Why did tanya's attack speed and anti armor capabilities were increased?
What are you talking about? Tanya got slower attack speed, but slightly increased attack range and +15% damage against heavy infantry.
Posted 20 June 2014 - 06:40 PM
Why did tanya's attack speed and anti armor capabilities were increased?
What are you talking about? Tanya got slower attack speed, but slightly increased attack range and +15% damage against heavy infantry.
Posted 21 June 2014 - 01:39 AM
Increase ROF=shoot slower
Why did tanya's attack speed and anti armor capabilities were increased?
What are you talking about? Tanya got slower attack speed, but slightly increased attack range and +15% damage against heavy infantry.
Posted 21 June 2014 - 05:20 AM
I though ROF which stands for Rate of Fire, means the higher the rate the faster you shot? Can anyone confirm this? But one thing i'm sure Tanya will shot slower, since even in the streams when Tanya was mentioned Zenothist and Doomhammer said she will shot slower but have slightly longer range in the coming BR2...
Edited by fff, 21 June 2014 - 05:21 AM.
Posted 21 June 2014 - 06:19 AM
Why did tanya's attack speed and anti armor capabilities were increased?
She was weak, compared to all the other heroes.
p.s. Tanya will shoot FASTER.
Edited by Haxxan, 21 June 2014 - 06:20 AM.
Posted 21 June 2014 - 06:43 AM
Why did tanya's attack speed and anti armor capabilities were increased?
She was weak, compared to all the other heroes.
p.s. Tanya will shoot FASTER.
Or perhaps the other heroes, excluding Rahn & Malver are too powerful, whereas she is balanced. Idk about everyone else but when a single unit is capable of destroying half of an opponent's force, something feels off when it is a C&C game.
Speaking of units being able to destroy half of an opponent's force, Libra's buff, yay, she was so underpowered before. I can't wait to start losing all my Infantry in a few shots again, that was so fun.
Posted 21 June 2014 - 07:27 AM
Posted 21 June 2014 - 07:40 AM
Tanya was useful in PB1 too. She could blow up bases in the blink of the eye. The problem was that some Desolators and Eradicators could quickly eliminate her before she could fire. It was a big problem in missions too, especially in Hammer to Fall, where the player has to face Desolators many times.
Posted 21 June 2014 - 10:10 AM
ROF stands for rate of fire. But the rate here is actually the number of frames (or time units) before the next shot. The smaller the ROF, the faster it shoots. Do not question Westwood's logic.
MO3.0 gameplay is rather hero-centric, but a single hero/heroine won't stand against an army. They are quite designed to be stalemate breakers.
They can still deal a ridiculous amount of damage that will instantly turn the tide of the battle. I just don't think these 9 vastly different powerful heroes will ever be completely balanced, C&C was never meant for heroes or singular units to change the game, commandos were there for sabotage and that was it, and it was much harder to pull off, they couldn't just be built and thrown straight into battle. They're a nice exotic niche that makes the game much more unique, but I don't think it's working for multiplayer.
Tanya was useful in PB1 too. She could blow up bases in the blink of the eye. The problem was that some Desolators and Eradicators could quickly eliminate her before she could fire. It was a big problem in missions too, especially in Hammer to Fall, where the player has to face Desolators many times.
She's still useful since she can wipe out someone's force of T1 & T2 units with ease, along with being able to still take out people's important structures which will shift the tide of the game into their favor. I think she's fine the way she is, but the other heroes, especially Libra, are a bit stronger than they should be. Tanya was a commando, not a terminator, now she is going to be a frontline soldier with her buff.
The heroes are random and explosive, they wreck the multiplayer scene, they're abused, exploited and imbalanced. I wouldn't mind them in Skirmish or Campaign though. I hope MO will implement hero toggles in the future like with Superweapons. They're also partially the reason why it's impossible to even use basic Allied Infantry in the late-part of a game.
Posted 21 June 2014 - 04:17 PM
ROF stands for rate of fire. But the rate here is actually the number of frames (or time units) before the next shot. The smaller the ROF, the faster it shoots. Do not question Westwood's logic.
MO3.0 gameplay is rather hero-centric, but a single hero/heroine won't stand against an army. They are quite designed to be stalemate breakers.
So let me get this right, in BR2 with the other buffs Tanya is getting (increased range and damage bonus) she will shot even faster!?
Posted 21 June 2014 - 05:34 PM
Posted 02 July 2014 - 12:27 AM
In BR2 will Pyros be crushable by normal vehicle? I heard someone mentioning Pyros are uncrushable by vehicles but I'm not sure if it's been officially announced that the Pyro's unintentional ability will be removed.
Also concerning Chrono Legionnaires and stolen tech infantry that also use Chrono backpacks, will they be immune to dog attacks in BR2? Its pretty weird for the most expensive non-hero T3 infantry in Mental Omega to be the only infantry with plate armor along with their stolen tech counterparts to be easily killed by attack dogs. Apart from Chrono infantry, infantry with plate armor always means immunity to dog attacks: Siege Cadres, Siegfried, Suppressors, Tesla Troopers, Mortar Quads, Desolators/Eradicators, Stalkers are all immune to dog attacks, the same goes for non-plate armor infantry like Brutes, Rahn(although not mentioned in his info), all flying infantry, and all cyborg type infantry.
Edited by MrFreeze777, 02 July 2014 - 12:30 AM.
Posted 02 July 2014 - 02:37 AM
Dogs are often the best counter for chrono infantry since they can appear anywhere and their only point of weakness is the "phase-in" when they arrive. SInce chrono infantry (especially ivans) can do a lot of damage very quickly if used right, I think dog vulnerability should stay.
