Holy shit. The Siren Battleship is real. The devs do consider feedback from the forums.
No more uninspired navy units, make way for chrono-shifting boats and radiation cruisers.
- Revora Forums
- → Viewing Profile: Posts: Tathmesh
Tathmesh
Member Since 19 Apr 2017Offline Last Active Jun 17 2020 10:21 PM
Community Stats
- Group Members
- Active Posts 326
- Profile Views 1,819
- Member Title title available
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Male
-
Location
In the eye of the storm
-
Blue Text
Degenerate Haihead Main
82
Excellent
User Tools
Latest Visitors
Posts I've Made
In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
06 June 2020 - 03:23 AM
In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
15 May 2020 - 05:27 PM
Ah, so it's essentially acts as Epsilon's "economy" gimmick in their tech tree.
Soviets have the Maintenance from Industrial plant. Allies have warp miners. Foehn has spinblades.
The War Rig will act as a super-slave miner with ghost miners instead of slaves.
It'll be interesting to see how this plays out. There's the anti-infantry ruiner beam on the War Rig, but no obvious anti-armor weapon. The War Rig probably won't allow you to build structures around it, so it will still be vulnerable to tanks.
Soviets have the Maintenance from Industrial plant. Allies have warp miners. Foehn has spinblades.
The War Rig will act as a super-slave miner with ghost miners instead of slaves.
It'll be interesting to see how this plays out. There's the anti-infantry ruiner beam on the War Rig, but no obvious anti-armor weapon. The War Rig probably won't allow you to build structures around it, so it will still be vulnerable to tanks.
In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
14 May 2020 - 08:12 PM
The War Rig unit that was just teased is a weird addition.
It looks like a non-defense building that acts as a small outpost for Epsilon, like the GDI Rig from Tiberium Wars. But this is a strangely defensive structure for a hit-and-run, offensive faction like Epsilon.
There also the new unit. It seems be a subterranean vehicle with a drill weapon. I don't remember this being introduced before, so maybe the War Rig is being implied to be a tech requirement for this unit?
It also has a refinery like appearance and the comment about Shovels, so it may function like one as well.
Probably the most interesting change so far.
It looks like a non-defense building that acts as a small outpost for Epsilon, like the GDI Rig from Tiberium Wars. But this is a strangely defensive structure for a hit-and-run, offensive faction like Epsilon.
There also the new unit. It seems be a subterranean vehicle with a drill weapon. I don't remember this being introduced before, so maybe the War Rig is being implied to be a tech requirement for this unit?
It also has a refinery like appearance and the comment about Shovels, so it may function like one as well.
Probably the most interesting change so far.
In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
12 May 2020 - 01:14 AM
The differences tend to be impractical anyways.
Prism Tower stacking feels like a waste of cash, except if you want to build a 3x3 cluster of prism towers and chronolift them together for the lols.
Putting Tesla troopers on Tesla coils is too janky to control, so you usually don't bother. If I play Soviet and I want to get a newly produced unit added to my army on the field, I select my army and press T. But if I happen to have a Tesla troopers in the army, pressing T pulls the trooper out of the coil. So you have to gimp your own mechanics to make Tesla Troopers work with coils. I wish coils had a garrison mechanic or something.
Prism Tower stacking feels like a waste of cash, except if you want to build a 3x3 cluster of prism towers and chronolift them together for the lols.
Putting Tesla troopers on Tesla coils is too janky to control, so you usually don't bother. If I play Soviet and I want to get a newly produced unit added to my army on the field, I select my army and press T. But if I happen to have a Tesla troopers in the army, pressing T pulls the trooper out of the coil. So you have to gimp your own mechanics to make Tesla Troopers work with coils. I wish coils had a garrison mechanic or something.
In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)
06 May 2020 - 08:42 PM
Maybe a better idea for balancing tank bunkers is to allow less types of tanks to enter the bunker, rather than more?
Battle bunkers are good because they dramatically improve the DPS of 6 shitty conscripts or flak troopers. Whereas for tank bunkers, the DPS gains don't seem to be noticeable.
It might be bad to do blanket increase on the tank bunker's DPS, because then T3 tanks in bunkers might be overpowered. Can you imagine a Tesla Cruiser or Abrams with battle bunker attack speed?
If Ares allows you to set different modifiers for different tanks inside a tank bunker, then maybe you could just buff T1 in bunkers to give Epsilon a nice early game anti-armor option. Otherwise, maybe you could only allow T1 vehicles inside a tank bunker and give huge bonuses similar to a battle bunker.
Battle bunkers are good because they dramatically improve the DPS of 6 shitty conscripts or flak troopers. Whereas for tank bunkers, the DPS gains don't seem to be noticeable.
It might be bad to do blanket increase on the tank bunker's DPS, because then T3 tanks in bunkers might be overpowered. Can you imagine a Tesla Cruiser or Abrams with battle bunker attack speed?
If Ares allows you to set different modifiers for different tanks inside a tank bunker, then maybe you could just buff T1 in bunkers to give Epsilon a nice early game anti-armor option. Otherwise, maybe you could only allow T1 vehicles inside a tank bunker and give huge bonuses similar to a battle bunker.
- Revora Forums
- → Viewing Profile: Posts: Tathmesh
- Privacy Policy
- Forum Guidelines ·