"Cannot be crushed by normal vehicles when deployed"
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Posted by TeslaCruiser on 01 August 2017 - 09:29 PM
Posted by TeslaCruiser on 22 July 2017 - 04:28 PM
Posted by TeslaCruiser on 07 July 2017 - 12:02 AM
Oh boi
I feel you north
Can we have a patch with the consolidated balance changes and then a proper 3.3.2 patch when all is ready? Maybe?
Some fixes are needed so hard :(
Posted by TeslaCruiser on 23 June 2017 - 06:37 PM
I have a question about the cyclops
Why they are tougher than Rhino, faster than a Bulldog, as fast as a Mantis, and capable of destroying buildings almost as fast as Borillos (using same numbers while Borillo is tier 2 and 1000)
They have for some weird reason a better range than any other MBT... so this all is because they can only use their full firepower in CQC?
Please do something about this unit, it is not like foehn have problem killing buildings in early game (lancer/ jackal-lancer) this thing is one of the reasons why HH is absurdly strong in small maps, not to mention foehn ability to build better repair drones for 800
What kind of change do I suggest?
1-Removing its ability to crush infantry (so the building 'snipe' can be countered) or
2-Maybe a general stat nerf (HP comparable to the faster tanks 300-350 HP, speed reduction to 6) or
3-A modifier to its building time, something like elits/adepts nerf
In addition, minermite remain a general issue in foehn strategies, I can safely predict the most common foehn cheese remain a problem in 3.3.2 things like jackal+lancer+mites, jackal+clairvoyant+mite, cyclops+mite. Not to mention minermite+megalodonw
Posted by TeslaCruiser on 20 June 2017 - 11:43 PM
Posted by TeslaCruiser on 31 May 2017 - 05:53 PM
3.3.2 Includes a clairvoyant-jackal combo nerf, it is nice but not enough. Why? because clairvoyant is 225 plate hp+ 6/10 speed and can be unlocked really fast. Its armor is a bit tougher than current Tesla trooper and the combo leaves you with no time to take that hp. Clairvoyant cost is only 300, that means you can invest in 3 jackals + 3 clairvoyants and if only one of those reaches a refinery you ends with 1550 profit + enemy -5000 (6550 dif). Not counting the amount of resources your enemy have to spend to stop the remaining 2. Rushing the jackal-clairvoyant is almost a must right now, it is hard to think of a better option for foehn at that stage of the game.
So, I propose this: Reducing the amount of money a single clairvoyant can steal to 2500. Why 2500? 2500 means you need a successful rate of 0.5 to achieve profits. -Remember, it is not only the amount of money stolen it is also the difference between your profit and the amount of money your enemy ends losing. Still, a strong option + money isn't the only thing clairvoyants can give, even if the enemy is able to defend his credits the jackal can run onto barracks or war factory to achieve veteranacy. Radar and power plants are also decent targets.
Posted by TeslaCruiser on 26 May 2017 - 05:47 PM
So, GhostMiners
Watching Alstar's last videos I got this thought again. Isn't it the Ghostminer too good against T1 infantry? He can drive over them without any consequence (the only drawback being losing a bit of mining time)
I had not wanted to comment on this because it is obviously more relevant in Soviet-Epsilon combat. Soviets have both crushable infantry and no detectors until T2.
Overall I can't see the purpose of crushability in Ghostminers they are already invisible and without any drawback whatsoever. That should be enough. Their ability to crush infantry should be removed IMO
Posted by TeslaCruiser on 24 May 2017 - 01:01 AM
Tesla, remember the pyro price drop. I consider it a recompensation for lack of concruipt buffs, since Pyros can clean houses way more efficiently than conscripts. And with good cover (Borillos, T1 MBT') to soak initial damage thery can be damn overwhelming.
Yes, of course. But having to rely on Tier 2 to fight a Tier 1 army still bad. We obviously have diverse strengths across Tiers and Factions and I'm perfectly fine with that but this could be much better by doing some minor changes in the conscripts stats (a bit more firepower and a bit more price).
Actually, I have another suggestion: Spotlight for Tigrs/Flacktrack, Spotlight is a nice feature and while being soviet technology we have no units using it.
This way conscripts could be a bit more useful + a reward for good unit control. For this ability, the unit price should be increased a bit (+50?)
If someone doesn't know spotlight works like this:
Units marked by the Sensor Tower's spotlight will take 10% more damage.
Posted by TeslaCruiser on 22 May 2017 - 11:29 PM
100% agree with DarkEmblem.
I just want to add an anecdotal; while Last Bastion is hard to use and Coronia can be tricky (if you don't use immortal floaters/flying memes anyways) Haihead is a skill simulator for bad players. I can tell you, I've faced many times weak players (bellow average) that suddenly become much harder to play against because of this sub-faction.
Posted by TeslaCruiser on 15 May 2017 - 02:25 AM
Some colors are too hard to see in the minimap, therefore, those colors are an unfair advantage. That was a problem in 3.0
Posted by TeslaCruiser on 15 May 2017 - 02:04 AM
Oh boi, are we having the minermite talk?
Minermite health is really low, they need 200 more HP and a big fat nerf in repair rate. This feature is extremely exploitable. Jackal minermite is a good example but this gets really bad at late game when gold patches are depleted and foehn (HH) can use a near-unstoppable minermite blob. This is retarded because a smaller army can just roll over stronger enemies. That doesn´t make any sense.
Minermites blobs looks like this
https://gyazo.com/3a...322445beefeefc9
Posted by TeslaCruiser on 13 May 2017 - 01:50 AM
Sounds like a lot of work indeed xD
And I will give an advice: If you have problems fighting a specific faction / sub-faction... Try playing them, people will show you the counters
Posted by TeslaCruiser on 13 May 2017 - 12:38 AM
Well, I have been thinking about the zorbs nerf, and I do still believe the main problem is their regen ability, these guys can take way too much damage. The regen speed is the reason why they seem to eat damage effortlessly. So far this sounds like the description of an LB unit, but zorbs also have an insane damage output, 8 range AoE instakill most infantry + deal damage over a short while. Are they expensive? 1400 + 2500/N I don't know, but people will invest the money to obtain such a powerful unit, it is not rare to see packs of 10 or more.
What do I suggest? Slower health rate or Fast health regen but with a large cooldown
Fun fact Zorbfloater can take Kirov bombs to the face, and their health gets restored before the next bomb
https://i.gyazo.com/...6aa2634d3ac.gif
A note about their lifting ability
In vanilla, the magnetron purpose was to bring enemy units into the range of slow MC units, but coronian monster tank is the fastest in the game (counting speed nerf) even more, magnetron was a fragile unit in vanilla. Lifting ability was highly exploited in MP via attack-move command and used to send units to water/objects, Bringing back this In MO is something I just can't understand
Posted by TeslaCruiser on 09 May 2017 - 01:28 AM
Haha, Yet I have this suggestion
Jackal is a tier 1 amphibious transport. Why is this a problem: Foehn can always cap first in islands (NOT JUST THE GAME MODE)
My solution
Jackal are no longer amphibious at tier 1, you need the Cyberkernel to unlock the Amphibious ability. So you build a Cyberkernel and the amphibious jackal replace the terrestrial jackal in your vehicle tab. I don't know if this is possible, but hey here is a bunch of numbers that shows how fair this idea is.
Posted by TeslaCruiser on 02 May 2017 - 11:21 PM
I couldn't restrain myself, here is a rushed sketch for the unit we discuss earlier
The modern version of the BMD looks like a lasher tank :v .. so I decided to draw a weird LAV