Posted 02 July 2014 - 04:29 AM
Dogs are often the best counter for chrono infantry since they can appear anywhere and their only point of weakness is the "phase-in" when they arrive. SInce chrono infantry (especially ivans) can do a lot of damage very quickly if used right, I think dog vulnerability should stay.
Chrono's Infantry weakness is basically anything that can shoot, an extremely expensive unit that requires $1400 if you're the Allies, or requires infiltrating an opponent's battle lab (not as easy as it looks) and then spending more than the US can afford, is a big fuck you when they get taken down by a simple dog. Having just a couple of basic Infantry is enough, tbh, or just, anything that shoots. They're nowhere near as bad as the other stolen tech Infantry anyway, like the Virus or the Voltmortar, where they just sit outside of your forces and start wiping out all your units.
Besides that, the chrono ivans can easily be countered by basic T1 defenses and units, and don't forget that engineers can disarm their bombs from buildings, they also require 2 bombs to destroy a building if I remember correctly.
Posted 02 July 2014 - 05:51 AM
I found Chrono Ivan kinda OP..
I can't find planning to change him in the /changelog so, how about, when he's still in the phasing-in phase, if he got killed, the explosion would occurred from where he phased-out, not where he currently phasing-in? He's an easy way to destroy enemy bases. Just stock him up for 3~6, select them all, click on enemy building you want to destroy, and bam, building gone along with them.
...or is that the main purpose of him? Because, compared to other stolen-tech infantry, I think he's the most useful when it comes to quick annihilation..
EDIT: or, just simply make him die like Chrono Legionairre, no explosion?
Edited by Bernadiroe, 02 July 2014 - 06:05 AM.
Posted 02 July 2014 - 06:19 AM
Dogs are often the best counter for chrono infantry since they can appear anywhere and their only point of weakness is the "phase-in" when they arrive. SInce chrono infantry (especially ivans) can do a lot of damage very quickly if used right, I think dog vulnerability should stay.
If anything that should be all of the Chrono infantries' main weakness it should be massed T1 robotic units(Robot Tanks, Terror Drones, Stingers) or air units with anti-infantry weaponry(which all 9 sub-faction have access to whether it's a sub-faction specific unit or a generic unit) that which Chrono Legionnaire and all 3 of the stolen Chrono infantries can't handle against at all other than to teleport far away in a secure location, but to have cheap attack dogs as their main counter that's a big waste of money and effort to even use them in the first place. Besides there are other effective ways all 3 factions have access to deny Chrono infantry attacks on their base: Gap Generators for Allies, Chimera Core for Epsilon(although not a direct denial counter it will discourage Chrono infantry attacks for the possibility of a nasty stealth surprise), and deployed Desolators\Eradicators for Soviets.
Edited by MrFreeze777, 02 July 2014 - 06:45 AM.
Posted 02 July 2014 - 07:30 AM
Dogs are often the best counter for chrono infantry since they can appear anywhere and their only point of weakness is the "phase-in" when they arrive. SInce chrono infantry (especially ivans) can do a lot of damage very quickly if used right, I think dog vulnerability should stay.
If anything that should be all of the Chrono infantries' main weakness it should be massed T1 robotic units(Robot Tanks, Terror Drones, Stingers) or air units with anti-infantry weaponry(which all 9 sub-faction have access to whether it's a sub-faction specific unit or a generic unit) that which Chrono Legionnaire and all 3 of the stolen Chrono infantries can't handle against at all other than to teleport far away in a secure location, but to have cheap attack dogs as their main counter that's a big waste of money and effort to even use them in the first place. Besides there are other effective ways all 3 factions have access to deny Chrono infantry attacks on their base: Gap Generators for Allies, Chimera Core for Epsilon(although not a direct denial counter it will discourage Chrono infantry attacks for the possibility of a nasty stealth surprise), and deployed Desolators\Eradicators for Soviets.
But if we make them immune to dogs,it will require people to mircomanage their base to ensure that every single inch of their base cant be inflitrated by chrono units.
Posted 02 July 2014 - 08:24 AM
But if we make them immune to dogs,it will require people to mircomanage their base to ensure that every single inch of their base cant be inflitrated by chrono units.
How is placing a few Gap Generators, Chimera Core, or deployed Desolators\Eradicators (which all have a decently sized radius) around your base considered micromanagement?
Also refer and take a good look at my last comment about all 9 sub-factions having access air units with anti-infantry weaponry and massed T1 robotic units(Robot Tanks, Terror Drones, Stingers) as main counters to ALL 4 Chrono infantry, that also excel in guarding your base along with the 3 denial counters for all factions against Chrono infantry.
Edited by MrFreeze777, 02 July 2014 - 08:37 AM.
Posted 02 July 2014 - 04:56 PM
I agree that chrono infantry should be immune to dogs.
Also...
Nice change about the Euro Alliance lightning rods, much better than the old support power.
Posted 03 July 2014 - 05:01 PM
But if we make them immune to dogs,it will require people to mircomanage their base to ensure that every single inch of their base cant be inflitrated by chrono units.
How is placing a few Gap Generators, Chimera Core, or deployed Desolators\Eradicators (which all have a decently sized radius) around your base considered micromanagement?
Also refer and take a good look at my last comment about all 9 sub-factions having access air units with anti-infantry weaponry and massed T1 robotic units(Robot Tanks, Terror Drones, Stingers) as main counters to ALL 4 Chrono infantry, that also excel in guarding your base along with the 3 denial counters for all factions against Chrono infantry.
or you could deploy t1 anti infantry turrets,that also works in the long run.And if they start chronoing them you could just retreat your force to your base.
Posted 03 July 2014 - 09:05 PM
or you could deploy t1 anti infantry turrets,that also works in the long run.And if they start chronoing them you could just retreat your force to your base.
Already mentioned by Protozoan, but that works too.
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