- Divine and Callisto D. Castillo like this
Posted by JackoDerp on 14 September 2019 - 11:39 PM
Posted by JackoDerp on 11 December 2018 - 09:54 PM
Posted by JackoDerp on 06 November 2018 - 12:32 PM
Also, other siege units exist beside Magnetrons. Basilisks and Dune Riders to be exact.
Posted by JackoDerp on 17 October 2018 - 12:19 PM
Which pretty much undid all the changes we wanted.+ change: radiation effectiveness against light and heavy units increased by 20-25%
I really like this change, ICed Terrors is just beyond obnoxious.- nerf: Terror Drone now has an Iron Curtain duration modifier of 0.8
??? Really?+ buff: Tesla Coil effectiveness against structures increased by 40%
+ buff: Yunru EMP radius increased from 2 to 2.5
Now, these changes alone make the Plague Splatter a powerful tool, however, an un-mentioned change is also the increase in Cellspread, and that has made a HUGE difference.+ buff: Plague Splatter effectiveness vs defenses increased by 33%, strength to 240, firepower from 135 to 150
This was fine, these were the small tweaks that Tyrants needed and then they would become a more appropriate threat.+ buff: Tyrant strength increased from 360 to 420, price decreased from $1500 to $1400
THIS WAS NOT NEEDEDROF changed from 5 to 4
ARE YOU FOR GODDAMN REAL+ buff: Minermine storage per a single run increased from $250 to $300
PLEASE STOP BUFFING DEFENSES, EARLYGAME ALREADY SUCKS FOR ATTACKERS+ buff: Sonic Emitter firepower increased from 20/5 to 24/6
Yes, lets buff the two parts of the unit that were already good rather than fixing its design to not make it literally unusuable+ buff: Tarchia Cannon strength increased from 660 to 700, firepower increased by 12%
Posted by JackoDerp on 15 October 2018 - 12:36 PM
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
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.
Posted by JackoDerp on 12 September 2018 - 02:14 PM
Speeder explaining how to play Scorpion Cell
Posted by JackoDerp on 06 September 2018 - 10:14 PM
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.
Posted by JackoDerp on 23 August 2018 - 11:29 AM
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)- 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 ??
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
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