#Reduce missile truck ground damage
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That already a loss
thats what i learned to do on the canyon spawn on all that glitters
I have some good screenshots of me filling that entire canyon full of maws and random walls đ
ive won the canyon lane in koom by doing that a few times
I never fully wall off, if you make layers of walls or tons of tiny gaps, the pathing just goes to shit for the units
Well what I'm getting from a lot of this though is that the solution to the issue lies outside Units of its tier. It reqquires some type of static or higher tier to counter. That sounds like its pressing into "OP" conditionals by definition.
those are the players i most communicate with regarding hitbox changes
they knew this change about 3 or so months ago
i use high level players as my filter regarding hitbox changes for a number of reasons
however note that not all of them knew about this change
and the way its done requires that they pay attention
Can't believe we are just gunna let that moist communication one pass by 
Nah, everyone's just used to drivver's autocorrect being a source of the best typos in the community
and i was even typing with a keyboard
i can actually blame the fact that my works has stupidly bad keyboards
at home i use a g815
Brah Missile trucks ground damage is already low
Yeah
Only lobs die to them.
Held 3 players going whistler's on poverty map with like 5 of them total on out side
Arty good at denying.
When we got pushed by t1 arty tower, we just teched up.
Then our backline died to nukes
xd "only lobs die to them"
I think your somewhat right maybe, given those with higher ratings tend to stick to strategies they've developed
for example, rocket bot / plasma bot spam isn't very viable of flat maps anymore
Rocket bot spam is bad mainly because ppl don't porc nearly as much
16 whistlers burning down my HLT being repaired by commander+2 rez bots+1 nano+1 bot con (980 buildpower)
I had a misplay, should have pushed them back with the thugs I had offscreen to give more time for repair, but the maw in front held off some tanks+janus from just rushing the HLT
There's no reason to if comm can walk trough 4 llts & kill them all solo
oh yeah unit xp
Hlts have stupidly high build points
We can't forget unit xp exists, look at the ranks on those missile trucks
For what they are especially. They need buff
-15% reload on those high XP trucks
I count 15 ">" ranks total, so that'd be quite a bit of extra dps
in TA they had that
Ye
I'd be fine with buffing walls
They don't block most things. Just pathing
Walls are great for covering units. They just suck at covering tall tower defenses
would LLT be a little too OP if DT's were high enough to prevent rocket bots, missile trucks or pawns/grunts from hitting them?
i doubt
i am open to lowering the aimpostion of the HLT so that walls matter on level ground
Walls become a micro tax for porcing if they block shots vs towers, I would think
aimpositions are truely the most infectious things to balance
Those trucks with the -15% reload had 0.15 XP, which meant they damaged x4.5 their own resource cost.
So it had dealt enough damage to kill 4.5 whistlers.
Fido seems to be bad counter unless you have mass of it, 2x truck for same price as single dog have better stats dps, hp and accuracy and crucially better LOS
Honestly. Whistlers are just so great at chipping at thing from safety. You can just chew up all turrets except HLTs from a relative safety.
I feels almost like playing against massed arty. They are really bad if enemy has to move out of their porc
fido has +50 range, more speed, is a kbot, far superior alpha strike
Fide can weave in and out of whistler range unloading plasma into the whistler ball
Iirc any durable burst unit can smoke whistlers out of position.
if you really want to shit on whistler T2 veh arty absolutely annihilates them
Honestly. HLT turret absolutely outranges whistlers and lack of damage falloff means they just get chewed up if they try to get close.
Missile trucks have never been exclusively anti air. Find another easy solution like not making the fire through or over one another
Donât remove their ground firing capability
I have no problem with missile truck spam. Just donât make it the only meta
Itâs good to have several options for ground combat
you need 3 trucks for same plasma DPS and 4 for same gauss DPS
Tbh just dont lose units to long-range chip damage.
Put HLT as a "stop harrasing me bro" sign and build up big ball of stouts.
This would need HLT to have its build cost decreased so you can put down more than one in time to stop the ball imo
but i agree in principal, the problem I see with the Whistler ball is the player on the defending end having enough time to mass a reasonable counter force to push through it while preventing its slow push to your base
You can't just stop ball of 10 whistlers the moment you see it. You need to scout it and then prepare before they attack
You can't just do anything in 5 seconds when 8 stouts raid you through a hole in your porc, same with whistlers
For sure, I liked this play especially mentioned a little bit here in this thread
[20:42]Itanthias: One of the meaner strategies I have faced is
enemy opens missile trucks.
I porc up, stop them from pushing.
I start to tech up, but I instead get ~3000 metal of T1 tanks knocking at my front door, the missile trucks were a feint
replace the walls with metal storage
so what do you do ? Just switch to vehicles and spam stouts ?
works on more open maps, otherwise just make whistler and mix in arty
once you got T2 mousers you destroy whistlers
The "Whistler window" is narrow
getting to T2 while having to constantly invest into more army as you are trading very inefficiently is a big task
They can't push into heavy units, arty, raiders t2 static def etc
usually people start making stouts after like 12-15 whistlers and run in once your defenses and units are broken
Another lane likely needs to come rolling in with the early t2 counter while you try to slow the push efficently as possible
or they push to where they over extended, and an adjacent lane can flank the whistler ball
and either kill it or hit that players eco
yeah you're not gonna push into enemy base and destroy everything with just whistlers
You really can, its just you have to go an inch at a time keeping enemy units outside of 400 range of the whistlers
Whistlers have 600 range
Thing is. HLT is 620. Give it a radar and you have whistler slapper
Right now it takes too long tobuild them, but in principal they are the counter - they take 5 hits @ max range to kill a whistler its discussed above
#1125788827970183238 message
rate of fire way too slow imo
you'd need what, 3 HLTs to take care of a dozen whistlers ?
