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IamInnocent

Member Since 19 Jan 2018
Offline Last Active Dec 10 2018 12:50 PM

Posts I've Made

In Topic: Patch 3.3.3 Proposed Changelog

26 January 2018 - 02:53 AM

 

You need better friends. If they ban you because of using anti structure flier with it intended purpose, then im questioning their mindsets.

 

Early game vs Foehn may seem hard but its also the moment where they are most vulnerable. GI IFV excel at that part, as they can rather easily deal with most of infantry. Sniping minermites and forceing them to build forces/defenses in early greatly anchors them into lower tiers. Dont be scared to open engagements, use the range to your advantage. In SC case its Gattling/Mantis runbys. Latins have it worse as i said - but some sneaky terror drones with jaguars or even masses of conscrips (this is not a joke) supported by some tanks can deal efficiently with infantry, while tanks do the job.

 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.

 

Well, they are not much of RTS players...

 

About your advice, what is a good unit ration for all 3 faction vs coronia and foehn in general. 

 

 

"Unless you play on super huge maps: then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one."

 

A good reason to remove aoe btw. 

Unless you play on super huge maps then you are rather screwed unless you get early set of jets and keep on sniping minermites one by one.

 

 

I disagree, it seems like a quick solution to a structural problem. I can agree if Pteranodon's Cellspread receives a nerf, the damage towards the main target should be uneffected, since Lancer should be able to do a similar amount of damage in one hit. 

 

 

Snipers take 13 shots to kill a Godsbane.

That means that 13 Snipers can kill a Godsbane in 1 shot each. The problem with Viruses, which is my point, is that due to the unique way their weapon works, they can't stack up damage like normal units. Something should be done about it.

 

 

Agreed. Viruses costs way more than a Sniper. Their damage should stack, for an easier counter against Giantsbane. I like this direction, but it kinda ruins part of the originality if it is bound to happen. 

 

I'm going to throw these ideas here.

ALLIES : 

2-Gap generators should have a limit of 2 just like the Iron Guard. it is one of the most annoying things to fight an allied players who have gap generators all over their bases and their allies' bases.

 

4-Rocketeer RoF buff, just a slight buff to their RoF so maybe they can shoot and scoot out of harms-way better.

 

Foehn:

I already stated this a few posts back, but I'll say it again : I really hate how bloated they are, it's fine if you want to have all the units you want for them Foehn units are cool but each of them should be allowed to show their value and not overlap in such a way that they are becoming redundant, it pains me when an inadequate player just wins because he makes nothing but megalodons or spams nothing but petranodons and road runners, while an actually good foehn player is unappreciated because he is shoved in with the rest of the foehn abusers.

Knightframes: should have their effectiveness vs light armored units halved, I know it seems like a random suggestion but if a foehn player expects to mass KFs earlygame and push for the win should be punished by T1 light vehicles, and ofc lancers kill most T1 tanks in 2 or 3 slices so this change wouldn't do any harm in the long run.

Jackals: now I don't know if this is even possible or not, but their damage alone vs buildings is weirdly high, I heard that it's how the weapon works that causes them to have such, would it be possible to nerf that somehow ? or give them a special weapon vs buildings that doesn't use the same mechanic ?

Road Runners: the incoming Nerfs are fine, but I feel like the health one isn't considering people use them with minermites as well, imo they should get 25 or even 50 more HPs taken away.

Megalodons: I won't go to megaarena part or how they are unkillable, but would it be possible to nerf their damage vs buildings ? I heard it has a similar issue to Jackals in that regard but they are utterly broken when they go after buildings and I hate it, considering all the ways haihead already has to destroy buildings.

Petranodons: FUCK THOSE ASSHOLES, I hate Coronia with passion. more often than not when an argument in the voicechat happens is because someone used those fuckers and the other player was helpless (unless they were USA) and the other faction that can fight them back is scorpion cell but with GIGANTIC Losses because even the tip of the Petranodon's AoE is enough to kill oxidizers.

They need an HP nerf by 150, and as most people pointed out an AoE nerf, they are the utter bullshit of coronia right after the other superweapon they have.

The Harbinger: fuck this thing, no matter how people complain you don't seem to intend to nerf it do you ? it's health is massive and much like the petranodons will take you more than the entire thing (tower+ plane cost) combined to take it down, and not before it kills the building the player targets and will kill.

if so... fine.but at least nerf the amount of loops it keeps going back and forth because it feels like it is infinite. it never stops and just keeps on coming and keeps on coming.

Giants/GodsBanes: this is a recent one that came to my attention, but it is one of the most serious problems I've faced and probably one of the more serious points in the entire post.

these guys are unkillable because no matter how much you try they will just refuse to die unless you have hailstorms (which I forgot to talk about but fuck it) or shadrays (one of those moments that these guys REALLY steal the show  :thumbsupcool: ).

and then even when you FINALLY are near to killing them the LB player just click a button and denies all of your effort for 1k, even Morales needs 4 shots to kill ONE of them (I think it should be at least 2 shots like Volkov).

