MO3.0 Feedback // BALANCING
#781
Posted 26 May 2015 - 08:49 AM
I think TDs should be allowed to detect stealth, drones can plague soviet and allied miners, even though the allied one can teleport away, the drone will remain in the field, until dealt with, if a player lacks the necessary units to deal with it, it may heavily impact the allied players economy depending on map type or time unto the game. Another free advantage epsilon gains from their ghost miner. Soviet miners may have weapons, but a couple drones will still overcome that, whereas drones have no effect on miners, similar to Jets.
Beyond that, I'd still like to press with the suggestion for the terror drones to burrow into the ground for camouflage and ambush purposes.
#782
Posted 26 May 2015 - 09:08 AM
Only War Miner is the one which is unable to do anything against jets. Chrono Miner can dodge the jet attack by warping back. And as far as I know flying units (including jets) can't get stealth detection, because of technical things, which means it doesn't work (Norio is the only hero without stealth detection because of that).
War Miners usually stay in a "pack". 2 or 3 War Miners can fight off Terror Drones, so you need quite many of them to overcome them. It will be more true in the next version (huh), where the War Miner can kill a TD with one hit.
I think Terror Drones are good as they are now. They can slaughter Brute armies and can be deadly against those players who neglect repair units.
#783
Posted 26 May 2015 - 04:41 PM
@Protozoan maybe the USA's Stormchild jets can get stealth detection due to it's advanced laser technology measuring anomalies.
#784
Posted 27 May 2015 - 01:11 AM
In the end, it really isn't that hard dealing with terror drones. The adding of mobile repair to all factions makes countering drones a lot easier than vanilla YR. And even if air units could get detection, I wouldn't like the idea, or terror drone detection. I like having to send detector "spotters" as a support unit. It encourages diversifying your forces, and plus terror drone detection would make shadow tanks a lot harder to use effectively.
- Protozoan likes this
#785
Posted 31 May 2015 - 03:46 PM
Norio is fast and has great damage and it can even win 1 vs 1 to an AA turrets
- Norio is T3, while AA turrets are T2 (or T1 with the case of the Gatling Cannon)
- Norio costs $1500, while AA turrets cost $800 for the Patriot, $700 for the Flak Cannon, and $1000 for the Gatling Cannon
- Norio can only be built once, while you can build many AA turrets
- You can use just a few T1 AA vehicles to patrol your base to ward him off, if you have an issue with spamming AA turrets
On an entirely different note...
ShadowE discovered that the Voyager is OP. He put them into his ground armor and managed to make 3 players completely ragequit in one day. That's more than any hero has probably pulled off.
The Voyager merely costs $1000, yet has armor greater than that of most T3 armor. In addition to that, each one effectively has the full firepower of an IFV. (IFV has 52 firepower every 40 ticks, Voyager has 110 firepower every 80 ticks, both use the same warhead). The price has been less than doubled but the armor is four times as much, ignoring the transport capabilities it has.
As a result, Voyagers are extremely cost effective used merely as a frontline combat unit. They need to either have their anti-ground firepower reduced or their health reduced, which should do the trick combined with the build speed penalty already in place.
Also, I noticed that the Zubr's anti-tank firepower sucks. This makes it inferior to the Voyager despite being otherwise equivalent.
#786
Posted 31 May 2015 - 04:17 PM
Well yeah, Voyager has way too nice firepower. Maybe its anti-armor capabilities should be weakened so Zubr and Voyager could "match".
#787
Posted 31 May 2015 - 04:53 PM
Eh I can completely address the Voyager being OP on my own, no need for others to do so tyvm :V
Altho i think their firepower needs to be nerfed and not their armor, since they are transports, not actual combat units
#788
Posted 02 June 2015 - 08:11 PM
#789
Posted 03 June 2015 - 12:06 PM
Armor is completely fine, they are bulky, but not MCV/BFRT bulky.
Besides who other than me makes these transports, everyone got better alternatives anyways (Driller, Borillo & Stallion) so a firepower nerf would be more than enough to make them unused again like every other transport.