I don't understand all this talk about changing HLTs when they are fine - the problem is the missile truck. We don't balance the game by making other things OP in order to balance against something which is OP.. we nerf the thing that is OP, otherwise we just mess up balance elsewhere as well.
If you want HLTs to be better enough that front lines become inpenetrable and games just become porc and eco fests more than they already do, then I guess let's buff statics.
HLTs are garbage, but that's another issue
a balanced tower is a beamer, LLTs etc...
all useful at specific stages of the game. Same with scorpions, T2 plasma, etc... HLTs and gauntlets are never like that, they're ultra niche and a noob trap.
to come back to the missile truck it sounds like the consensus is to remove the ability to fire over themselves, that's about it
HLTs are not as ultra niche as T1 MRPC, but let's have a suggestion thread about it instead of all the discussion here
whistlers do so little damage, a damage reduction would be crippling and make them useless
That's the whole point
so few people use them against air
so what? build them when you need AA, make them a little better against air. that's all in the OP
how silly would it be if crashers were able to shoot ground and the new meta was that we all mass crashers now and don't bother with plasma or rockets because they're too hard to use. this is where we are with missile trucks
You know that whistlers can't fire over walls right?
I learned that the hard way when I parked whistlers behind a wall and thugs blasted them into oblivion
I don't think it's silly, because I believe all AA units should be able to fire at the ground, like fighters and thistles did in TA
for me the issue is not that whistlers can fire at ground, it's that thistles, fighters and trashers can't
the 88 mm German cannon in WW2 was a flak cannon initially, before being found to be extremely useful against tanks, you think people whined at the Germans "hey that's OP" ? 
All the AA used to be able to hit ground iirc, its all been removed except for whistler/lasher now?
The Germans weren't playing a computer game for fun. Also this isn't TA, and if everything with an AA weapon was able to shoot at the ground, the entire game would need to be rebalanced.
Whistlers make good t1 scout vision & AA, why does it need ground attack at all?
Let's have a consistent design where AA units are good at their role and don't dominate the ground meta.
not all units need to be the same
devs refused to reduce Razorback damage to air even though it's the only unit that has no reduced damage. The argument was that not all units need to do the same exact thing. And I agree
T3 units are generally unique and special compared to the the more generic t1 and t2 units - which usually have comparable counter parts in different labs and factions, Whistler is clearly a scout/aa role unit
No one said make them the same, I said make them good at their intended role.
imo remove the ability to fire over themselves first, see what happens
That's literally the one thing that wont be changed - as it was a fix to collisionboxes which made it possible: #1125788827970183238 message
$unit whistler
"The Whistler is a medium-range missile truck that can out range most Tech 1 defensive units. It doesn't fare well in close-combat, so always keep it at a distance using the Fight command. Combine it with Janus, Stouts, and repair units for a devastating front line push!"
does'nt even mention the AA function
True
it does on the Lasher's page, but as a secundary function
kinda suggests the developpers meant it as a long range annoying ground unit FIRST, AA second
The devs didn't really "mean" it that way as much as they inherited that way. They also inherited the old dgun, commander special damages, and so on, but that got redesigned, right?
Let's make missile trucks good at what the vehicle lab is actually missing, a decent AA unit, and leave the front line assaults to tanks, artillery, janus/pounder, blitz/incisor, etc. We having plenty of fighting units in the lab already.
dunno if they inherited it like that, in Total Annihilation it clearly says it's primarily an AA unit
dunno why in BAR they don't say that
Yes, they inherited missile trucks and the majority of the game's balance came from Balanced Annihilation.
so BA was the original sinner âď¸
Which inherited from TA
did you know a Whistler sees further than a Thor ? 
Yes, and in the process, the majority of units which had AA weapons that shoot at ground were removed.
No
We dont need labs to be carbon copy of each other.
Front line assault is DEFINITELY not whistlers role. Its meant to punish lazy play. It does that well. Get clowned on by so many things if you just dont allow it to sit and shoot at you.
Really I'd be more interested in making the t1 aa bot shoot ground also. But would have to be careful with the stats, it couldn't be as fast or long ranged as it is now - really it'd have to be shorter ranged and slower than the veh truck probably.
Making air/aa less separate from the ground unit fights would be mostly good. But it's not a necessary change, they can stay different too without issue.
If T1 AA bots could shoot ground, it would encourage people to include a few in their unit composition reduce Shurikans defensive plays, not sure that's a change I'd like to see
Shuri's punish people for not mixing in AA, but the metal cost needs to be a choice not a "oh this will provide enough AA no need to worry about it"
dorime
Be careful with the stats to say the least, we would have to start rebalancing T1 air so it can have any effectiveness. I guess if this is the direction people are wanting to take the game by design.. okay? But ultimately the more we start mixing unit roles the less actual diversity there is, and the more it won't matter which units you make as long as you make units. To me this cheapens the tactical game play a lot by reducing decision making and just will make the game more boring at the end of it all, when it is finally balanced again.
