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0Weber0

Member Since 04 Sep 2017
Offline Last Active Dec 19 2018 11:46 PM

Posts I've Made

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

11 October 2018 - 12:47 AM

Revert dem changes, find other ways to make SC viable instead. Maybe start with Speeders idk! 

To be fair, a speeder buff would be very useful. As of right now, using them leaves very little room for mistakes, they barely outrange the units they are supposed to kite, so you need to micro them intensely to get any of their value and don't even deal that much damage. Maybe if they could shoot a little farther they would prove themselves more useful, but too much range and they would reach game breaking levels quite quickly (This is mostly based on PvE matches, but i believe it is still a valid take on the matter).


In Topic: MO 3.3 // Campaign, Cooperative & Challenge Discussion

25 September 2018 - 10:05 PM

Is it just me, who is wondered about Soviet(and to an extent Allied) recent victories? Before Juggernaut, they claimed, that they need China to defeat Yuri, but now, they are rolling forward and getting only stronger. Of course, the cyborg tech is useful, but still, shouldn't Russians and Latins be severely outnumbered? They just switched from "barely alive" to "almost unstoppable" despite tremendous casualties during first half of War and Chinese campaign.A bunch of cyborg and EMP couldn't make such a difference. Allies victories on the other hand, are understandable, since they have Paradox Engine and the Chronosphere, but they should also be low on manpower.

I believe the soviets we see in missions is basically everyone. We use ALL avaible forces with zero backup from other fronts. Also, we're making kinda special operations in the campaing, China might be migthy helpfull just by offering a big, sturdy target for epsilon while we work on "small" skirmishes. China is big and has tons of manpower, we just don't see them in action. As far as we know, they may be on their last stand and about to be annihilated (proto-foehn being a case apart) or sending offensive operations at epsilon's bases. The campaing doesn't focus on them a lot.


In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

14 September 2018 - 12:13 AM

Since the nerf of seal IFVs occurs in 3.3.4, there is one thing I really wish to return and that is RA2 Rocketeers ( can be nerfed a little ). The current Rocketeers are just too weak and their best job is to scout in pvp . I know a huge number of them could actually kill things but it’s almost impossible to spam enough of them for viable damages and those money can also be used for better options as well . Imo , the price decrease still won’t get them to be used so much.

Can we add a little rocket to rocketeet? The damage can be minimal, just to give him a proper anti-armor weapon. Maybe then it will feel a little less laughable (price increase might be a good idea if we do this though).

 

Also, Why the rocketeer don't has the auto-regen all other air units have? That and his somewhat short range is what makes him the weakling he is today.


In Topic: Patch 3.3.4 Proposed Changelog

10 September 2018 - 10:43 PM

 

 

-their damage against buildings is also too much. i thought they were flying tank destroyers, not flying demolishion experts.

 

I do not know what game you're playing, but here Pteranodons are horrible against buildings, especially those that occupy a single cell (say, AA defenses).


In Topic: Patch 3.3.4 Proposed Changelog

11 August 2018 - 09:38 PM

If we are talking about deploying stuff, and the robot tank (I don't remember if it was mentioned on this thread), what about giving it a deploy ability?

And in deployed mode it would become cloaked but immobilized? Kinda like the sentry drone in generals.

Perhaps making it a stationary powerfull anti-infantry tower with extra range and keep the stealth detection, but no cloak. Half of the factions don't have stealth detection at t1 so this would be annoying.

 

 

 

Now we need some buffs to SC

 

Mantis HP / Firepower buff maybe?

Considering that they have special fibre-armour... or whatever... how about they get repaired twice as fast?

I remember suggesting, a long time ago, that they leave husks behind when they die. A mantis husk would:

- Rapidly repair nearby mantis tanks, but take damage while doing so (if possible).

- Be able to be repaired back to a functioning mantis tank with an engineer from its owners side.

 

I personally would like to see the speeder trike become more accurate so it could, at least, hit a terror drone while retreating from it.

 

Hey, how about auto-repair? Mantis are meant to be used in numbers, so we should have a lot of tanks to heal. This way it becomes less of a burden and gives them more survivability if all engi-stingers die (or stay behind because speed).

 

It would be nice if the trike got a small range buff, would be much easier to micro, but i mostly play PvE so i don't know if this is a good idea.