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JackoDerp

Member Since 15 Jan 2017
Offline Last Active Dec 25 2023 06:23 PM

#1103668 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 14 September 2019 - 11:39 PM

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#1094627 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 11 December 2018 - 09:54 PM

I am very concerned about this, assuming the speculation of it Being Coronia-only and being a weapon disabler is correct.

Coronia do not have problems attacking units, their anti-unit equipment is top-notch, particularly the ever-obnoxious Roadrunners.
Coronia cannot counter turret spamming and cannot siege.

This does not help them with fighting Turret Spamming or Sieging, therefore they do not need this in any shape or form.


#1093016 Just some thoughts about PsiCorps

Posted by JackoDerp on 06 November 2018 - 12:32 PM

I currently find PsiCorps too Mind-Control focused. It relies far too much on just throwing Masterminds at stuff and waiting for the enemy to die.
The alternative to this blanket strategy is obviously the Magnetron, since its combined Sieging and Utility abilities are quite unique and powerful already.

In their current state, PsiCorps have an enormous lack of internal balance between Mind Control and Direct anti-armour damage. I appreciate that is the intended faction quirk but the result of this is some really wack matchups, where factions that can't deal with their Masterminds (USA, Latin) have an absolute goddamn nightmare, while factions that can just ignore the problem (Russia, China) almost have a cakewalk over PsiCorps at times.
And I'd like to see this problem narrowed slightly. Improving certain aspects of their Magnetising enemies and picking them off while nerfing Masterminds is the best course of action imo. It brings them into a fairer game against other factions without removing their uniqueness.

When engaging units, Magnetron is perfectly good at its job, it stops stuff from moving, and needs some micro to be used most effectively, this is fine. I think its the actual damage options that need slight improvements, as outright mobbing things is an extremely risky tactic.
As for siege, it gets kinda awkward imo. PsiCorps I think *do* have a problem in terms of siege, but the problem more lies with the supplements to their siege rather than the Mangetrons themselves, as their utility is more than worth it in the tradeoff.
Though they are annoyingly slow to get into position to actually attack defenses.

Also, other siege units exist beside Magnetrons. Basilisks and Dune Riders to be exact.


And frankly at the moment Duneriders are appalling siege units. Sure they do reasonable damage to buildings in numbers, but thats against their extreme fragility and rather high price to spam (even with vats, tbh)
And lategame anti-infantry options (Heroes or not) tend to level them instantly. You are way better off to just swarm the enemy with Brutes supported by Magnetrons and use that as your siege.

Basilisks can work, but they're quite easy to deny and quite expensive to make, so im 50/50 on them. They work extremely well for sneak attacks but not so much for the frontline.


#1092126 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 17 October 2018 - 12:19 PM

So, now that the extra changes hidden in the 3.3.4 changelog have been made public, take one guess at what this rant is going to be about.
I'm going to split this faction by faction, just to make it easier to read.

Allies:
Spoiler


Soviets:
Spoiler


Epsilon:
Spoiler


Foehn:
Spoiler



#1092039 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 15 October 2018 - 12:36 PM

On a note about Kappa Tanks:

They are an MBT and their gimmick is being able to hover. While I agree that the Kappa is pretty much useless there's no point buffing it because unless it gets to Qilin-levels of powerful it would still never be used.



As for Colossi: I actually like this change, now I can deploy and undeploy a mixed set seperately as I want and, as you mention, stops them from attacking grounded Aircraft and sometimes sliding around (which I have to admit was quite funny when I saw the AI do it)


#1091203 MO 3.3 // Campaign, Cooperative & Challenge Discussion

Posted by JackoDerp on 25 September 2018 - 12:43 PM

If I read this correctly, the briefing in Nightcrawler states that the Psychic Amplifier in Bissau was destroyed by the Paradox Engine. Problem is, this contradicts with the events of Obsidian Sands, as the Psychic Amplifier there was clearly destroyed by Scorpion Cell in the opening cutscene. Unless, there were 2 Psychic Amplifiers in Bissau.

 

I believe after the destruction of Rashidi's HQ another one is consctructed to control Cell Forces




#1091004 Patch 3.3.4 Proposed Changelog

Posted by JackoDerp on 21 September 2018 - 01:50 PM

Reading again the changelog there is two thing I can't avoid thinking of

1) Why can't we get a proper SC buff?

