no that just gives them more money and whatnot...im not talking about how hard they are...i mean they always target you first AND theycant seem to deal with problems like kirovs and whatnot
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#81
Posted 06 December 2013 - 03:51 AM
#82
Posted 06 December 2013 - 09:35 AM
#83
Posted 06 December 2013 - 04:28 PM
no not by irkalla...alrady tried that..kirove might be more armored....even though its just a balloon...and what do you mean the ai cant be fixed...they were fair in 2.0...what changed to make them act like this...and old engine...why not start making this game on a newer engine like Shit alert 3...and you can make the ai whatever you want doesnt matter the engine...is there someone on your team that handles ai? Yes i do play online though i recently stopped because the delay in commands annoys me alot. If i may ask...when this game gets done why not me start my first project and put this game on a red alert 3 engine...it would run alot better and feel much better then this one
Actually most of us can handle normal Mental AIs. Some of us can handle even Mental Meteor Shower AIs.
#84
Posted 06 December 2013 - 04:51 PM
She's a little girl wearing a Exoskeleton that basically doubles her body size not to mention her Earthbreaker (So she's technically occupying 2 spaces for infantry)
I don't agree with this. The Centurion is big enough to have 10 men inside it if realism is what you meant.
In my oppinion, it make no sense to have her taking up 2 slots while not being able to do anything else beside stopping tanks. The Dragonfly exists for a reason.
If it's just one slot, she would be very useful.
I'd rather have 2 Tesla troopers and an Eradicator inside instead.
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#85
Posted 06 December 2013 - 05:13 PM
Dunerider is a pretty good unit if you learn how to use it well. It is even better in terms of structure annihilation than Navy SEAL or Crazy Ivan. Also he has pretty good range, he can outrange even basic defenses and garrisons.
Well, it's nice to have a good anti structure infantry, but Epsilon still lack a cost efficient anti infantry infantry unit similar to seals and Desolators. But maybe mass initiate Spam could be a solution... owait Desolators d'oh.
I mostly mention this because of brutes. With cloning vets they can be spammed and scare away whole tank armies. They can even overwhelm anti infantry tanks if don't micro and move away but moving away gives your opponent crucial time.
Basilisks are great but no answer to everything as they can be cost efficiently countered aa or archers. Also, Basilisks still need to fire several salvos until the first brutes are finished off. And Weavers/Adepts don't work on them as well.
#86
Posted 06 December 2013 - 06:39 PM
IMO base defenses are UP... well most of them. the soviet hammer thing could definetaly use more firepower, Gattling cannons are useless as AA thanks to their short range and low firepower, the epsilon t3 defense is pretty good, but still not worths the price or energy cost, I only keep them to counter midrange arty.
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#87
Posted 06 December 2013 - 06:40 PM
no that just gives them more money and whatnot...im not talking about how hard they are...i mean they always target you first AND theycant seem to deal with problems like kirovs and whatnot
4 Wars Factory and 4 Barracks all of them act as....cloning vats.....
#88
Posted 06 December 2013 - 06:44 PM
IMO base defenses are UP... well most of them. the soviet hammer thing could definetaly use more firepower, Gattling cannons are useless as AA thanks to their short range and low firepower, the epsilon t3 defense is pretty good, but still not worths the price or energy cost, I only keep them to counter midrange arty.
No way, defenses are to use them in critical situations not to fill entire base with defenses instead of units.
#89
Posted 06 December 2013 - 07:22 PM
IMO base defenses are UP... well most of them. the soviet hammer thing could definetaly use more firepower, Gattling cannons are useless as AA thanks to their short range and low firepower, the epsilon t3 defense is pretty good, but still not worths the price or energy cost, I only keep them to counter midrange arty.
No way, defenses are to use them in critical situations not to fill entire base with defenses instead of units.
Okay but should I fill my base with them, they are supposed to stop an easy AI from doing any noticable damage.... they don't. For example: on Bay of Pigs, I put 4 tesla coils, 4 hammer things and a bunch of flak on the chokepoint, nicely lined up. But even minor artillery strikes did serious damage, because 4 hamemrs weren't enough to kill them in time. I'm talking about PRISM TANKS now. T3 defenses are UP, tier 1 is ok-ish, tier 2 is good unless they face long range units, like siege cadre.
Mental AI just wipes off any defenses.
Edited by Divine, 06 December 2013 - 07:22 PM.