Part of the current problem with missile truck is that it is too multi-purpose.
I'm not saying to do it, but it'd be better than making missile truck aa only
its not bad to have multi-purpose units, thats not a bad thing. If it's too strong then that's an issue.
Rebalancing all of T1 air would be better than making a unit better at its role? That doesn't make sense to me.
Why? currently t1 vech has no AA other than Lasher/Whistler
to be multi-purpose you should have a trade off, I don't see the trade off on whistlers
Changing missile truck aa-only would be about as disruptive as changing the bot aa the other way around
I don't think so - we only started seeing them frequently since the collisionbox change and the comupdate to remove regen
This doesn't make sense to me either. If we make bot AA more multi-purpose, and people start building it more, it will make air less effective because people are already building the counter before the air is a threat. This is why air would need some rebalance.
If missile truck becomes AA only, you still need to build it to counter air, and it would be better, but.. you wouldn't be blindly countering air as part of the meta like what is happening now. So in this case, air might actually be more effective because it's less likely a player will have already built missile trucks.
But the missile truck would be way better at AA to compensate for the loss of the ground attack
And that can be balanced to be appropriate?
Yes, I mentioned that, but you won't already have them before an air attack arrives. Air is more expensive, takes time to build up, and is best when its a surprise. So you would be building them reactively instead of already having them because it's meta.
Either (or almost any) system can be balanced, no shit
Or you spend the metal to have the AA already there, and hav a weaker frontline force
Which forces you to make a decision, rather than print a "I do everything" unit
You have that kind of tradeoff either way, missile truck isnt so great in most ground combat situations - even if its good in specific lane scenarios.
It's whether you want to see combat more decided by RPS (who builds air/aa/army at correct proportion and time) or by tactics (aa is a factor for ground battles and not a separate thing)
I realize there is discussion around redesigning air already anyway, but if you're that concerned about RPS we should probably eliminate about half the units in the game and go with more multi-purpose units in armies. Sounds like a major change in design direction for the game as a whole. As-is, air is highly dependent on RPS to be effective.
My suggestion at the end of the day is not a total redesign of the game, just a small nerf to missile truck to help affect the meta.
I personally like the RPS & strategic plays - eg fients, flanks, pushes etc - a combination of both those is why I like BAR
cmon dont be so dramatic w the slippery slope... just because you consider one thing, doenst have to mean you change absolutely everything else in the game to the same pattern
If Whistler is to stay the same, surely Lasher would need a buff to bring Corveh up to par with Armveh? +33% dps against bombers and less overkill does not seem enough for Whistler and Lasher to be mostly balanced with each other.
How well does Lasher spam work?
I guess I misinterpreted your statement about RPS then as saying you think there should be less RPS in the game. What did you actually mean?
Hazy: Lasher spam seems to just be "not quite good enough to be better than existing units", where as Whistler seems to be good enough to push it over that ledge
I've seen a few games where pepole bulid lasher to counter whistler, but you need just too many for it to be effective for some reason, either the damage, firing arc or some other difference
Idk, maybe there should be less RPS in the game. But definitely there shouldn't be more, like you would have w changing the missile truck to aa only
can't recall exactly on this one - but one of the dev's mentioned they had copy/pasted the whislter stats to the lasher and found it still didn't perform quite as well
Most of all I just laid what the game design difference between aa-only or combined aa/ground attack units is, for either the veh, bot, or any aa unit
And anyone's free to prefer either, or to be happy w the mix we have rn
Shifting missile truck to AA only really wouldn't be that much of a change, and if anything makes the unit design more consistent and expected than the current state, which is ostensibly something we're aiming for in design philosophy. What changes to air do you think would need to be made to balance a slightly better AA missile truck, if any?
In any case, I knew coming into this discussion that most people wouldn't be behind removing it's gtg capability completely, so I started with the compromise of suggesting a reduction in that DPS.
There's no need to make changes to air if you did that
It'd just get used differently
Same for a aa bot change
shurikens would be so bad if mixing aa into your unit comps wasn't inefficient
Disagree about the AA bot change, unless the gtg damage was low enough to make it not worth building for that purpose, in which case, why make the change? If you do make it worth building for its gtg weapon, you are allowing for blind counter to air, in which case we need to take another look at air to make it effective during T1.
Dude veh already have a blind counter to air in that sense
Because if everyone is already building missile trucks and AA bots in the early game, how is air supposed to be effective?
yes this is exactly the point I am trying to make about missile trucks. They're fine as long as they're inefficient
I still like nerfing "agility"; leaves the option to spam in there, but worse at hit-and-run, easier to punish; doesn't affect ability to put AA where you want it that much.
remember bot aa is way way better as aa than missile trucks
Correct, and you can't counter a missile truck push with shurikens or gunships, even bombers aren't really cost effecient. This is part of the reason to change the missile truck meta, so that air can be effective.