SC will be a niche sub-faction anyhow so how about this: make them actually capable of spam stuff
One option is to remove that shitty plane support attack and exchange it with a reinforcement mechanic unlocked via epsilon airfield
Another option is to add the option of building one "warfactory" from armory tab (limit 1, maybe 2)

 

But these changes need to affect somehow the early game since there is when SC is supposed to take advantage, in other words, we need more t1-t2 SC units in the field and in the 5 minutes window
The boring way to achieve these is to reduce both prices and construction times for those units.
Anything would help

2) 3.3.4 will be LB and EA time

 

And -if I'm right- it will be a good indicator of how static and boring this game has become... we really need options to tech rush / base walk meta and ways to incentivize T2 and mobile game.

 

Thanks

 

 

I mean, there are two ways to go about fixing Scorpion Cell in general

 

Option 1 is your suggestion of just allowing them to spam more stuff faster in earlygame. While this would make them a little better this doesn't really fix the problem of them being incredibly easy to predict and deny.

 

Option 2 is giving them more lategame methods of going toe-to-toe with every other faction, not by giving them a T3 monster, but by giving them more mechanics to weaken the enemy down to their level.

 

 

And yes, Toxic Strike and Epsilon Aerodrome in general is pretty much garbage in 9/11 scenarios where you might make one. Making this more useful in general might actually see some varied plays with air units in general.

Just giving Toxic strike a debuff would make it a whole lot better.




#1090550 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 12 September 2018 - 02:14 PM

Speeder explaining how to play Scorpion Cell

Spoiler




#1090232 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 06 September 2018 - 10:14 PM

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#1090210 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 06 September 2018 - 05:43 PM

I'm going to give credit to Mr Freeze for quoting that entire post without calling him an "Ignorant Prick" once.

 

Back on topic however, I would actually like to see a nerf to the rate that Pillboxes, Gun Turrets, Sentry Guns and Sonic Emitters can be spammed (Not Gattling Cannons since those are also the Epsilon AA Turret). Should make putting actual pressure on people (especially when playing against Allies) a bit less worthless in early game. Or just make them less Tanky.




#1088975 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 23 August 2018 - 11:29 AM

- All foehn infantry: Gains immunity to poison, radiation, freeze, EMP, and mind control (similar to the gharial), when elite.

 
how is this not too powerful ??

Well, let's see, no one really uses freeze on infantry, gas and radiation already do pretty much nothing to them anyway, emp is something nano-synced ones already have, and mind control's just there because why not? who would mind control infantry anyway? you're better off using mind control on tanks. (unless it's like a giantsbane)


That's a Joke right?
Please tell me you're joking.

OH GOD HES NOT JOKING
HELP


#1088715 Patch 3.3.4 Proposed Changelog

Posted by JackoDerp on 19 August 2018 - 08:57 PM

Considering the buffs EA is gonna get and I still haven't seen anything about Siegfried, I would like to remind that EA will become very powerful if not borderline broken due to Siegfried still being OP as heck.
 
Right now he is a giant army deleting monster on a small scootmobile. His damage should be nerfed imo to keep his army deleting shenanigans in check. He just erases infantry blobs like it's nothing and deals significant damage to tanks not to mention he also SLOWS them down.
 
As someone who plays EA religiously I would not rather have a repeat of 3.3.3 Russia :v


Agreed.
He can counter factions alone (and not just Scorpion Cell)


#1087869 Patch 3.3.4 Proposed Changelog

Posted by JackoDerp on 06 August 2018 - 01:08 PM

I heard Rumours of a Oxidiser-type beam for ground units being added to Tyrants, which sounds pretty yeety
Gives them a bit more use on the ground at least


#1087795 Patch 3.3.4 Proposed Changelog

Posted by JackoDerp on 05 August 2018 - 01:32 PM

- nerf: Chinese Atomheart requires 300 power units instead of 50, just like the other Soviet labs

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#1087793 MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

Posted by JackoDerp on 05 August 2018 - 01:24 PM

I agree, BUT:
 
Spoiler