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#90
Posted 06 December 2013 - 07:29 PM
IMO base defenses are UP... well most of them. the soviet hammer thing could definetaly use more firepower, Gattling cannons are useless as AA thanks to their short range and low firepower, the epsilon t3 defense is pretty good, but still not worths the price or energy cost, I only keep them to counter midrange arty.
No way, defenses are to use them in critical situations not to fill entire base with defenses instead of units.
Okay but should I fill my base with them, they are supposed to stop an easy AI from doing any noticable damage.... they don't. For example: on Bay of Pigs, I put 4 tesla coils, 4 hammer things and a bunch of flak on the chokepoint, nicely lined up. But even minor artillery strikes did serious damage, because 4 hamemrs weren't enough to kill them in time. I'm talking about PRISM TANKS now. T3 defenses are UP, tier 1 is ok-ish, tier 2 is good unless they face long range units, like siege cadre.
Mental AI just wipes off any defenses.
T3 defences shouldn't outrange any of the artillery units.
#91
Posted 06 December 2013 - 07:30 PM
Erm, I have Tesla Troopers charge my Coils so they EMP incoming Tanks, then the Hammers seal the deal. As for base defenses, I'd say you're better off buying Wolfhounds / Basillisks / DA THOR to repel Kirovs etc.
By far the worst AA defense is the patriot though IMO... It's like, 2 GGI's an attack power AND speed... Pew pew...
#93
Posted 06 December 2013 - 09:58 PM
I think that Hailstorm isn't balanced. In a map where one can easily defend itself from anything and the map has got much resources the player can win by using only Hailstorms. I suggest that Hailstorm should do 0 or very minimal damage to armor.
#94
Posted 06 December 2013 - 11:38 PM
To anyone who still thinks HQ is even remotely balanced, I say: go fuck yourself. Preferably with Rahn's railgun up your ass.
They are still fucking ridiculous. Everything about them is overpowered in absurd and unfair ways (especially against the Russians). To note:
1: Shadow Tanks. Fucking Shadow Tanks. I can't do any mining with them around, and I can't protect my Ore Miners with tanks or infantry since the Shadow rapes them like a convicted felon does to some poor sap who drops a bar of soap in the shower room. When paired with the Driller APC and Epsilon Adept combo, there's no hope. Parked outside of a War Factory, there's no way you can replace Ore Miners or tanks without either being blasted by the Shadows or mind controlled by the Adepts. Trying to eliminate the Adepts with Terror Drones is equally pointless, since the Shadows can kill them with ease, and Terror Drones can't infect them. Oh yeah, and they're apparently a Tier 2 unlock, so just build a Radar Spire and you can spam them to high hell. Yeah, totally fair.
2: Stalkers. I hate Stalkers. Far too tough to kill, outranges everything you have, and impossible to advance on since they are supported by a fucking hoard of friends (Opus Tanks, Adepts, and Basilisks). Makes mining or protecting miners an utter nightmare. Obliterates structures like Tea Party stupidity obliterates election chances. Would be nice to kill them with Terror Drones, wouldn't it? GOOD LUCK getting past their field support.
3: Basilisks. Goddamn, who came up with the Basilisk!? The thing's a fucking monster. Bad enough that it's a universal Epsilon unit, but when used by HQ it somehow becomes a thousand times worse. Flak units and structures just can't kill them fast enough, and the Chinese Sentinel's the only Soviet unit good enough to take them down quick enough - oh, but wait, it's CHINESE ONLY, so fuck you, Russians. Why the hell they are so easy to spam and swarm, I have no fucking idea (and they're supposed to be the Kirov equivalent! Yeah right...).
4: Somehow, SOMEHOW, Headquarters has an absurd production advantage over the Russians. Russia can't compete with them at all. I can't keep my economy running, my base defended, and scouting/expanding outwards at the same time with HQ around. Either my scouts or Ore Miners are killed by Shadow Tanks, by base is blown up by Basilisks, my army's decimated by Colossus and Stalkers, or one or all of the above being supported by the Irkalla hanging over me like the fucking Sword of Damocles (you know what? That's what it should've been named). I can't do ANYTHING without HQ knocking on my doorstep seconds later.
