#Can We Talk About T3?
1 messages · Page 2 of 1
nah but no t2 units can really push through pulsars, and most struggle with pop up arti too so it would just lead to lots of porc
I do kind of like the idea of gating lolcannon and afus behind a t3 constructor but arm can go razorbacks and vanguards off fus eco no problem so that would also probably nerf core
Is that true, though? Roughly equivalent metal in rockets can one-shot an open pulsar, right?
grunts are cheaper and have greater range
They were OP, then they were nerfed
In 1v1's core used to be the only viable choice due to how OP grunts extra range was
I don't miss OP grunts.
Yes but pulsars are immediately active so by the time you spot a pulsar and get buildpower and t2 constructors and get 2 tac nukes built and stockpiled, then too much time has passed
yeah ik grunts were op before, but now they're just kinda bad. i would like if they got a small damage buff
Not talking tacnukes. Talking the mobile launchers.
oh yeah but those die to ticks
I've been playing mostly core since this thread opened, partially to prove a point, but instead a point has been proven to me. thor and razorbacks are just by far the best units in the game (relative to the times they're active), and in particular, core doesn't have much of anything to mitigate them
Grunts can't aim properly, it makes early scouting little bit rng battle.
My personal opinion is that the best unit in the game is the humble Thug. That dude does work.
pulsar needs a range nerf if not even t3 siege can outrange it
Eh, there are other ways of dealing with them that outranging them. Like I said, the starburst vehicles can single-salvo them for equivalent metal. And those are stealthy, so a juno won't help you.
Perhaps its not widely the consensus, but defensive turrets are generally quite bad in this game, especially alone
T2 popup's have only minor advantages over equivalent resources spent in tanks for the cost of not being able to move where they are needed
the fact that the pulsar has 50 range on the catapult means that it outranges every non-building unit in the game, which imo is too much range on a defensive static
On hybrid maps, cruise missile ships outrange pulsars
On land maps, Tremors with the spread fire mode outrange pulsars
Otherwise, remember that pulsars are single target beasts, but once there's 100 fiends coming their way, they are cooked fast
The pulsar is mediocre and doesn't deserve a nerf in the slightest, its one advantage is its big range and burst damage
i don't mind pulsars being the ultimate tower with the longest range, leads to all sorts of great defensive outplays
Why shouldn't the longest-range static have more range than the longest-range mobile? That seems like backwards thinking.
Its standard in ""OTHER"" rts games that siege units always outrange statics
definitely don't think pulsar is mediocre in any way, but I don't think it needs a nerf.
bulwark on the other hand i think is bad and needs a buff
In BAR's case, its more complicated, abuse the fact that pulsar doesn't have 1400 LOS and bring a radar jammer to get in range without it shooting back
A mobile radar has enough LOS to counter that
Or use the starburst vehicles. This is what they're for.
congratulations, you now have a static that can't be dealt with safely without the use of other statics
good that cortex equivalent is 950 range and just dies to vanguards
there are ways around stealth
radar plane LoS outranges any AA other than static long range AA
tick spam gives easy LoS
You've got 900 LOS on mobile radars, mobile radars aren't a trivial counter
Sheldons crush early t3
sheldons have such low dps
i'd like to see 30 sheldons kill 10 microed marauders
lmao who is saying that 30 sheldons can kill 10 marauders?
costwise you can probably get more marauders for that many sheldons
So it's unreasonable to sacrifice some fighters or build a long-range AA to seige pulsars?
i reiterate
fighters?
enemy also has fighters
with more vision
and this has just become an air war just to deny the vision of a static unit so that you can try to siege it safely
Sounds like you want all defenses to have a counter that is itself completely uncounterable.
The counters you were listing aren't statics. Ticks aren't static, radar planes aren't staic, fighters aren't static.
fair
To reiterate my earlier point, the "simplest" fix to core t3 would be a 20% speed buff to all t3 gantry units. If cor "can" deal with 95 speed marauders, the arm can deal with 60 speed shivas. Jug and behe would also be much more viable to use if they don't take 5 minutes to reach a frontline. Too bad this thread is indeed constantly derailed and probably has no chance of making any changes to balance. Creating a separate thread for every unit would maybe be better just for visibility.
Front line gantry only choice
Build 2 frontline cameras then, ez lol; there are many ways to get around the small LOS of the annihilator
those die to juno 💀
and to units walking into them
If they do have vision on you, you can always bring 5 starbursts instead. The pulsar will kill one, but the other 4 will get their shots off and kill it anyway. Still a very good trade.
Do you mean starlights?
Nah, the vehicle missile launchers. Used to be called Diplomat and I forget the other.
negotiator or something yeah.
Starburst is the weapon type. Dunno if it’s called that anymore.
Nah now anti-nukes have "starburst" weapons
Oh actually yeah the stealth rocket launchers do use Starburst launchers... Weird
brah
Starburst describes the flight path.
armada t3 feels like all their units except for vanguards are standalone units, they perform their function near full capacity without needing addition of a proper composition.
you can simply rush 3 razorbacks if u get a lead and roll in an Edge lane on open maps, same with marauders, if map isnt as wide 3 thors can almost push anything if u make it early enough.
Meanwhile on cortex any unit needs about 2-3 different units from different tiers to even make it viable
like how am i supposed to counter 27min 3 thors
it kills comms, has enough damage to kill almost all beefy units, is unparalyzable by shurikens, has enough hp to get emp missiles off before dying to pulsars, counters spamm by itself
literally does almost everything with the cheapass price of 9k
I've found that cor t2 advanced cloaking walking bombs do more damage to thors than expected, I needed about 5-6 to kill a thor
Very very niche application tho
yeah that wont happen in most games
Add to the fact you have to be a micro god for it too
cortex t1-midt2 phase feels so versatile, fast, micro intensive
and then theres this gantry which changes the whole fucking style to units that walk slower than 2 legged horses
I am once again asking for the demon to be added to cor T3 so we can continue being versatile, fast, micro intensive abominations on the battlefield
like just fucking remove the behemoth and replace it with a buffed mammoth
i wud unironically make that for 4k metal
Blue beam laser mammoth would be nice 
t1 thugs/grunts> t2 sheldon>fusion>fiends>sumos>spybots>shurikens> "oh fuck they getting t3" >mammoths>mammoths>more mammoths
thats my usual progression in the game
maybe t2 air at the last
if map is open
i dont even know what to make on cortex as backline on lategame
maybe need the op t2 transport auto pickup + mammoth spam
A lolcannon 
now i just make 1 jug to scare ppl and lol cannon
Make a defensive behemoth to cover for your lolcannon
do people actually make defensive Behemoths ? never seen it before
If you think about it defensive behemoth should work decently well against other t3
idd but the idea that Behemoths are useless has travelled far in people's minds
need a forward thinker to do it, like Momsboytoy
MBT mostly plays Arm, from what I recall

I'll just do it the next game my eco player tells me, the air player, to build a lolcannon because i have the eco for it and not him...
Tbf i had already made 5-6 juggs at that point and had killed half of the enemy players
Behemoths are great when going against Thors. They’re practically a hard counter. Can’t get paralyzed, can’t have themselves blown up by several nukes, they hold their ground, pulverize any T3 unit other than another Behemoth… they’re very very strong.
Until they get kited
Well yes but I don't expect people to just make them out on the field alone
You need other units that will be the main provision of firepower to push forward in assaulting enemy positions and to protect from D guns
I mean if you are saying that 20k metal unit needs something to be main provision of its firepower, and something in front to push then maybe its just not very good unit. When thors simply win games by themselves.
thors can just push where the behemoth isnt
not rocketscience + weeb pfp so opinion kinda invalid
i built a behemoth again last night
took like 8 mins to reach the enemy base then got dgunned while i was lookign away xd
yeah just not a good unit
i continue to think behemoths are hilarious
imagine 20 mammoths instead of 1 behemoth
mammoths kill t3+spam+soak dmg for support units
and have enough range and number not to be dgunned
yeah but they're not nearly as funny.
behemoths are like the ultimate bm unit
true
Change cortex allterain t3 units weapon type from missiles to gatling lasers
nah make behemoth all terrain instead
Cortex t3 = fixed
actual good idea
Give it gatling plasma guns with like 800 range
It can abuse its all terrain for extra range on plasma
Fail to see how that's an argument
I feel like the design choice of "slow and durable, low utility" simply does not work. All of the places where Cortex feels good (t1 in general, t2 bots only), they have options for faster units and utility.