#790
Posted 04 June 2015 - 02:54 PM
If transports had low armor, they would die of some hits. Even if you manage to defend the transports, some units can land enough hits to destroy them. Armor is fine, only the firepower is too good.
#792
Posted 05 June 2015 - 09:37 AM
Borillo is anti-infantry and anti-structure first and its transport ability is only secondary. Also... other two transports (the Driller APC and the Stallion) are better for transporting, because their extra abilities can make them remain hidden so they can make big surprise, while in Borillo's case there aren't any abilities like that. Anti-armor units can deal with Borillos easily.
#793
Posted 05 June 2015 - 09:40 AM
#794
Posted 05 June 2015 - 06:19 PM
Basic tanks, Terror Drones, Tesla Troopers, Jets, Speeder Trikes... all things that are very effective at sniping Borillos, Borillos are far from being an issue imho
#795
Posted 05 June 2015 - 10:09 PM
Basic tanks, Terror Drones, Tesla Troopers, Jets, Speeder Trikes... all things that are very effective at sniping Borillos, Borillos are far from being an issue imho
Borillo + Ivans are still hard to deal with if you don't expect it. But then 2 engis and some tanks.
#796
Posted 06 June 2015 - 03:26 PM
thats where scouting and map awareness come in place
#797
Posted 30 June 2015 - 05:41 AM
The Tesla Reactor... I know, it sucks... It takes up more space and gives less power in comparison to the other power plants, and yes; making the Nuclear Reactor a tier 2 Soviet structure would compensate for this, but; it's a bit of an over compensation, and nuclear technology has always been aptly at tier 3, such as; the Nuwa, Desolater, and Eradicator, so personally; I'm totally against the Nuclear Reactor becoming a tier 2 Soviet structure.
It's suppose to be that "OP / power this base and another" Super power plant that I worked so hard on getting. Now all I gotta do is buy a radar?... :|
I propose something different, to compensate for this power issue.
Nuclear Reactors should stay tier 3, and the Tesla Reactor should gain an interesting little makeover.
First off; it'd be nice if they took up the same amount of space (2x2) as other tier 1 power plants do.
Secondly; you know how Tesla troopers can power Tesla Coils despite your base not having any power? Well; what if Tesla Troopers could power Tesla Reactors (in the same fashion) to power up your base even more so? or; perhaps they could garrison the Tesla Reactor to aid in its energy output, similar to how Bio Reactors work?
So what I'm suggesting is:
- Put the Nuclear Reactor back to tier 3.
- Make it so Tesla Reactors can acquire more power via Tesla Troopers, and/or make Tesla Reactors take up 2x2 space like the other tier 1 power plants.
Thanks for taking the time to read my ideas. I hope you consider it, for; nuclear technology should totally stay tier 3.
Edited by BlackAbsence, 30 June 2015 - 05:59 AM.
- Directive255 and Toveena like this
Infinitive absence.
#798
Posted 01 July 2015 - 03:36 AM
The AI cheats :(
#799
Posted 04 July 2015 - 06:18 AM
I might consider using them again.
#800
Posted 06 July 2015 - 04:02 AM
The Tesla Reactor... I know, it sucks... It takes up more space and gives less power in comparison to the other power plants, and yes; making the Nuclear Reactor a tier 2 Soviet structure would compensate for this, but; it's a bit of an over compensation, and nuclear technology has always been aptly at tier 3, such as; the Nuwa, Desolater, and Eradicator, so personally; I'm totally against the Nuclear Reactor becoming a tier 2 Soviet structure.
It's suppose to be that "OP / power this base and another" Super power plant that I worked so hard on getting. Now all I gotta do is buy a radar?... :|
Agreed , I once suggested that Nuke reactor's power production should be reduced from 2000 to around 1200-1300. For a T2 structure nuke reactor is just way too cost-effective.
Or have its HP reduced by 25%, ultra high power output with greater risk.
btw this should go under balance discussion
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