5: To those who say "Well why not just take them out earlier, then?", I say FUCK YOU. Speed and micromanagement is not my forte, and it's not everybody else's either. Most people don't have that level of absurd skill, so them taking things slower is more comfortable and easier to manage. HQ, on the other hand, can just easily roll over everybody with ease: my last match was with Protozoan, and he's not an Epsilon fan, and so never played with them until recently - but I got slaughtered regardless. Yes, someone who's a complete noob at HQ verses someone who's at least passibly competent at Russia, and the latter got SLAUGHTERED. What the fucking hell? It should've been the reverse, at the very most, and at the very least should've been an equal playing field. But no, it was not. Now, consider this: since a complete noob with HQ can ruthlessly slaughter any other player, now imagine someone who's a complete master with HQ.
I highly doubt even that someone who is an absolute master with Russia can beat an equally absolute master with HQ. Go ahead and test that hypothesis, I dare you.
6: Rule of thumb when playing against HQ - One little setback, one little mistake on your part, and you're finished. You must be absolutely fucking PERFECT to even come close to parity against HQ. ESPECIALLY if you're playing as the Russians. Oh, you can recover from significant damage against the Allies, or the other Soviet factions, or even Scorpion Cell and PsiCorps, if you happen to be lucky and have great foresight and forward planning. Against HQ, though? You will never be lucky, and your forward planning will crumble into dust the moment they touch you in the slightest. You cannot ever recover from even a light HQ raid.
I demand a full and complete re-evaluation of the balance between Epsilon Headquarters and the rest of the factions (in particular poor Russia). I cannot tolerate 10 goddamn losses in a row against them and still say it is mere coincidence. I should've had at least one goddamn victory in that. This is insane.
Edited by WhiteDragon25, 06 December 2013 - 11:41 PM.
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#95
Posted 07 December 2013 - 12:04 AM
Giant quote
did you know i once beat HQ while using Russia? It's true!
The match was literally wolfhound vs. the world. I demolished everything he had with wolfhounds. Irkalla, Basilisks, Invaders, Shadow Tanks, everything crumbled to dust. i also had used missile subs to handle some areas at his base as a skillful distraction, which drew his entire army away from where i really wanted to strike at times. Granted, though, this was a Naval map.
It's not that HQ is OP. You just suck against HQ. The bitter truth. wolfhound op pls nerf mental speder
Edited by Derxwna Kapsyla, 07 December 2013 - 12:06 AM.
#96
Posted 07 December 2013 - 05:25 AM
She's a little girl wearing a Exoskeleton that basically doubles her body size not to mention her Earthbreaker (So she's technically occupying 2 spaces for infantry)
I don't agree with this. The Centurion is big enough to have 10 men inside it if realism is what you meant.
In my oppinion, it make no sense to have her taking up 2 slots while not being able to do anything else beside stopping tanks. The Dragonfly exists for a reason.
If it's just one slot, she would be very useful.
I'd rather have 2 Tesla troopers and an Eradicator inside instead.
Well thats your choice. The Centurion also has to hold in itself a powerful engine to move its own body. Large pile of computers and electronics as well as holding the weapons its armed with.
Dragonfly's can be shot down and they can only attack single targets. Yunru's EMP Cannon can short-out multiple units and it has far superior range. And if you want that EMP beams to stop you have to take down a giant walker.
That was discussed on why she became 2 slots. Thing is if you loaded 2 desolators the Centurion became almost unstoppable when it attacked only ground units.
Its Speeder's vision if you wanna complain why a little girl occupies more space than a grown man in power armor ask him.
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#97
Posted 07 December 2013 - 06:50 AM
Then, Whitedragon25, the problem lies, not with HQ, not with the players playin as HQ, but with you.
You just don't know how to properly counter them with Russia. So try some other subfactions for a change. We have 9 of them for a reason.
I showed you how easily my russia could beat your HQ, and I didn't even need Wolfhounds, Scuds or any T3 at all
If you're that annoyed, just spam Demo Trucks until your opponent ragequits
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#99
Posted 07 December 2013 - 01:02 PM
Honestly Russia is one of the sides which can counter HQ easily. You just need to learn how to use Russian units properly. 4 Wolfhounds won't be enough to take down a whole HQ army.
#100
Posted 07 December 2013 - 01:53 PM
I so want to see your Russia gameplay, WhiteDragon. One thing is sucking in micro (which I do as well) and another is can't countering HQ...
Edited by Graion Dilach, 07 December 2013 - 01:53 PM.
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