I don't think the problem is core t3, just more Dgun being very strong, as core's "assault options" similar to a razorback, thor or a titan are locked behind a very steep metal cost in the form of a behemoth and Juggernaut. So that high cost means the number of assertive assault units core has is proportioinally a lot less so the dgun threat is much higher compared to ARM t3 where the units are cheaper and more numerous.
Shivas are a support unit, and are great in conjuntion with other anti swarm units like sumos or mammoths.
Catapults are very good units for their role and are not affected by plasma deflector like the armada option.
Karens are very good in niche situations for scaling walls, passing porc, and also creating holes in fighter screens for potential bombing raid.
Obviously Behemoth and Juggernaut are the best units in the game stats wise. Just D gun completely nullifies single entities like this.
Opinions over.
Is it just dgun though? People in this thread are mentioning that Cortex t3 also fails against t1 spam, air, and pulsars.
Core T3 needs a marauder or gattling bot equivalent
t3 doesnt offer much for anti swarm, fortunatley t3 is not the only tech in the game and core t3 can be mixed with units from other tiers.
That's the whole point though, Armada t3 doesn't need to be mixed. It's just strong on its own.
then go play armada
So the fix to cortex t3 being underwhelming is... abandon cortex? C'mon man, why are you even in this thread.
I mean basically what your mindset seems to me is there is one tier and one tier only and thats wrong. Build units from other tiers to compliemtn the strengths and weaknesses of cores t3. If you want to build only t3 units, go play armada
Aight bro, very helpful comments.
just my opinion no need to get sarcastic and dismissive
so whats your solution oli to dgun?
fix dgun obviously
we agree that dgun just feels bad for cortex, but i dont think they will make jugg or behe dgun immune
commander in general is just bonkers op
cor t2 vehicles also doesn't have anti swarm
100% agree on that
yeah i'd say core vehicles are very strong in earlier t2 an for establishing a larger frontline on more open maps, for cleaning up t1 units, fury is very good AA to spread across the fronline, has anti nuke and also tigers with enough can punch through and knock out a greedy backliner. Then you basically scale into the late game with bots and t3.
But I would say that in a perfect death ball core t3 + heavy t2 bots is better.
Yeah maybe not make something d gun immune but maybe add some sort of counterplay to the dgun, or stealth, like a mobile nemisis or something that allows you to atleast get some early warning about cloaked commanders. Thats usually the problem with balance issues is lack of counterplay but I don't really know what the counterplay to a unit is that can potentially one shot a 20000 or 29000 metal unit is.
What if the dgun took half the jugs current hp off instead of all of it?
you can spam the dgun consecutively provided you have 500 energy, whcih by late game you will have
yeah i dont know how to balance it either. dgun is just too op currently vs late game cortex t3.
I also would like to point out that for cortex, if someone rushes early thor - dgun is often the only way to defend, unless you have 5 mammoths ready.
behemoths actually one shot comms, so if you space them, you force them to trade their comm. So late game it can work but they gotta be low on comm so they are not as cocky
What if behemoth and jugg did enough death damage at close range that it one shot a com? So you can't dgun that often, or at all if it's the last com.
Yeah, but it'll give them a second or two to fight back while the comm is decloaked and takes multiple shots where as they die instantly to unseen comms now. Dgun is still powerful but not absolute power.
true might work
Doesnt matter what I think tho i'm not a dev but you got my opinion atleast 😂
It might not even be possible with the current game code, it might just be a flag is_killed_by_dgun=true/false
yeah but I mean every weapon must have a damage value, so, change and rename the weapon. But like I duno if the devs would do that its suppost to be a TA remake right so, d gun was in TA.
Dgun does a specific amount of damage per frame
Behes and juggs can survive dgun if they are as far away from thr com while still being hittable by dgun
then just make it so that Behemoths need two D guns to die
that makes the D gun damage at 167500
you can still kill anything in the game with one shot, as a Jug is 149000
dunno about Scav units though, how much is a Ratte ?
D gun would probably need an ICD too.
clutch dgun plays are one of the most hype, most skill expressive moments in the game. I would be strongly against making them less viable. Fix T3 in other ways.
I agree with Cali
yeah it's hilarious to see, and it's a skill, but with my solution you'd still be able to do it on juggs, thors, titans...
just would need two shots for behemoths
I think that'd be okay honestly
I wouldn't like specific dgun immunity, heck I still dont see why commanders need dgun immunity, but if its base damage was lowered to not 1-shot behemoths meh'
you can multi tap dgun with minimal delay. without internal cd it wont fix anything, and giving dgun cd would change t1 and t2 gameplay as well.
nothing's ever easy, heh
make Behemoths transportable and you got the best T3 unit ever 
such change would be meta defining like the commander update. its the least likely change the team would be willing to make currently imho, and its much bigger change than just changing cor gantry.
a lot of plays/saves are thanks to how dgun works currently - changing how dgun works changes everything from the first minute of the game.
macro, mass multi tasking , and general streatigical outplay? Or the press of a dgun from a commander? What expresses skill more? Not the latter In my opinion.
dgun alone shuts down a lot of units and plays. The only upside is it removes wrecks in the process so u dont feed metal
Increase jug speed from 34 to 40, now its barely faster than commander, and so you can try and kite if you notice the commander dot/expect enemy coms nearby. Increase behe speed from 17 to 22, so its not completely meme unit while still being slowest unit in game.
Having the game sense to position the commander at the right place at the right time, usually slipping it through spam, then waiting for the perfect moment moment to kill 3 thors with your first shot, and 2 with your second, then making your escape. It isn't macro you're right, it is micro skill expression, and the game should reward it, and incorporate it into more units and situations.
Need more t2 air trans com drops
can you D gun a flying hydra ?
i think someone said if u are in 1st player poc mode?
oh wow that's some next level micro
I think first person mode is removed in BAR
kargs do well agaisnt air and light units spam..also they have good range
do they? they fire their missiles fast enough that when the first target dies the missiles will just not retarget
Yeah Kargs waste a huge amount of their dps on smaller units, if they upgraded to seeking missile it would be a huge benefit to them and might even make them competitive outside their cliff climbing niche
homing missiles is always boring
I think buffing t1 plasma turrets will help the Kargs yes? 🤣
Saddest thing switching from BA
in game you mean, coz I'm pretty sure you can use it in spec
I still think increasing kargs fire rate and or move speed would be a great start; kargs aren't awful but they aren't that good.
Giving it a better rof would make it feel more comparable to the razorback, and seeing all the little missiles shoot off in rapid succession I think would be very satisfying.
If you put the karg stats onto a razorback
Would be insane. At the price, proper fast targeting would be unreal.
kargs currently have a really slow turret rotation speed
literal hell to micro them as if u try to dodge shots with them, they will never fire
just give cortex a frontline t3 unit that costs less than 10k and isnt all terrain or amphibious , actually take amphibious away from shiva and buff + raise cost a bit and now marauder is unique, cortex has a t3 hover anyway its not the end of the world if shivas cant swim.
Thats the easiest solution i can think of that wont take long at all to do.
Shivas in general feel like a very poorly designed unit, they are cheap yet they are somehow designed to do everything, they even have a weird unguided rocket that is just gonna miss 99% of the time because its attached to a shorter range frontline unit that is obviously gonna be targeting other units and not structures farther away.
That t3 hover is so slow :/
I agree about the Shivas, but in the complete opposite direction of what was just stated. Marauders don’t need another advantage over Cortex units, so unless we’re getting a unit that would replace the amphibious role the Shiva should absolutely not receive a rework
for those wondering:
Zecrus is thinking about changes to kargs: 50%+ cost, 50%+ dps, 25%+ hp
DPS and HP increase is nice (hp more so) but the lack of homing still makes it so that we lost a lot of DPS either way when an enemy is killed
I'll take anything we core players can get
the turret rotation speed needs a buff
so i can micro them atleast
but that doesnt change karg`s role as an all terrain unit that can flank
it just doubles down on that being all cortex can do early t3
if its gonna stay as a flank unit then it doesnt need tweaking lol
If Shiva didn't friendly fire so often that'd be nice
Just committed some changes to T3:
• [Shiva] Weapon reloadtime reduced by 33% (3s->2s), damage per shot reduced 33% (900->600), turret turnrate increased. Script and hitbox adjusted to reduce friendly fire.