Yes but bot aa can't just go push into static defenses or kill coms cmon. this isn't a complicated argument
Yeah it's starting to get circular, bot AA is better in part because it can't shoot ground, which if we were to change missile trucks to same, they would need their AA buffed as well.
its complicated because theres a dozen different arguments going on at the same time here
people would cry so hard if they remove ground targeting, it's not worth it, even 30% dmg reduction to ground only make them go wilde
Data from September, before the major changes to whistler (damage, hitbox, etc) [Rippsy dug this up].
#đŠď˝dev-main message
Whistler was already about 28.5% more efficient than lashers (getting 28.5% more XP on average)
give back DTed LLTs and HLTs to the game!
let dt block the rocket bots and missiles and lasers and machine guns. all los weapons
I completely disagree with removing ground attack from missile trucks.
Firstly we donât need to make units nor capable at their roles and remove other capabilities. The whole game revolves around being able to do things that wasnât meant to be done. Stop punishing players for being creative. For instance pawns and grunts shoot air. Itâs not their role but if you have enough you kill stunners. It makes unit interactions more interesting.
Secondly speaking about interesting why remove another meta so that only 1 click stout Janus spam is left? Have every lab have several metas without this Rock Paper Scissors nonsense that most other rts have. This is a unique selling point of bar that you donât have to follow a single meta
The original suggestion is not to remove the gtg weapon, it's only a good idea that has come up during the discussion.
My vote is to just raise the hixbox of lasher and whistler (again).
T1 veh lab is already full of units that can fire over each other (T1 tanks, janus, blitz, arty). Missile trucks really do not also need that ability.
And defenses + repair can last a lot longer if the missile trucks are not stacked in a triple row.
And requiring the missile trucks to be in a line makes it much harder for 1 commander to Dgun cover 16+ missile trucks.
It's not very creative to spam a single unit every game. Pawns and grunts can shoot air, yes, but they're not effective AA and the interaction is only meaningful with small numbers of air against much larger numbers of infantry. In the case of missile trucks shooting ground, sure if you really want it I guess, but let's rebalance it so that we do get more than a 1-click Whistler meta.
There is loads and loads of RPS in BAR and if you were to remove it the game would be just as boring as if it were all RPS. The truth to that argument is there should be a design balance between them that makes the game fun to play, not that we go all-in in one direction or another. It's the same case about special damages.. they need to exist to help solve specific balance scenarios, but we don't want to design a game around having every unit interaction have some special damages either.
It would make a lot of design sense to remove gtg from missile trucks and buff their AA because this is how T1 AA units are generally designed, and it would be more consistent to fit them to their main role. In the case of sea, nobody builds skeeter or missile boat for their weapons, and nobody masses either one either, because their gtg weapon is balanced well enough that it isn't their role.
Their role is not singularly anti air
Again, I approached this thread knowing people wouldn't want gtg removed, even though it's sensible. My suggestion was 50%, another suggestion shows 30% might be enough, and most people just want to see the hitboxes changed so they can't fire over each other.
Is it not possible to have a unit manage 2 roles simultaneously?
Why would it be sensible to remove another meta from the vehicle lab
Jaguar for instance has aa too, would you remove that?
Or shooting air from thugs?
Why do you want vehicle lab to have such a bad AA unit?
The easiest solution would be to reduce ground damage, you donât like special damages so hitboxes makes most sense
Why would Samson need to be a strong aa? Vehicles are already stronger than bots on flat terrain. Also why not make their aa more effective then instead of removing ground fire
the hitboxes are open for change
Why would we make them more effective against air while also having them be viable in gtg?
Why would jaguars then?
however both missile trucks cannot have different styles
like what was before
Jaguars are a T2 unit
jaguars cannot fire over themselves
btw
So what about destroyers can shoot subs and surface, or t1 boats shooting air
Why shouldn't we have fighters go back to shooting ground? Why shouldn't we also let AA bots shoot ground? Why not let everything shoot at everything and then rebalance the whole game?
Fighters shooting ground is ok imo. Aa bots also. Everything shouldnât shoot everything else
Why not?
Screamer would be too op
Yes you would have to rebalance everything, but then you're all set right?
No. Fighters used to shoot ground no problem. In xta and ota aa bots shoot ground. Make it weak. So you can mix with aggravator. Only thing youâd have to change is aa bots. New viable bot meta there
Itâs all been done before
Would be similar to Janus whistler
Jaguars are not a spam-to-win unit, and their aa is only useful against small amounts of air/t1 shuriken. Making whistlers be both a good anti ground unit as well as buffed aa is stupid.
Not sure I know what you mean, no that everything wouldn't have to be rebalanced or no that you wouldn't be all set once everything is rebalanced (for everything shooting at everything).
No not everything would need to be rebalanced
so screamer and flak would be fine as-is
Please donât insult me
I did not insult you.
I really would enjoy seeing some vehicle flak spam to counter tick spam
In your words my suggestion was stupid
How is making a single spammable unit good against everything not stupid?
1200 post thread with easy solution at hand yet here we are arguing
First Itâs not good against everything. Secondly stop calling me stupid
I'm not saying you're stupid, just that buffing whistler against air while they are still good against ground is a stupid suggestion.
Who was suggesting buffing their aa?
Whenever you call something stupid the implication is that someone who agrees with it is also stupid, it's just a rather condescending approach. Better is to approach with inquiry: #1125788827970183238 message
If it's ignored after that you can move on, if it's brought up again reask the same question.