The only way to kill them is to use iron curtained terror drones which then if YOU use those you'tr suddenly the biggest asshole on earth (I'll be real you can't avoid salt in video games but when there is literally 1 way in the entire game to kill them, which is exclusive to 1 faction you know something is wrong).

I really hope to see an HP nerf to them, perhaps make some Anti-Inf weapons a little more effective against them like Viruses, snipers, Morales, Athena cannons and so on.

 

Agreed to several of these proposal, quoting out majority of other because I have no idea how they operate. Regarding the AA, I do like Oxidizers to work more efficiently like Aeroblazers, even to a point where adding buffs towards Gattling Tanks is approachable. 

 

Looks like all of the Foehn's related problems mentioned were related to Strength, so it's more of a structural problem than what a simple nerf would solve, as taking it away would cause the faction to lose it's value. The structure needs to be redesigned in order to fit the balance, which means more work. My suggestion is making more underrated AA weapon's reliable, make Virus's damage able to stack. Giantsbane needs a nerf, but with its $1400 price being the second most expensive non-hero Infantry, having the same price as Chrono Legionnaire, and with Virus being the first, I'd say I have no idea how it should be nerfed.

 

Regarding WoC, Pteranodon's only purpose is AoE Anti-Tank high-strength air unit. So I guess nerfing the Cellspread would just be enough, lowering the PercentAtMax or just the Cellspread is okay, as Lancer deals similar amount of damage to Units as well, and even more so could Pteranodon deal towards structures with just 1/4 of it's price.

 

The Harbinger really needs to be nerfed, one the reasons because of it being able to shred counters against it very easily. Plus, it is able to have the potential to devastate more than what a $5000 superweapon could do with a lower amount of cooldown. Plus, it's immune to Blasticade.

 

I also think Blasticade should be buffed, because it's an underrated superweapon.


In Topic: What Would It Take To Make Cutscenes Like This for MO?

24 January 2018 - 02:59 AM

Could be done with just the amount of animators out there willing to contribute to MO. ;)

 

If we're talking about RA2 style, the animations could be done even without filming. A lot of the parts looks like they are done with models, and the effects could be done with Adobe.

 

For Tiberium Wars style, that's the kinda thing that requires camera work, filming experts, and sfx specialists; a lot of work and effort being put into it.


In Topic: Patch 3.3.3 Proposed Changelog

20 January 2018 - 01:20 AM

Hmm, maybe the reason for the fearful Roadrunner is it's overwhelming of health. In this case, if anybody wants a rework of the unit, here are my thoughts.

Roadrunner V2

+ Price decreased from $1200 to $1100.
+ Movement speed increased by 30%.
+ Self EMP duration removed.

- Strength decreased to 450.
- Damage radius decreased by 60%.
- Damage versus structures reduced by 50%.

Description : The proposal change in Road Runner is to turn it into a more hit-n-run type of unit. By living up it's name to the infamous chaser Roadrunner.

The nerf in price makes it a more spammable unit, however with the nerf in damage radius it requires more of them to deal damage instead of one taking out many. The most noticeable changes is the increment in it's movement speed and the removal in self EMP duration, the switching role for it to become hit-n-run, balancing with the reduction in damage radius and adding the penalty for damaging structures.

This turns the unit into a tank chasing machine, ramming into them and emits a scrap killing pulse that aims at shredding tanks, but also towards infantries in some degree.

OR

Roadrunner V3

- Price increased from $1200 to $1300.
- Strength reduced to 450.
- Blast radius reduced by 30%.
- Blasts no longer affects structures.
- Blast damage reduced by 50%.

+ Blast now EMPs nearby enemies.
+ Can no longer be damaged by wind or M.A.D. type damage. (Atlanqa, Eureka M.A.D.M.A.N, M.A.D. Mine, etc)

Description: This version reworks Roadrunner to a tactical unit. The nerfs applied is to balance the new function of stunning nearby enemy vehicles with its EMP. This enables units like Alanqa, Tarchia and Eureka to fulfill their waiting role before able to deal their damage towards ground units.


In Topic: Patch 3.3.3 Proposed Changelog

20 January 2018 - 12:18 AM

Finally! Loving the changes with Epsilon so far. :D Looking very much like a game changer.

The Soviets will get more durability with massive buff towards their base defences and defensive units like Kirov, Vulture and Fury Drone.

Other than the Roadrunner nerf, majority of the faction buffs are directed towards Wings of Coronia. I'm not sure will it be OP or not, but I am looking forward to it.

Allied faction seems like they are getting nerfed... But I like the decrease of the cost towards Warp Miners. :D