• [Karganeth] Cost increased by 50% (1650->2500m), damage per shot increased by 50% (120->180 per shot, dps 400->600), health increased by 25% (10000->12500), model size increased slightly. Goal is to differentiate Karganeth and Shiva by increasing Karganeth's size and making it better at fighting single targets units while Shiva is better at dealing with large amounts of small units.
that makes sense but shivas missile still feels like a weird addon.
Awesome - Behemoth next?
make behemoth take less damage when not getting flanked, boom its now a frontline unit that can slowly push as long as you support it and dont let anything around it.
feels more like a karg thing right?
I feel like the shiva missles dont make any sense, maybe make it shoot torpedos so it has some sort of underwater functionality, or cluster missles or something, atm the misslelauncher seems like a weird addition and feels like it belongs on the karg more, since its supposed to be amphib, it would also align with the way ducks and platy are currently as well
if you give it torpedos
why would you ever build the t3 cortex hover
actually vice versa why would you ever build shiva when you could just build t3 hover
this logic doesnt make sense to me maybe its just too late, the cortex hover is the laser hover right, its not good against underwater from what i remember
it has a torpedo
then instead make missle AOE, problem solved, as someone has said prior, for a anti spam siege mech, that missle is only good at attacking static targets
Could the missile be made to only attack static targets? So it would hit the base with the missiles at range and keep units off itself with the guns?
What shiva does need is their plasma cannons to not friendly fire each other when they are in a tight formation.
• [Shiva] Weapon reloadtime reduced by 33% (3s->2s), damage per shot reduced 33% (900->600), turret turnrate increased. Script and hitbox adjusted to reduce friendly fire.
You probably still shouldn't thugball them
slow down guys the changes just dropped, lets play with it for a good while.
https://github.com/beyond-all-reason/Beyond-All-Reason/blob/e8487bfc5e5d36e3db7608875373c4d9f92b5334/changelog.txt#L5 seems they should be?
www.beyondallreason.info. Contribute to beyond-all-reason/Beyond-All-Reason development by creating an account on GitHub.
Test with the karg.
To let the missiles retarget a new unit, if the unit they were heading towards dies
make it leave a damaging field
I make no claims about how balanced that is, but hot damn that's beautiful for the macross missile massacre faction Cortex is
does the new retarget work on air targets also?
The lobby needed rehosting, we can see it now
i want that Karg
I want 10 of those.
Seeing that makes me think. Could the catapult missiles be given an anti-homing feature where they turn away from friendlies in the last part of their flight path?
So napalm
How do you do that? Control the enemy AI? Figured it out!
I'm actually a fan of this, their damage output is sorely lacking for what I'd want form a T3 unit and they get churned to pieces too quick imo, the cost is manageable enough with the added stats imo
My right-click doesn't work so it's impossibly hard for me to not ball up my shivas lol
Swap right click and left click then kek
what i feel like shivas might do less friendly fire if main cannon projectile speed was bit faster. turrets speed change was nice. but i think shiva was working better dealing with single target units/little tankier units than smaller units and kargi was working better dealing with smaller units and with karg damage change it works even better at that.
The newest patch made it so shivas friendly fire less
I tested the shiva, they still friendly fire. They need something so the plasma doesn't damage each other
Are they hitting eachother or splashing eachother? Different solutions, depending.
they fire a shot from one of their arms, and it collides with the shiva next to them
seems like the AI is there to stop the shiva firing if something obstructs the shot, but if a shot is fired and the shiva moves into the shot like within a milisecond or something they hit each other
i think the solution is to make it so the shot deals no damage for 0.3 seconds or something and passes through
lowering the damage is a band aid not a fix
they are predicting where enemy unit would be and cause flight time of shot the enemy unit would be near the shiva but current change made it so that the shivas die slower cause damage lover.
It’s possible to make shots pass through friendlies while still preventing aiming through friendlies. That may or may not be the solution here.
like in a real situation, with actual responsive units, shiva is clunky because of this, the unit itself is fine, always was, its just its clumsyness that is the problem
Before this update the shiva hitbox was just high enough that shivas in a group would try to fire over each other but sometimes hit the shiva right in front of them, now they fire over each other properly with the hitbox lowered slightly
Faster projectiles or predictboost could be used to increase the plasma accuracy, but shiva is already very strong and being able to use micro to dodge shots is interesting gameplay
I still got shivas to hit the shiva in front of them. The hitbox lowering just adjusts the positioning neded to do this a little bit.
But that is actually an engine issue. The way the engine is performing the trajectory prediction is subtly messed up.
- The predicted parabolic arc trajectory is slightly off. This is most obvious for high trajectory units. Engine thinks the shot will travel higher than it actually does.
- The collision check is only done at the center of the unit in the way. So it does not check if the cannon shot will clip the corner of a cylindrical hitbox.
[Thugs also suffer from this issue]
not best example but something like this
nah its not that , the problem is when the shivas are really close to each other, the shot clips the side of the other
ok this is my issue then 😄 cause i keep them bit spread
Is there any performance cost from this weapon script? If not, then lets put it ingame and see how it plays out.
Some overhead, each missile checks in with the krog that fired it every frame, and changes target if the krog weapon1 changes target.
Let me do some simple optimizations (like replace Spring.Command with SpCommand) then I can link you the fork with the change.
And I think there have been some recent efforts with fixed seed FighterTest for benchmarking?
Video of shiva friendly firing.
(One day I will knuckle down and make an engine PR to solve a bunch of friendly fire problems, from shivas, to thugs, to grunts, to centurions)
lol
the rocket is unironically more useful than the plasma because it actually consistently goes over other shivas
this is an engine level issue
it cannot handle a weapon with 2 emmiter points
it even killed ONE single grunt per rocket consistently
couldnt you bypass that by treating them as two seperate weapons
not the way you worded it
its just semantics dw
i think afus and rapid lrpcs should move to a t3 con.
Single emit point still has this issue.
rip
Even T1 tanks
2 Emit points does make the problem way worse.
The engine updating the query point after the friendly fire checks, but before firing the projectile, causes all sorts of problems.
But the above is a separate issue with the cannon friendly fire check itself.
if Itanthias becomes an engine dev he will become more powerful than we can possibly imagine
Another fun fact about the buffed karg.
It can survive a cortex nuke to the forehead, with ~7% HP remaining.
nice no need for mobile anti nuke
Oh wow, could it not before? I generally thought that almost all T3 units outside of maybe Marauders could survive a nuke with a decent bit of HP left
Anyway, while I really do like the direction of these changes, I'm really wondering if these are the best stats to buff on the Karg in order to turn it into a priority target killer. Of course, a damage buff is great, and bringing the general stats/cost up to the same neighborhood as the Razorback makes sense, but I wonder if instead of an HP buff, it might be better served with light buffs to range/movement speed to make it a bit better at kiting around much larger, tougher enemies like the Thor, Jugg or Titan.
With new retargeting it could be really awesome unit, we need to try it now.
#🎲|github-game message
Missile retargeting merged in.
Now if the target dies, all karg missiles that were heading towards that target unit get a new target and steer towards that new target
True true, the retargeting looks fantastic, especially as an anti-spam measure. That said, I do also notice that the damage per cost is still about the same (both increased by 50%), but the HP per cost is actually lower now. If we're just looking at raw stats alone, this could arguably be seen as an overall nerf to the unit, unless I've missed something. Are there plans to perhaps bump up a few other numbers during this period of testing the changes, if the size change and targetting change aren't enough to bring the unit into a better spot?
You have to keep in mind it is now a more power-dense unit.
For a given length of battlefield, kargs are now more powerful.
If you scale up all stats by the same amount it ends up being a large buff since you have a higher power density, its easier to retreat, and you lose less power from taking damage.