I asked that because you said it was bad at aa. And if thatâs case why would you not buff aa rather than remove ground
If you were not suggesting buffing their aa, then why would you get insulted and think I'm calling you stupid when I said "Making whistlers be both a good anti ground unit as well as buffed aa is stupid."?
You wouldn't buff the AA because then it would truly be an imba unit, and the only one you really need to spam from the lab. If you remove it's gtg viability, you can buff the AA to compensate.
Look at what resp wrote about implying someone being stupid
Reducing ground damage and buffing air wouldnât make it op. You argue as if it were mutually exclusive
Yes? I agree that it wouldn't make it op if we reduce one and boost the other. I never said otherwise.
Yeah I am on board with just reducing ground damage, and buffing AA a little on the heels of that would make sense. I think we should take the opportunity to just remove one of these last vestiges of weird AA unit/ground interactions as a design approach, but I also know there are a lot of people who don't want that.
From my perspective, there's been a pretty clear design trajectory which has removed most of the interactions of AA weapons with ground. I think non-AA ground that shoots at air does so still only because the reduced damages make them mostly unimportant interactions. They could also be removed without much consequence at this point. A blob of pawns could probably shoot down a transport with a comm drop, but I don't patrol around my base with a blob of pawns because they're good at raiding, so I send them to raid. Anyway, removing gtg from missile trucks and buffing their AA makes sense as a way to achieve 2 goals: affecting the current missile truck meta and completing a design trajectory.
It would completely remove a meta. Reducing your options
If we lower gtg DPS enough to have an effect, it will also "remove" the meta, I think. Missile trucks might still have frontline utility for sight, use them with arty, but that's not a different meta than the past. I think affecting the current Whistler meta essentially means removing it.
Itanias suggestion of having slasher and Samsung unable to fire over each other will fix a lot of problems.
Sheldon is 0.160 DPS per metal
Armsam is 0.127 DPS per metal
Missile trucks kinda act like T1 sheldons.
Looking at stats in isolation doesn't tell the full story, missle trucks can infinite kite bots into impossible match-up
lmao. The read about the 28.5% more efficiently for Whistler vs lasher was also interesting.
imo if the current meta doesn't shift we all will be spammin whistlers and arty.
going bots on most of the maps/ spots feels like suicide rn.
The current meta is the most limiting one since I started playing months ago.
armsam doesnt miss nearly as often and doesnt get blocked by plasma shields
while also being aa đ
are we sure its not just a jack of all trades sheldon
Do people remember playing BA? Current missile strength is nothing unknown, and arty are better than they used to be. Get good.
I always thought this truck has 44 DPS as this is on the website, but turns out it is website bug (combining aa+land atacks) and in reality it has DPS around 20
yes
it takes like 55 seconds for a single one to do 1k damage but it quickly escalates from there as you get more
point of reference: TA:ESC disabled samson shooting ground and it makes game much better; basically IMO unit that is land+aa attack + targetted rockets is a bit too much for a t1 unit; and if its just nerfed dps but ppl still spam it then it just makes for annoying audio experience
and if bots tried to invest in nearly that amount of aa to counter shurikans/air they would be steamrolled by ground :I
also the dps is alot better when you back up the fact that its consistent, its not mitigated by chance to miss or range fall off and ive seen them hit past thugs to kill rez bots, the only way it could be better if it was hitscan.
Consistant long range chip damage, feels like hitscan damage
if the projectile takes a finite amount of time to reach the target, it is not hitscan
hitscan = instantaneous
Shurikens being end all be all is bad.
It's good if there's playstyles that counter it.
No one said it was hitscan just that constant almost unavoidable chip damage feels like hitscan
I'm up for buffing hlt to counter trucks
Yeah I think the HLT change is needed anyway, probably worth a separate thread
Little more range, more hp, dmg & less build power
yeah it's needed for a million different reasons, it just so happens it will help with the missile truck spam
u'll still be able to demolish an HLT with stouts and brutes, but it should be able to take care of missile trucks and rocketeers
Would buff range just tiny bit
So arty can still kill it eventually to leave t1 with porc solution unless enemy builds arty
I'll leave that to HLTs experts but for me I'd do the Karg treatment : more expensive, and a lot better. Make it more metal expensive, but with a much better rate of fire.
It's terrible for its cost rn
it dies in minutes, accomplishing nothing, just like gauntlets
Tbh these days porc feels like a trap outside of making llts, or the occasional dragon claw to hold a little longer. This has only increased since whistler meta took off.
LLTs , and T1- T2 popups are only viable porc, other is some kind of offensive units (plasma arty and hlts')
Also sea porc seems complete useless wrecked by sea units too easily.
I think all porc deserve separate thread to discuss. Its very hard topic since its too easy to make porc too op, and make games boring
yes of course
you hold the line with units now, and if units breach, the eco players have 0 tower defense because they went all in
and the defense becomes how fast your mates can react and redirect their units to stop that push
All you literally need to do is push out medium tanks, spread them out, and tuch the trucks. They font have the armor pr fire power to fight back, and the crowd control units (riot or janus) are only viable when your units are balles up.
gg
Missile truck space countered
yeah we know that stouts and brutes are the counter
you can't use missile trucks for long
Alternatively what might be a good solution to the current predicament is simply to do something like doubling build time of whistler. I feel like the main problem stems from how easy they are to ball up on no eco at all. Usual build order on poverty map is simply to get 2 veh cons and pump them out fast.
