your own inferior genes!
Posted 24 October 2014 - 09:35 AM
Give the Chrono Legionnaire uncrushable and immune to dog attacks. He could also probably do with a price decrease larger than $100 (possibly make him $1250-$1300, doesn't make sense that he costs almost as much as a Hero, when he doesn't possess anywhere near the useful abilities that they do.
Chrono Legionnaires and all other chrono infantry are already uncrushable. If there is any infantry that needs the uncrushable ability it's definitely the Desolators/Eradicators, while removing the ability from Pyros. The fact that Pyros are uncrushable, it's kind of OP since they really excel vs. large groups of infantry and buildings, are easy to mass with a cheap $400 price, and are unstoppable if in large number of Pyros along with units like Flak Troopers/Halftracks/Tsivils and MBTs to support and cover their weaknesses are in your base. Crushing Pyros with tanks should at least be a counter for them. Since Desolators/Eradicators are now more expensive in BR2, are the slowest Soviet infantry, and are tier 3 infantry they deserve the uncrushable by normal vehicles ability.
I remember making a suggestion for immunity to dog attacks for all chrono infantry a few months ago, I definitely agree with that.
I like the idea to make them even more cheaper than $1400 but more like $1350-$1300, $1250 is a little too much.
Edited by MrFreeze777, 24 October 2014 - 10:32 AM.
^^^ Details man, details. Or is it that over powered that it doesn't warrent any? Its not like you can spam them right? Only one at a certain time? Maybe increase the time?
- - -
What the fuck Pyros can not be crushed like Tesla troopers? They don't wear heavy armor like the Troopers, or Desolaters. Pyros have the same shit as conscripts! Yes, Desos should be just like Tesla troopers in that they both wear heavy ass armor, they both should be uncrushable, and dog resistant.
Chrono Legionares don't wear heavy armor. They just have a big ass backpack. Haven't you seen the old Allied multiplayer score screen? They ain't heavily armored at all. So, dogs can still rip out their throats. And I'm surprised they are uncrushable too, thats weird. Hey devs, whats the balance reasons for that? They'd be too easy to get rid of?
Edited by DoMiNaNt_HuNtEr, 24 October 2014 - 03:37 PM.
Eradicators already are uncrushable. Desolators are uncrushable on deploy.
Eradicators are uncrushable? The info about them on the website says otherwise. If it's true in-game then my bad I meant Desolators being uncrushable when undeployed or if it's OP then as an alternative increase speed to 6 so they can keep up with Tesla Troopers in movement. The fact that they are getting nerfed with increased price and doing less damage vs. vehicles in BR2, they at least deserve something to make up for it. They are the slowest Soviet infantry, can't evade vehicles, and are tier 3. While Pyros are much more preferably trained since unlike the Desolators, Pyros are cheaper, are tier 2, are much faster, are able to destroy buildings, can kill groups of infantry with default weapon, and are uncrushable.
Chrono Legionares don't wear heavy armor. They just have a big ass backpack. Haven't you seen the old Allied multiplayer score screen? They ain't heavily armored at all. So, dogs can still rip out their throats. And I'm surprised they are uncrushable too, thats weird. Hey devs, whats the balance reasons for that? They'd be too easy to get rid of?
Chrono Legionares and stolen tech chrono infantry is the only type of infantry with plate as armor class that are not immune to dog attacks. The rest of the infantry who do have plate as armor class like Siege Cadres and Stalkers are immune. They already have many weaknesses like Gap Generators and pretty much anything anti-infantry but to have cheap $200 dogs with a super fast training time kill Chrono Infantry easily makes suprise attacks impossible and not worth the money spent and wasted.
Edited by MrFreeze777, 25 October 2014 - 06:43 AM.
Prepare to be emancipated from your own inferior genes!
Posted 25 October 2014 - 02:23 AM
Risen Railgun needs to do less damage to Jets.
Jets can easily evade Risen Railgun.
Risen Railgun destroys Jets in a single shot which is enough time to take at least 1-2 of them if you're not looking at your base when it happens, there's no resistance and it requires no effort or strategy. Unless you leave a group of units to defend your Airfield at all times, which I'm sure would still not be enough to take out the Railgun before it kills a single Jet.
You got Gap Generator to block Risen Railgun. Even if enemy uses Scout Raven + Risen Railgun, it's pretty hard where to know where exactly the Airfield is, especially when it's in the center of the shroud.
Edited by MrFreeze777, 25 October 2014 - 07:42 AM.