Just for an example, if you had unit A and unit B that has double A's health and damage, and B fights against 2 As, B kills one A after taking 50% damage, then kills the other taking 25% damage, so B wins with 25% health left.
That's a fair point, thanks for explaining
but then you take AoE and flanking into consideration and it's a bit more of a mess
scale the range up 50% too and now we're talking xd
And 2 new kargs vs 3 old kargs, with perfect focus firing like how Zecrus mentioned, the 3 old kargs do end up winning, but the last one only has 3750 HP left, 12.5% of the initial health pool (not the naive 25% you would expect).
Due to the 2 new kargs able to kill off 1 old karg early, reducing their DPS early.
Oh yeah, I was thinking on it just a bit earlier. While I am ultimately fine with this direction for the buffs, I can also imagine a world where the role of the Shiva and the role of the Karg were swapped, at least in terms of cost. A less cost-dense unit will be able to field more total units, and thus have an easier time covering potential flank angles (in theory, at least), so I can imagine an alternate version of these buffs where the AoE damage buffs are given to the same unit that has its cost increased, and the single-target damage buffs are given to the unit that stays cheaper.
Again, though, there are so many factors at play here that I can't really argue that my alternate idea is actually any better than what's already been done.
On one hand, I think it'd be cool to have a karg that can kite pretty well, just so that it can reward good micro vs much tougher T3 units, but on the other, holy crap the Karg would be annoying if it started to outrange stuff like arty.
Juggernaut stats per metal are pretty terrible, but it is so much power concentrated into one location, juggernaut is still a good unit. It keeps attacking at full power right up until it reaches 0 HP
@faint wrenyeah except it goes other way as well since at half price a unit is out the door while the bigger unit needs to take long to build. also seperate untis can be sent different directions one unit cant etc..
it is true that stats probably do not have a linear relationship with cost
though without actually doing some data analysis its hard to say much more
hp and dps are stats that multiply well together, would you rather have a 2k metal unit with 2k hp and 500 dps or a 1k metal unit with 1k hp and 250 dps
trick question the answer is they are both almost equally good but in this case youre getting another 250 hp for free
Well, you're describing a case where the same coefficient is applied to all 3 stats, instead of one where cost is increased more than HP. In such a case, compressing the stats into a single unit of double the cost is always going to be better, unless you start looking at flanking bonuses.
my point is karganeth is an all terrain unit with consistent dps now
That's not what changed; it was an all-terrain unit with consistent DPS before as well. The biggest change now, if I'm properly understanding the explanations earlier, is that you can fit more effective DPS into a given area on the battlefield, and take more damage before you start to lose total DPS output.
And the missiles don't overkill because they retarget. That's important.
Yeah, that's honestly the part that is probably gonna be fantastic, but I'll have to play with it a lot before I can tell whether it's a "pretty nice to have" sorta feature or a "holy crap it's amazing, this is THE reason to build karg" sorta feature. It'll probably come down to A: how much damage each individual missile can do, and B: which units in the game have HP numbers that are just slightly less than some multiple of the single missile damage. Those are the units that will take damage most efficiently from the new Karg
I played a lil bit with the new shivas, they feel nicer. Would like if their projectiles traveled just a bit faster though still
im not sure if the lobby I was in had post-targeting update karganeths, but I didn't really notice anything about them in particular
Let's be honest, Cortex T3 is gonna be bad until Marauders get nerfed into the ground.
Ehhhhhhhhh, I don't think it's honestly terrible. Marauders are super crazy good, sure, but I would honestly rather see Core start to get a low-mid cost T3 option that can compete specifically with Thors and Razorbacks, and Kargs might just be moving into that role.
Arm early T3 generally seems to have 2 options to flex its earlyness on enemy teams: either do a massive marauder rush against eco (which, while tough, CAN be overcome by less-teched opponents), or get Razorbacks to the frontlines to stomp underteched enemy armies that don't have the damage output to take them down. I'm actually perfectly fine with Core not having a Marauder equivalent at T3 if, instead, they're getting a second option for early T3 on the frontline. Shivas will probably be going from "eh, sorta alright at pushing a lead" to "Pretty damn good at killing weaker units, but not quite as good as the Razorback due to lower cost" from these changes, and the Karg will be different enough that it's not just a "Shiva but worse in every way except terrain movement".
Karg is better razorback with the changes
700 range, 600 dps on its main missiles I think?
With pretty significant dedicated aa too
Razorback deals 500dps at 400 range
Also, same hp, much cheaper
Trades speed for all terrain
It should be brought to at least razorback price tag as is.
speed is arguable more valuable than all terrain and razorbacks can take advantage of that by closing the distance more easily to deal more damage than kargs
ngl I'm playing core on Ascendancy top lane next time
but (haven't played with new karg myself) i can see the value of upping the price a bit more if it feels overpowering
Instead of just going with my gut I wanted to take a look at some real stats to compare the 2 factions. Here's what I think:
Long Range (Catapult vs Vanguard): ARM slightly favored
- Both get a decent amount of use and have different benefits but seem to be fairly balanced. I see both being used a lot.
Cheap (Shiva vs Marauder): ARM moderately favored
- Marauder has some really excellent uses as a raiding unit and generally has better stats per metal
High DPS (Karganeth vs Razorback): Core slightly favored?
- On paper the new Karganeth seems to look very strong, only worse in speed compared to Razorback but with a solid range & mobility advantage.
Tank (Behemoth vs Thor): ARM heavily favored
- Thor is absolutely great, costs only 9000, is very fast, has utility with EMP. Behemoth is a bit of a joke and a d-gun magnet.
Apex (Juggernaught vs Titan): Equal
- Very similar on paper, Jugg is twice the cost but twice the stats. Jugg position in meta is weakened a bit due to existence of lolcannon for only 2x the cost.
Conclusion - Make Behemoth good, buff Shiva a bit more:
- Shiva: Rocket range to 800->1000, DPS 407 -> 509
- Behemoth: Needs a major rework, I suggest a Cerberus on top so that it can actually push fronts instead of just being a dgun magnet.
That may be fun, but I'd still prefer to hold off on further changes until the meta settles around the new Shiva and Karg 🙂 Give it, say, two weeks?
i would argue for the Long Range units (vanguard and catapult) it depends on use case who is favored, catapult has the longer range which can allow it to outrange plasma arty, but in general vanguard is better against statics because of accuracy, but when it comes to fighting units at a long range the catapult is clearly ahead, so i would say cor has the advantage with long range
Catapult = 1350 range (maybe a bit further with splash)
Persecutor = 1390 range
Rattlesnake = 1380 range
Pulsar = 1400 range
It can't take out any of these reliably, thats one of the big problems with it.
it does make the difference in outrangeing t1 plasma arty though, right? (which i understand isn't a big concern but still)
If the opponent still has T1 arty when you have T3, you're already winning.
Some would argue - If your opponent has T1 arty, you're already winning.
It cN reliably take down rattlesnake and even pulsar defenses
Splash is pretty generous & you can bait pulsar shot with a grunt
The splash is not enough to dps through a couple of nanos behind.
I like catapult over vanguard.
Especially because it's mobility is superior on open ground
Which is most places ppl camp & fortify
These units do chip dmg, unless enemy makes units you can just kill instantly like snipers
Would be nice if we had stats on just how many of these units are built.
Not nearly as many as ppl should
For both of them.
Also, you can't block catapult shooting at you in late game
The karg is not better than razorback. The shoulder rockets are aa only as far as I know, and 700 range. So karg's real dps is less than on paper, and ground range is only 600. Kargs use cases are pretty much the same as before. The only minor change is that in a skirmish or defense role you might be able to repair them instead of losing them to burst damage.
So, how much dps do the main rockets have?
Still more then razor with lots more range & aoe
It is better in razorback role unless enemy just doesn't have units.
In that case, razor is faster & can actually use his higher close range dps to deal the dmg
I think the role of Karg has changed, now it's basically a better Shiva. I should update the table to show only primary weapons tho.
I think it's now time to realize that the answer to the question in topic was just "yes, we can"
no need for more
karg seems to be somewhat more like a razorback now
I will reiterate, slow down guys. The changes just dropped, and they are significant - especially kargs changes. It will take up to a month for meta to settle.