I tried countering with medium tanks and Janus before but I could not keep up with how fast whistlers seemed to mass up.
This would also help their matchup Vs arty which tends to trade badly in low numbers (below around 10 depending on map), without really touching the current capabilities of the unit. Obviously it would make making them in response to air a lot harder but I rarely see whistles be made as a reaction to sudden air and more like a buildup for a push. What do people think?
Smart players make stouts after they made their whistler ball and that combo literally beats everything in the game. Even the early T2 jags and bulls die to this type of massed army as could be seen in "pro" lobbies quite a few times.
yeah I've seen Lostdeadman do that
he'll go for blitz, couple of shelshockers (3-4), 8 whistlers, and then straight to pure stouts
he claims more than 8-10 whistlers and you lose
Whistler has a 14:1 Energy:Metal ratio, which is fairly low
Seen raghna get whistled by emre with a ridiculous number of them on field though I tend to agree, trash panda often makes way more than that and still crushes all.
but I haven't seen people countering whistler spam with bots though
Because you cant
usually those people try to get to sheldons as fast as possible
The cortex bot struggle vs whistlers is real.
Only thing that can catch them is grunts, and when whistlers are balled up, you do not get a good attack surface
Raikoh tried that on dsdr not long ago and we died very hard. Whistler stout push is not as slow as people think it is.
imo on flat ground it's normal that vehicles win, it's what they're made for, vehicles are better
bot opening still has advantages esp if theres reclaim on the map
then switch into vehicles if necessary, or some maps might just rush t2
yep, that's why in 1v1 on flat maps you often see bots => vehicles T1 transitions
but yeah in a lane you cant fight veh slow push w bots
when theres arty trucks tanks and janus/pounder in some reasonable mix
but you can delay it
and if they overreach, and you didnt bleed your army to them bit by bit, you might be able to get a nice surround w your allies
so the fact that bots can't counter whistlers isn't really an issue.
Yes but bots used to have good momentum on short rush distance maps, flash type rocketbot pushes or simple thug pushes are extremely hard to hold if done correctly with veh opener due to how arty, medium tanks behave early. Even Janus is not a guaranteed defense but whistlers are. There was a careful balance and whistlers kinda destroyed it.
Did you read any of the discussion? Get smart.
but whether the missile truck is too strong or not, imo, it's more interesting unit when it can't fire over each other
and probably when it cant fire over medium tanks or janus either, which still remains even if truck hitbox is changed
There are a lot of good viable suggestions here each of which would probably be enough to push whistlers out of their dominance tbh.
yeah but it's just coz Thugs are so powerful
Bot players hate having viable counters to their thug lines
Jags arent meant to fight anything. They have T1 HP, just are fast and have DPS
Bull on the other hand, even one, when properly microed will bully infinite ammount of stouts into submission
No they won't when you have missile trucks behind
Thats my transition
II make 1 bull, then focus on eco. I play those "pro" lobbies. It really is if you arent agressive with it.
I saw someone beat 2 bulls with that combo without losing too much on bismuth and a couple other times on Rosetta.
I saw someone with only comm (which was last in the game) die to titan sneaking up on them in full vision in 25+ lobby.
ppl being bad at the game doesnt mean its not great counter. If you dont feel confident, make few T2 arty
They are super cheap and outrange missile trucks by ton
missile trucks dont do crap to bulls
T2 arty is good I agree but getting to T2 itself can be a challenge if you ever played Vs good players like panda emre or litchi
bull can just go in, kill a bunch w its aoe, and retreat before it dies
even when outnumbered. if theres faster units around too, then yeah you need more stuff too
Sounds good on paper but you forget the stouts on front
then its not really about missile trucks is it
You can always kill few stouts, the go heal up
That is true
stouts can kill bulls if youre not careful but thats the real threat there, not the trucks
but if theyre knocking on the front door of your base, then its tricky if you dont have room to maneuver
And if you are careful, you can just kite infinitely. Truck chip damage is too low to matter while you absolutely smash clump of stouts trying to chase
Ofcourse if theres 20 trucks and 20 stouts, you make like 3 bulls to kill all of it
But thats way more then your T2, worker and the bulls you make to kill it with low effort
getting overrun before your t2 units have time to do much is always a threat, but overall missile trucks are much worse vs t2 than other t1 veh units
but plasma/rocket bots get rekt by t2 about as bad
oh veh arty gets outdated too
I guess next time I am losing lane I will follow up with going T2 and some quick bulls before they reach my base 
if somebody cant win by following quick tips they read on the internet... theres something wrong with the advice
Just use Mausers and a stealth tank spotter
And maybe 2-3 jags as a buffer if they get too close
Or they just bad.
elitist
Anyone that thinks arty counters I'd love to whoop you anytime homie
Next time ur in lane lemme know your position
Many of the newer maps have gravity 80 (DSDR has 130 for comparison, and comet catcher has 70), so it takes a very long time for arty shells to land
that's very not new player friendly and it's not good for gameplay, should always be the same for arty shot to land
There is a suggestion to do just that already made and being discussed
its not that whistlers are a counter to thugs its that whistlers deny your mexes for too long before you can even get enough units to fight back
Build walls
they can hit your mexes and even rez bots over your walls

đŚ
Build more walls and back up.
