#TSR Balance Notes/concerns

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sly moat
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As a new player to the new Reborn I feel I might be able to provide some perspective and notes that might help. If someone playing more/longer has logical responses to anything here I welcome it too as I’m not as veteran at this game as others. (I.e. take everything I say here with a grain of salt)

  • The exits are annoyingly hard to find at times. This might be solved with adding an exit sign above the doors like is standard in IRL buildings. Or maybe even an “Exit” decal on the wall. This can obviously be solved by just playing and remembering but.. might help new players and make the building more realistic. The same goes with the MCT.

  • Arty does great damage. But maybe it should take slightly longer to set up.

  • Switch the stats for GDI Officer gun with the wolverine.

  • Please make the reticle larger for the MK.II. It’s very difficult to see

  • Please give some splash to the MK.II Railguns. A very slight amount that’s meant for anti infantry.

  • The Devils Tounge damage against buildings is awful. Like really really terrible. Borderline needs to be tripled or at least doubled in damage.

  • The buildings have WAY too much HP to attack from the outside. You could reduce the HP by 25% and see how it plays out. I’m not even factoring in people that repair the building. Most of the building kills were because someone APB Tanya rushed the building with someone else.

  • ORCA Fighters don’t take down a Banshee in one salvo which makes no sense. Why bother getting them then?

  • Make the Ability to see something/target them even if they’re out of range a bit better. It’s nearly impossible to see infantry in a Titan or MK.II because they are small and blend in with the environment. Not sure if that’s on purpose or not. I also have a hard time seeing how much HP a building has for example while shooting it just out of range.

stone shell
# sly moat As a new player to the new Reborn I feel I might be able to provide some perspec...

Are you making use of the grinders on the devil tongue? The grinders can take down a building in under 30s alone, add in the dual flamer jets and it melts things, especially the barracks, SD and pp due to how the grinder processes damage.

Exits on buildings are especially bad when you have the player spawn on the basement. Also MCTs share models with some gdi PTs I think so it makes it worse. (The one specifically in the gdi wf in the room where units pop out.)

sly moat
small elbow
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Pretty much, yeah. You'll know they're working when you hear the grinding noise kick up.

lucid forum
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Yeah, unfortunately the grinder mechanic isn't communicated much at all currently, but it's something we're going to be working on.

spring whale
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I also want to note that camping is EXTREMELY beneficial to the team doing so and preferred to doing any attack. It feels like the whole game revolves around

  1. Waiting for enough players to join so you can attack vehicles and go to the field. Winning by points

or

  1. You just wait in base for your sensor to pick up a rush, stop them at the gates, the rush can't blow up a building because they die too quickly, even the most basic base defenses annhilate anything (and units seldom are able to actually outrange defenses), sit on the repair pad and watch the rush fail. I've gone from last to 2nd place mid game by just doing this over and over.

  2. You just APB Tanya style rush into a building to blow it up and hope that it's not mined (The building).

errant tulip
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the only way its mitigated is if someone is inside reparing the bulding your grinding but it still does a good ammount of continuos damage