Will we see more cortex t3? Is more work required for the core t3? Is the cor t3 op now?
Maybe, hard to tell.
Just come back to it in few weeks, after the dust settles. Any glaring issues will just pop up with the meta changes (or lack of them)
Catapult shouldn't outrange those IMO. It would make T2 static defenses utterly useless once T3 happens
you could just bring 3-4 Catapult right by enemy defenses, wipe them out bit by bit and then the whole base
i absolutely think that should be the case, i don't want porc to have the ability to shut down all units
it doesn't you just need to use some T1 spam to distract the turrets and THEN use your catapults/vanguard to destroy them
IMO that makes it just the right balance
i don't think t1 spam should be the answer to anything
well I would prefer if the answer to T2 heavy turrets were T2 tanky planes but T1 spam works better atm 
i just believe that proper siege units should be able to outrange any non-long range artillery static
that's kind of the whole point of siege
well either that or being able to trade cost effectively with those statics
which the pulsar is just like "lol no"
I just love the Pulsar, the Bulwark is so pathetic next to it
It is.
It's much nicer against spam mixed in with t2, especially unmicroed, but pulsar is supreme at heavy hitting things.
Im okay with a siege unit out ranging static as long as it can be blocked by a shield or has such low health that a lrpc can kill it relatively easily
catapult has pretty low health for its cost
Also if siege units become way better than static defenses then they become a part of static defenses
And catapults certainly can if you just have them force fire the ground on repeat
i'm not asking for catapult to be way better, it has pretty bad single target damage, i'm asking for it to outrange a pulsar, either by reducing pulsar range (my recommendation) or by increasing both catapult and vaguard range (not recommended)
it's not like this would cause the pulsar to lose its place
Lol i want pulsar range nerf too just because i play cortex
I hate longbow
ah yes, just let me build a flagship on forge...
Idk why but i feel like i see cortex t3 most often on really large open maps but not on maps like supreme strait
It happens often on strait too, if game goes long enough
Early t3 is better for armada, but late game t3 is no match.
are more and more people trying the lolcannon rush now ?
Yes
theoretically strait should favor cor
Drongos videos are getting popular
No idea, I play sort of lobbies that that's just elaborate suicide in
in shorter games cor has the advantage because of a better early t2 while in long games cor has the better late t3
I had a dude on my team who started building an lol cannon like 10 minutes into the game (never finished it)
Drongo's way is the way I usually do it. Just tons of planes. But the way he can switch between factories so quickly is quite skilled, I can't do that
Also ytbers in games with a small community like this tend to be known by the entire community, well content creators in general
i still don't understand the point of making 8 air labs in drongo's vids
Rolloff time
air lab already has an incredibly short duration where it stop making things when units are made
yeah but not all nanoturrets are in range of the one lab
you can make something like 3 units/sec with an air lab
Ya you want 2 at most lol
It's significant if you are pouring out 100s a minute
he's kinda still learning the game anyway
And everyone learns with em for better or for worse content creators have a big impact on the meta
like he'll do mass bombing runs with... T1 planes. And they get shredded almost every time. Maybe soon he'll think "wait, hey, T2 bombers !"
I had that effect on ss13 and got stuff nerfed/removed cause people copied me
Drongo could unironically make behemoth rush look good to the avg viewer
yes coz as a youtuber, he doesn't show you the failed attempts of such a rush, so you think "hey that's viable"
Yes
His rushes are too all or nothing
Relaying on noone to touch you 20 min is poor strategy in real game
All rushes are all or nothing thanks to things like d gun
good luck D-gunning a Ragnarok on top of a mountain
Or doing any eco damage before then
I have yet to try this new Cortex T3
but this all stems from the original TA idea : Core is just slow and fat
Cortex t3 is slow fat units that are all having an identity crisis except catapult
Which is slow and fat but knows what it wants to do
also it comes down to design. I find Armada units really slick and pleasing
Cortex units are just ugly ducklings
Also at the end of the day while a unit can have stats to compensate for being slow it doesnt usually make up for how easy it is to emp or something else
that's a fair point Mr Cow
I started using spy bots and fiends alot yesterday and i killed so many shivas as a frontliner fighting a teched backliner
cough
Titan
yes, as you progress I feel like spy bot needs to be part of your toolbelt
it's just very micro intensive which I hate 😦
Doesn't really, its just really good
I started using them alot
I have not seen anyone have Commando as a part of their toolbelt yet though 
Spybot OP
I even have them within my factory build order on repeat and i use them to emp faster than i build em
speaking of EMP
did you know Stilettos EMP subs too ? saw that yesterday by accident
You dont even need to get a clutch emp on am army on lane maps
Just take a spybot to the lane of the two best people in the game and emp the enemy lane
They help immensely
Momsboytoy (guy with really high os) had 2 bulwarks and a bunch of frontline pork so i spy bot them and then their laner pushed them back 2/3rds of the map because 10k worth of defenses became useless
All it takes is one video of someone using spybots alot esp to counter t3 and all of a sudden you have spybot meta and nemesis on frontline
Hes a good cortex player
He does what i try to do, shove frontline then just pork and tech up
He's good, but inflated rn
Na he carries the game hes in
I was sad not to see him in the 4v4 tournament, where was he...
He parties with ppl a lot
I played with and against him alot yesterday
Fun seeing 2 ppl with most ts on same team
Oh is that why i kept seeing that the other team would have the 2 highest while mine had the lowest lol
I turned off ts view cause it tilted me
But ya he plays cortex and hes been most of the cortex t3 i saw yesterday
I saw way more cortex t3 yesterday
Me too
Time for armada buffs :3
My first time really grinding in a remotely mid-high level lobby people are alot more toxic than in noob lobbies
they have very few units that are useless
maybe that T3 hovercraft isn't so great...
Yes armada t3 is all good units that have niches
I mean, "prp" lobby yesterday was packed with inflated ppl
Lol people implied i was inflated but after 10 or so games with em im still 20+
Titan...
I got into alot of fights with people tho
Titan has a long range laser to consistently help against snipers c:
It seems like a good single target unit that you put behind thors to help push and then self d it when you get in deep enough
also to go back on topic, is there any way to have that stupid Juggernaut fire the yellow cannon actually at the unit you're telling it to attack ? It'll often use it on surrounding weak units 😦
It's not like jugg, it's self defence is wimpy
Does it also take 10 seconds
*self d
Also youre paying alot less for one
Half, you aren't getting half a jagg for it
It already does outrange slightly
But you need to be very careful
Mobile units should not outrange pulsars unless we're gonna significantly buff LRPC fire rate.
Like i said its so close its almost not even worth it, also it cost way more metal than pulsar
Its not really a counter even tbh
Just saying its possible
Yeah, the true counter for pulsars is the vehicle starburst launchers. T3 doesn't have a true counter for them, because T3 is incomplete by design.
I think t3 assumes the hp ability to walk in and kill. And also the resource to make tacnuke emp or lolcannon lrpc
I think of it at income levels instead of individual unit capability
Because someone at t3 can easily make t2 starburst launchers if they desire
One of my favorite parts of bar is how lower tiers can still be relevant lategame
I would hate to see one tier dominate entire game
You need to be rlly careful when touching bar balance cuz it can throw everthing off super easily obv
My goodness yes.
I come in December, find marauder unit script is busted, figured I would give them a small quality of life bonus by letting them fire on the move.
And along the way, change them from a tank movement class to a bot movement class (why was this bipod using tank movement?)
And oops, they are a raiding terror now.
Or the small infantry adjustments really affecting bot vs veh matchups.
On the other hand, the hovertanks got a whole new depth charge launcher bolted onto them, and I still barely see them used to good effect on Supreme.
Yep, or comupdate and ppl complaining about more comdrops xD
comdrops a thing coz immune to D gun ?
Ive seen multiple threads
I saw com drops by Raghna way before the com update tbf, he simply was the only one with the balls to do it
Only one? Haha no
On the other hand, the hovertanks got a whole new depth charge launcher bolted onto them, and I still barely see them used to good effect on Supreme.
Probably because subs are not very good. Hard-countered by a unit you'll build anyway for its long-range gun.