Or make mines
arnt mines vehicle lab only
You are beginning to understand
i already understand my point was bots in general are countered by whistlers + llt creep youd have to be producing thugs from the very start to overcome it but youre on a time limit to do enough damage to the enemy commander to push and counter deny mex meanwhile your com cant help much without taking damage due to whistler range
which is absurdly strange considering that whistlers are meant to counter air
It also means that all of the agency is on the other player to use their com to dodge thug plasma / rockets, massively decreasing their actual dps to the point where i wouldnt be surprised if they were worse than whistlers at killing coms
tldr: in a vacuum whistlers suck, but with a combination of a micro`d commander and llts supporting them, nothing from the bot lab can push them out except maybe extremely massed grunts after a bunch of aggravators suicide to kill a few LLTs
tysm

Drivver is a benevolent hitbox god don't worry gentlemen
Also good fun that ragnha 'ninja' in his removal of special damages to com and pretend the +50% damage to com isn't affecting whistler meta
But I think we're passed where it came from and just want it to end imo
hopefully the changes that are coming are good and make us quickly forget the last few weeks
Changes have been coming for past month something
No change or other communication happened.
Just "trust me bro"
after tourney at the earliest
the Whistler tourney
pros just build 6-8 of them as part of their normal progression towards T2
just like bot people will build thugs
yesterday I saw Lostdeadman hold DSDR mid with 20 hounds, should we now say hounds OP ?
the problem was acknowledged by the dev team - why keep discussing if its a problem or not ?
the same thing happened before cor t3 changes 
what's the current status on those T3 changes ? afaik people like new karg, don't think new shiva is good enough
I would say they were success, but we don't have enough cortex players anymore to have broad range of opinions imho.
Shivas and kargs are now in good spot, behe still meme, juggo is situational at best. Overall its much better than it was before the change so that's good.
As far as i understand, any major changes to the game are halted until after the tourney, which make sense - dont alter the game just before tourney, it's just outright bad to do it. Ptaq'u has some changes in regard to comm update (as far as I understood).
Drivver is considering the fixes for the current lobster pot clusterfuck meta (as far as I understood).
Give it time its game dev not cooking show.
That's a surprising amount of lobsters for what isn't a cooking show.
But yeah, basically nothing's changed - wait for PtaQ's changes to come post tourney. I get and agree that the current meta is not fun - I believe those changes are meant to address both problems, as they're interconnected. Time will tell what they'll be, though.
I will remind everyone here that all the devs are volunteers, with jobs, families etc, so some radio silence - especially in a holiday period - shouldn't be surprising.
Whistlers is just in perfect spot to bother everyone. It feels clunky to use, it has so much range it makes opponents mad, accuracy makes bot players mad too
Not sure was said before, another OP feature everyone now takes for granted in Samson is that it has ridiculous LOS, another op outlier for t1 unit that it has LOS==range. Almost all units have smaller los than range which incentivise to make combos with high los units like radar to utilize attack range to the max
Even more expensive t2 units of similar range like fido range 650 or spider range 600 don't have this op feature
They usually were used as t1 spotter for veh.
So your arty can shoot stuff.
They are now used massed because t1 phase lasts longer and they are only unit in the game that was buffed vs comm
All others were nerfed massively, so Samsung ball with comm guarding it?
Good luck approaching that.
you cant even use your com to repair your units without getting peppered by them
#1105936118907666533 message
this message is relevant here and in the commander update
i truely think that the culprit at this point is the commander update itself rather than the change i made
rather an infectiouis part of the commander update when it comes to match progression
its a mix of all the various things that have changed
also including stuff like the infantry bot nerf
I just used whistlers in a game and got dunked on by veh arty by a 20 TS player
Idk, in any other situation missile trucks seem completely fine, it seems its only lobs that run into this issue
Well, by dunked I didn't die, I just had to retreat and reclaim them
They just made T1 plasma arty tower as well as some T1 veh arty and I really couldn't do shit
Scout vehicles have 635 LOS, so offer the same LOS as whistler for far cheaper
They just made T1 plasma arty tower
in lobster pot you would get reported for building that lmao
Whistler counter the "meta" used by many lobs
can you link the replay?
Fuck I forget which one
https://bar-rts.com/replays/3489b2646a65d9dadfe95307853e1707
https://bar-rts.com/replays/e97fb264eb5d38877b7d0b8af1893fda
It was one of these 2, I made whistlers, they got shat on so I pulled them back for reclaim
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
I'd go through them myself but I'm out at the moment
Anyways, my whistlers got successfully countered by low TS players, I jokingly said it initally however it may just be lobs who cant adapt
I wonder when lasher meta pops up
I got owned by lashers (mostly) in my last game. it's here
u need more core players for that 
⢠[Whistler] Range decreased from 600 -> 575
⢠[Lasher] Damage per shot decreased 47 -> 43
⢠[Shellshocker] Reloadtime increased 5.7s -> 6.2s
⢠[Wolverine] Reloadtime increased 6.6s -> 7.2s
The reason for the different whistler and lasher nerfs is to keep lasher from being a strictly worse whistler. This way arm's missile truck has the advantage of speed and damage, while cor gets range and health
Nerfing missile trucks can't be done without also nerfing T1 veh artillery, as they have a similar role and can be just as oppressive
Its also worth noting that against air lashers are slightly stronger with the extra range and firerate, but whistler's extra speed makes it easier to get into position
so we go back to spamming thugs
Idk why are you nerfing artillery.