More hp plus llt resist plus u cant dgun it means ez drops and also only 1250 metal wreck so less donation
Anyway, the Marauder upgrade is a good thing. That unit was useless before the upgrade. Now it's found its niche : early T3 raids.
Now it's overpowered. I wouldn't want to change it back to being awful though. Just needs nerfed so it isn't the thing to do.
ah yeah I keep forgetting it has 750 extra HP 😦
if every eco player in the back had just one or two pulsars instead of rushing like a mad man for all the AFUS in the world, it wouldn't feel so OP
the number of backline players who just go pure ECO and are like "I'll just blame my frontline if something goes through" is atrocious. Just add some static defense, the bare minimum
Here, I'll show you why I care so much about Marauders:
It's not Straight I'm worried about. It's my own map.
Busted
Marauder is strong because its actually good at its role fast amphibious has aa so its not stopped by rapid response air easily but you dont even need pulsars to stop it just build dragons claw/maw surrounded by walls way cheaper
Yes im talking about supreme strait where they tend to decide games despite always going in from the same 2 places
I agree they're counterable in a chokepoint. But look at the map above and tell me your plan there.
Porc in your bases, there is no frontline
Or just have a single unit building walls
To be honest, I'm really more of the opinion that Catapult is (and should be) more of a zone denial tool for thinning out units that attempt to mass up before charging. If anything, I'd almost prefer for T2 static popup arty get slightly adjusted so that it can match up well against pulsars. That's a topic for a different thread, though.
Torpedo planes too
Same thing as this map. Navy on the edges, pray for no backline amphibious rush.
That reminds me of a TA campaign map
I always have torpedo planes on patrol on such maps
Barb AI insanely good at these amphibious landings btw
Ok, I'll quit being anxious about this until I release the map and see what happens.
Arm campaign, last mission on Thalassean, but it didn't have shallows and the islands filled out the edges
Yea
Good times good times
Night and day difference, it's obvious and a huge deal. TY
i feel like the real issue with cortex t3 in general is conflicting weapon systems that dont synergize and dont have the unit logic to support it
shiva is meant to be anti spam? nice! but it has a rocket that doesnt compliment that and if you try to use that rocket on a static structure its gonna try to walk up to shorter range where its plasma cannons reach
The same is true for juggernaut, long range laser and rockets but it wants to walk up with its gauss shotguns which are meant to counter spam
kargis anti t1 spam shiva siege/everything else behemoth tank
shiva plasma balls are definitely advertised as being anti spam
Shiva's plasma is great against regular T1 armies or lower HP units, like Hounds, but fairly useless against actual deliberate spam.
Is why I suggested the idea of giving it a modest chin mounted laser turret.
Relatively short range and low damage, very much a token extra compared to it's main weapons, but enough to make it harder to overwhelm with cheap spam units.
Would prevent it's plasma cannons having to 4000% overkill random half HP pawns, and help allow it to deal it's actual intended DPS to it's actual intended targets, without being chewed up by flankers or dieing to it's own friendly fire.
release it, we need more water maps
in cups, navy is HEAVILY underused it's sad
It's not ready. Working on it.
@midnight ginkgo you saw my post in the other thread, but the issue with t3 hover is that it's not really a t3 unit. In terms of cost and power It's a mid t2 unit (for land) or early t2 (for sea). Land players aren't gonna want to make a t2 unit once they're on gantry eco, and water players literally can't make this unit.
to be fair they were claiming Marauder is advanced T2 before the december upgrade
and now it's "meh Marauder OP" even though it didn't get any health point upgrade
Tbf, "advanced T2" and "OP" aren't mutually exclusive. 😛
But t3 hovers are good on open water when going up against a navy, kinda mediocre on land, and awful at surprise attacks or raiding. There's very little incentive for land players to build them instead of t2 amphibious units, t3 amphibious mechs, or just holding off and making titans and juggs. The only situation where I see them used is on strait by a back line player helping a water player win a late game navy battle. On every other map with a mix of water + land lanes, the water is either too narrow (eight horses), the distances are too long (sulphur springs), or they literally cannot be built (deeploria fields or any other water-only map).
They feel more like a unit that should be made by navy players to get on land after they win their lane, but like I said, water players literally cannot make this unit.
the T3 hovercraft also has torpedos
so yeah it's a water unit for sure, shouldn't be T3
They would see a lot more play if they were available at t2 tech. For their price, I feel like they're in a good position, but by the time you have the ability to make them you generally have much more impactful options.
$unit lunkhead
What if behemoths were immune to dgun
no
too op
it wouldnt be op it would be a waste of a buff
just put an adv radar remotely near it or spam grunts / pawns around it nobody gonna d-gun it
id say it gets too easily countered by snipers/pulsars/starlights but you spent 20k on a behemoth therefore you can probably afford 5k on a catapult to sit behind it
I think being able to Dgun t3 units is good for the commander, that way theres an incentive to keep him around for late game besides the build power
behemoth looks alot like the unit from the TA escalation mod
where it was a slow lumbering siege unit that actually had range
How are people doing with the changes to shiva and karganeth? Did it fix the lab to you?
For me, Shiva is still way underpowered and without a role - the changes weren't significant. Karganeth is still too slow and too weak to go head-to-head with arm T3 in the early late game. I think we need better/different changes than this.
that's because it got a targeting fix, it was previously not shooting at all a LOT and so it was a really bad unit. it got buffed by being fixed and then never reexamined afterward.
I noticed Razorback has some "not shooting" issue too
like it will fire at some unit, then stop for some reason, then decide to start firing again
at first I thought the devs included an overheating limitation in the razorback but I highlyt doubt they'd go that far, more likely it's a bug 😄
haven't noticed that and sounds buggy, got a replay?
I'll check if it's reproducible and get back to you. It was against AI
I was like "ffs shoot the damn thing, it's right in front of you, what are you doing"
The new Kargs feel pretty good actually. They are still somewhat fragile but I'm okay with that.
Shivas feel better, but I don't like them still. I feel like too much of their on-paper power is tied up in that rocket, and that rocket never actually does anything. It's only useful for static defense, and if your shiva is in range to hit static D with that rocket, it's mostly t1 static D and you're better off just rolling through everything with the main cannon.
Maybe if that rocket was given a less parabolic arc and a bit more speed it would feel better.
having strong units should be countered by other strong units, i feel like t3 in BAR could be a little more substantial; definitely not to the supcom levels but i dont think something should be necessarily nerfed because its too strong unless it breaks the gameplay loop, and instead its opposing force/counter could be buffed too
Not a huge speed increase, maybe like 10%, and an arc similar to banishers.
I feel like the shiva rocket should be parabolic similar to the titan
Karganeth seems so much better to me. I haven't tried the shiva at all as karg has been too good to me. But I havent gotten many games to t3 lately.
true, i dont play enough and games end so quickly lately, but yeah kargs feels much better than before. Dropping them on the field actually feels that they provide meaningful change.
4 of them can actually fight a thor, so that's pretty nice. Cortex was lacking in some big unit killers.
But why? Cortex t3 already has catapults for sieging static D, and both t2 vehicles and bots have the same rocket unit. The rocket on the shiva just feels like it was frankenstein'd on to give them more power on paper. But the way shivas are used, that rocket does very little.
Most of the time that rocket either hits nothing or hits your own stuff that has moved up into the space that was just cleared by the shivas' main cannon.
They can hit themselves with that rocket.
the rocket simply feels useless... either make the rocket useful as an occasional parabolic missile and shift over the dps weight to the hand cannons, or remove them entirely and reduce metal cost ever so slightly
exactly 🫠
I saw we just pull the rocket off and frankenstein an LLT laser on. lol
maybe we can add a flamethrower to it
That's why I think we can start with a less parabolic and slightly faster rocket similar to the banisher (minus the guiding) and see how it goes.
yes i think so too... but that overlaps with the karg as well now
i think a laser may be more appropriate
or we get rid of rocket entirely and add a second depth charger
Karg has fast homing rockets which are different. But if we wanna avoid rockets for shivas because there's too many rockets, we could try a 2nd plasma cannon with longer range, lower damage, and a slight parabolic arc kinda like t2 artillery.
Shivturion
I'm also not sure how it would work with the Shiva model if the rocket were removed/replaced. The model has a hatch on the back that opens up into the rocket launcher.
We need more time to tell because we don't have that many late game match but it's looking really good, retargeting was amazing idea, shivas seem usuable against spam, looking good so far.
with the changes now kargs also seem usefull to actually take to attack but not too much can be complished with just kargs alone and shiva feels pretty same as before but with turret rotation change they dont need to stand still
Borderline op. I just go straight from t1 to t3 game after game and feel powerful as fuck. Like 1 or 2 fus eco only. End games top damage with like 30% eco of top players
Shivas are so fucking good now if you get them out early
Karg still a bit of a meme. Just loses so hard to razorback in any comparison except all terrain
doesnt 3 karg beat 2 razorback if they kite?
I really like this idea
Maybe something like a beefed up tzar-tiger bot
Tzar cannon on the back Gauss cannons on arms... Or I guess a hound with both weapons on at the same time lol
Their main cannon is already fairly like a tzar shot, but that could also be moved to the back and the front is a faster gauss cannon.
Same HP, more dmg at higher range, all terrain, much cheaper
Like... No. Its much better then a razor rn
Also, lasers, unlike aoe rockets
So Razor does 500 dmg at 470 range
Crab does like 600 at 600
honestly, I'll agree with you Karg's dont seem that bad compared to razors looking at the stats
biggest thing I'll note is karg has 45 speed to razors 69
Yeah, mobility is an issue, but lets be honest, other is all terrain and costs 2/3rds
I think they're about evenly matched, with Karg you'll have to spread them in a line on your front to prevent them simply being ran around by razors under most circumstances
This lets the razor player focus their razors, for example charging all of them tightly packed at part of your karg line
still, if you micro your cargs to counter this I think you'd win
However if you left them sitting still you'd probably loose
Razors have an advantage tactically as they get to choose the engagement under many circumstances due to superior speed
still, not as if karg's are helpless, half cost but 10k hp to razors 13k hp gives a karg group a lot more hp than an equal cost razor group
I admit much of this is speculation, I never played core T3 much as I prefered to try to end the game with bombing or earlier with tigers and rarely played techer spots
razorbacks use lasers correct?
lasers do half damage at max range the razorback needs to continue closing the gap to get more and more of its actual dps
And diffrence in DPS/metal isnt that big either way
Lol stop 'baiting stats and play the game
Kargs just don't do anything you want them to. Only reason to have them is they're the only AA for core t3 and maaaaybe some concentrated dps. Everything else just add extra shiva
idk, looking through stats is a good way to come up with new strategies
shiva has almot the same health, longer range and similar dps to karg
slightly lower dps and hp but also slightly lower hp
Just give the karg gatling lasers instead of missiles. Problem = fixed
It's now a cortex razor back with the added sbility to be all terrain.
then its op...
at the end of the day half of cortex t3 is amphibious or all terrain and therefore isnt designed to be your main frontline
I'll break down t3 units in this simple example.
ARM t3 units actually feel like T 2.5 to T4 units.
Maurader being a 2.5,
The razorback is T3
And the rest are T4 units.
Cortex feel like T2.5, and T5 units.
There is no T3 or T4 to balance it their roster. There is simply a massive jump from. A T2.5 units to a T5 unit selection.
marauder isnt 2.5 just because its combat stats reflect that, it has absurd mobility and relatively okay aa ontop of being amphibious
All of those things packed into a single unit and only possible because of the powerbudget of a unit produced by a t3 factory
Otherwise fiends would be tier 1.5 for their low armor and range
Likewise people consider mammoth tier 2.5 largely due to their stats and metal cost but their limitations reflect that they are comparable to the t2 roster
I'm honestly fine with Marauders for the most part, though I would not complain about an HP nerf to reduce their ability to just run past statics (and thus lower the "Marauder tax" players must spend to defend their flanks from raids). I think having a uniquely strong raiding unit that can cause a sudden and powerful change in game state in favor of a player who hits T3 first and properly exploits it is a perfect strength for Arm to have.
On the flipside, though, I think Cortex lacks the "hitting T3 early and suddenly changing the dynamics of the match" factor that Arm is so good at. The early T3 units should, imo, not just be a bigger and meaner set of stats, but also an opportunity to make a new tactic suddenly possible. Even though Shivas are overall pretty strong units that counter a particular class of unit quite well, their strength is mostly reactive (you build them to counter spam without sacrificing too much generalized power) rather than proactive (you usually don't build Shivas as part of a plan to do something specific). Kargs are maybe a bit better off, as they at least enable new approach paths.
Awhile back (in this message: #1118255116747804682 message) I came up with the idea to give Core a new mid-low cost T3 unit in the form of a tac nuke missile truck. It would have to be given a lot of drawbacks when compared to the Catalyst (since we really don't want a super passive tac nuke meta to come back), but as long as it has high burst damage, slow missile speed, and a longer range than Pulsars, it would give Core a "here's a new tactic I can do" unit (busting open heavy porc and moving straight through the frontline more efficiently than would be possible otherwise). This would, in turn, give Core players a very concrete reason why they might want to tech up to T3 even if their eco isn't strong enough for them to go for the super strong units like Juggernauts.
So yeah, tl;dr devs please add more nukes plz ty ❤️
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Give Cortex an amphibious, all terrain spider unit.
A REAL all terrain bot that can go a anywhere and not inhibit is ability to fight
What if that unit was the karganeth?
Can the karg crawl through water and still fight?
Not currently, I'm speaking hypothetically
Give it the ability to walk through water unaffected, give it gatling lasers, and maybe 1000 more health
Cortex now have a viable t3 raiding unit
Respectfully disagree; Both factions have good options for attacking from flanks and raiding, but Arm is based around mobility and clever use of firepower, so it makes sense for it to have a T3 unit that's the best at that. I would prefer for Core to get something that's the best at what Core is designed around: Instead of going around defenses, be able to go right through them.
So what you want is a bigger badder fatter sumo
Take the cortorch concept and turn it into a T3 bulldozer?
Ehhhhh, while I wouldn't mind that, we already have the Biggest Baddest Fattest Sumo (Behemoth)
But do you have the little baby behemoth? 
Ooh, giant bulldozer that has melee range but just flattens porc would be FUNNY and really cool (but I'm still more of a fan of my missile truck idea, if we're talking about porc killers and enabling heavy pushes into fortifications)
Not just a giant bulldozer, a giant bulldozer with a rocket engine on the back
The behemoth needs to set uff nukes for each step it takes
to be fair arm kind of has this t2 to with hounds and gunslingers being so good against t1 while cortex is mainly reliant on fiend rushes for early t2
Yeah, the reasons for jumping to T3 should be similar to the reasons for jumping to T2: The higher tech units, aside from general strength, often enable completely new tactics that simply are not remotely possible with the lower tier. (also, don't count out early Sheldons as a tactic for punishing T1 efficiently. They're pretty similar to Hounds in this use case.)
I want to add a
to the idea of a mobile Core tac nuke. A cortex scud launcher.
The recurring weakness of Core T3 here isn't really that they're bad at their jobs, but that they all do the same headbutt the front door tactic.
They're strategically blunt instruments. And awkward as that is, it's by design.
So if Coretex is going to be the "go through the front door" faction, then we might as well give them some genuinely unique tricks in how they accomplish that.
"open na noor" -cortex t3
i vote for both the mobile scud nuke and a fast-moving, super-short-ranged unit that has good amounts of health and goes nuclear when it dies but has absolutely abysmal turn speed
imagine a battering ram with a nuke inside and a jet on it's back
to me, that's what Cortex is all about:
pure force, everything else be damned
You want a suicide unit with nuclear payloads? That sounds incredibly dangerous for both sides
its call a skuttle.... except they nerf it to the ground
Forgot about that unit…
It would make games so fucking funny
Send in army as fodder, nuke racecar zooms in through the chaos for a straight shot to the eco, ded
Though I feel like this is a unit better for Legion than cortex since legion already has something akin to suicide bombers
So does cortex
Just enable scav units for the OP tumbleweed
The problem with scav units is you can't enable just one.
not exactly a suicide unit
iz would be a weak combat unit that is effectively a weapon equipped nuke on wheels
imagine a tankier, fast comm without dgun and the weapon system of let's say 2 tigers/sumos/idk
like, yea, fair, it's primary damage potential is the nuke 😄
but it would be able to fight off basic harassment
ofc might be better as a tankier mini-nuke that you can't ignore, but doesn't pose major damage so it's not too OP with the nuke, so not that OP, not sure
for those who know Sion from LoL, I'm kinda thinking of something like his ult in a way I guess 🤔
I'm imagining a commander that has the mobility of a Tiger and the laser cannon of a Sumo
Add a rocket AA pack on the back
are we making a Legion Commander Lvl4? xD
i actually would like to see if the idea is even feasible and functional 🤔
makes me want to play around with creating new units and etc in bar (without modelling ofc) 😄
if I go crazy enough to do it at one point, i'll come back here 😄
Whatever happened to the nuclear mines from TA?
taken out for balance purposes i think
i think cortex has something similar to them, the cloaked crawling amphibious mines
not nearly as strong as a nuke tho
even the tactical one (at least in my experience)
They still pack a punch, 6 kills a thor
Fiddling with t3 bit more:
I think kargs are amazing now, especially vs spam with the rocket change. In fact, I would exclusively use kargs most of the times, unless I meet heavy porc where I need some long range dmg ( hello arbiters )
The best combination currently is probably karg spam + 1-2 catas. Didn't have a proper long game to test it out yet though - the games are super volatile lately > . >
my only main problem is still vanguard and its ungodly amount of hp
$unit vanguard
yeah when it comes to T3 you can't do a head to head comparison. Otherwise you could say "meh Jug > Titan why is that"
Nvm similar range what about aoe
no its range is literally only 1.8% lower than Catapult
so its cheaper in metal and energy than Catapult, has the same range, 64% more HP
but it's not the same use at all. Vanguard you put on top of difficult terrain to harass. Catapult you can put right behind the front line to destroy everything with a barrage of rockets
correct me if I'm talking rubbish
The number of times I crawl a karg up to a nest of vanguards perched up somewhere, expecting to at least chase them off, and instead they just point their guns at the karg and point blank annihilate the karg, while tanking damage from the karg, is too high
it's basically a mobile turret on top of a mountain
on forge the central mountain is full of Vanguards 
and when it's on top of a mountain, Pulsars and Starlights can't shoot at it anymore
Their dps is kind of crazy for a unit that has a single large aoe per hit , like catapult cant even use its entire dps against a single target cause its just a bunch of tiny explosions spread really far out
yeah but it's ultra slow
But catapult does enough damage to kill sharpshooters and starlights thats all it exists for anyway
While vanguard gets stopped by plasma shields but is stronger against big targets ig
yeah the counter for Vanguards is plasma bubbles
If only they wernt so expensive
for Catapult you need air or Pulsars
Pulsars barely outrange catapults, they don't one shot them though, you need two hits
Dont plasma shields cost like 1k while recharging i wonder how much e it uses up to recover from a single vanguard shot
I should test that cause thats alot of metal if you convert every 600 to 10
the state of the game as I see it is this : people have mastered how to use every single Armada T3 units except Lunkheads. There's replays, countless "this T3 armada unit is OP" threads. For Core ? not really. Jug play is a classic of course, and Shivas are quite popular. But Karg and Capapults ? You don't see them winning games, unlike Marauders, Razorbacks or Vanguards. Hopefully the Karg buff changes that.
and that tachyon T3 hover is cute, but not very durable
Everytime i see jug get used they dont self d it and the only time i used a jug in a decent os game i didnt know it was 10 seconds lol
it's tricky to self D a Jug in time, it's 10 sec
and you need to self D once in enemy base, except by then every unit in the area is attacking you, so you don't usually have 10 sec...
I think its better to self d early than late if the explosion is as large as advertised
It's unfit of the moniker of cataphract
well they just called it Tiger coz of WW2
Cortex has alot of slow units imagine how op it would be if they got a new t3 that was just an armored vehicle transport to carry sumos and mammoths to front and effectively close the gap for them
Tiger has 71 speed. It's not a Blitz, but that's plenty fast as far as most units are concerned.
The part of the Tiger's name that is perhaps less fitting, is that it's key feature is it's durability, not it's offensive abilty.
Fast and tanky = you can easily send it back to repair anyway
Tiger looks like thug gameplay 2.0
can Sharpshooters one shot Tigers ? or Starlights maybe ?
Yeah. A lot of people look down on the Tiger, but it's worked well for me.
You just got to know that it's not intended to be used like a Bull. It's a tanky screening unit for other sources of DPS.
I dont think so sharpshooters take 2-3 hits to kill a sumo
Idk tiger health but it costs more than sumo
ok. I know for sure Pulsars one shot both sumos and tigers
Whats e cost for sharpshooter to fire
7.9 HP to metal ratio. Is very few units that beat that efficiency ratio, and the ones that do are generally far slower.
(Bull has 4.8 HP to metal, for reference. Nearly half as durable.)
Pretty sure it takes 3 sniper shots to kill a tiger.
And 3 point blank starlight shots (5 at max range due to laser falloff).
tigers have over 5k+ HP and snipers do 2.5k damage per shot, so minimum 3 shots to kill a tiger
i thought snipers don't have damage falloff?
Correct, snipers do not have damage falloff, but the veh starlight does
I assume energy draw on sniper is pretty extreme then
Wiki says its just 500e compared to adv converters thats like 8.333 metal per shot
If a sniper spends all day shooting ticks its still being cost efficient , ya its wasting shots but lol
it identify itself as one
is it true? i thought tachyons dont have faloff, only laser
Itanthias would know best
I've also happened to test it and tachyon in BAR is a fancy name for another laser
It has weapontype = "BeamLaser", and the default minIntensity value, so Starlight and Tachyon both do 50% of their sticker damage at max range.
Charge your Starlights forwards for maximum damage! :v
Back to the original idea, I want behemoths to have a built in nano
Why?
Because an unblockable weapon that never misses, doesn't need line of sight, gives you metal when it kills units and can repair friendly units would be awesome? 😆
if behemoth had nanos they would literally be giant garbage collectors that go through wreckage fields
which imo already is cortex`s identity with t2 bots, strong frontline units that forces everyone else to kite back and abandon wreckage fields
It has those dinky red lasers on the front and top. Could be funny to replace those with nano turrets
those dinky red lasers only exist so your 20k metal investment doesnt die to ticks xd
Is what I suggested Shivas need. ._.
shivas have the worst identity crisis ive ever seen xd
Indeed it would be awesome but I'm struggling to figure out what issue that would solve... I feel Behemoth's have other problems that could need fixing or other roles it would be better for
Tho a giant vacuum on a walking d-gun machine would be funny lol
imagine if it had a magnet feature like in supcom2
Okay this might be a really stupid idea, but I just had it, and now I can't get it out of my head.
What if the Behemoth had a built-in plasma deflector? It'd make it require either specialized attackers or a close range attack to do damage effectively to it, and it would help keep slow T3 units relevant in the lolcannon era of a match.
That said, however, I don't actually think the primary killers of Behemoths are plasma anyway (most damage is probably done by lasers from Pulsars, or by Dguns), and a single deflector won't do a ton against a lolcannon unless it's given a much better recharge rate than the existing structures)
plasma deflectors are kind of poorly balanced
it actually nerf behemoth if u believe it or not when lrpc hits it
it now bounce into enemy eco etc 
plasma deflectors completely disable certain units and tend to fuck over core a lot more
Oh yeah, good point
sheldon, shiva, tiger, tsar
heat tiger the only solution
most arm units dont use plasma weapons, snipers, jaguar
well, I suppsoe fat bou, hounds and sprinters do, but if your considering attacking a defense position, your using snipers
think the main problem sniper actually hardly really see a plasma shield
where as core tends to sheldon which are blocked
arbiter could wor kbut they're kind of shit
T2 missile vehicles aren't very good anyways I guess
rocket vehicles are aoe and stealth
behemoth would be cool if it actually doubled down on the flank damage mechanic
and it became something youd have to surround to kill in a reasonable amount of time
u can just emp the plasma shield
:] or tacnuke if its in front
also tremor apparently just kills the plasma shield
well tremor overloads it
tremor is rich man toy