It already had issue hitting anything that moves above snail pace.
If you are oppressed by it, I'm sorry, you are the problem.
Also, the main root of the issue stays the same. Comm update still exists.
We were told its being worked on.
Yet there were so many changes in the meantime.
This is one of those that would be done and dusted if units could actually approach whistler ball with a comm without them all dying to the com alone.
How does comupdate make whistler ball w comm more unapproachable by units
Units approach
artillery was the only unit that count contend with missle truck spam and now the nerf is gonna make this harder. also, bots are stillabsolutely piss to play vs vehicles. matchup is still unplayable most maps
Comm walks forward
Units either walk trough dgun fest of the 4k hp immortal unit in t1 or retreat
Ez GGWP
the whole point is missle trucks SHOULDNT play a similar role as artilelry
so what is their role? undodgeable constant dps long range seige unit + skirmisher + anti air
You are just nerfing units arbitrarily that aren't issue.
Comm is.
seems to me the missle truck just does too many jobs and even with this patch its still too strong
It's not a skirmisher
It can do that role because no other unit can approach it when comm is nearby.
You just want to clump up and go vs trucks.
You can't if 1 dgun kills half your units on approach
Comupdate makes whistlers stronger because:
a) Special samsung damage was removed
b) Combat regen was removed
c) T1 stage lasts longer, so T2 counters to missile trucks come out slower
That wasn't my question, I asked what makes whistle ball w comm more unapproachable
And the answer is what I said
It's more unapproachable because your comm and units will die to the samsungs
And because a)+b)+c) people have a larger ball of samsungs, making it oppressive
Not sure how I feel about the arty nerf.
On one side I feel fine, as a 150 metal unit you can make super early outranging all statics is very powerful, it will be easier to repair through arty fire.
On the other, arty behinds walls was an excellent way to deal with missile trucks, and I am not sure the 25 range decrease is enough for other counters to be used vs Whistlers.
Going to be very easy to stall with Maws/Claws now (at least on 8v8 lane-ish maps).
Maws/claws (with wall surround, and some repair support) answer everything in the veh lab pretty well now.
Can hold off even more arty and missile trucks, and have always traded well into light+medium tanks.
it is a skirmisher vs bots
it has same speed as thuds so it can infinitely kite them
cortex bots vs whistler feels really bad. Thug speed equal to Whistler is pain
And the rocket bot has +3 speed, still takes a long time to catch
I dont think missle trucks should have this extreme multirole that it does right now
the only role it doesnt play is assault but it basically does everything else better than its counterparts
Yeah I don't like nerfing artillery either tbh, I think the role they play is important on the front lines. They can be oppressive but they can't kite. Missile trucks having a similar role, but performing it a bit better is just superfluous. I really don't understand how we end up at an arty nerf when the complaint all along has been missile trucks..
If we want to compensate for reducing/removing this role, then we make them better AA since they are pretty crap at that role now
It also doesn't make sense to me where it even comes from.. This whole discussion, and not a post previously which suggests also nerfing artillery
if 25 range is enough to not make this unit totally broken that's amazing balancing skill
yeah the update also came with a nerf to artillery, which was one of their coutners too
vehicles still render bots unplayable most maps
i played 2 dsd games and no whistlers spam, that felt so nice
Artillery nerf because noobs can't handle not being able to porc whole game is laughable.
Noone complained about arty.
Arty still feels fine, having used it once today
This may be people overreacting to the update, give it some time to reach conclusions
10% dps nerf. Lil less for cor
Ya, the arty change is just a reload difference.
The same number of arty can still burst down the same stuff
increasing the reload is a DPS nerf, not sure how that sugar coats it.
Yeah, it obviously is, but I personally use arty to dive in, burst something down, and repeat... so as long as that isn't made weaker "per dive", I'm still fine with it
I'm fine it's not affecting my playstyle isn't an argument
It's why we have comms walking and destroying 3 bases in pro lobbies rn
Because it fits raghnas playstyle.
It wasn't at all a needed change and it still doesn't make any sense. Missile truck doesn't need this long-range artillery role. We had this perfect opportunity to do some small reshaping, and instead we just make a different unit strictly worse. To me it's like fixing the sink when the toilet it broken.
That's precisely what it is, arty was mainly used to harass porcing players and to defeat Samsung balls
I'm not really making an argument going either way, I'm just giving my subjective view on how it felt using it today. I know it's not much in terms of added value or new information, though.
As I understand it, reso (though I probably know just as much as you do!) we're still likely to get fixes to the broken toilet (the updated commander), might as well fix the exploding sink (the whistler meta) while we're waiting for those, no?
Why are we nerfing counter to Samsung randomly when we are supposed to make them weaker?
To devil's advocate that a little, I could see the logic going along the lines of "missile trucks can contest t1 arti, with them weaker, t1 arti might become more rampant - let's prevent that".
I would still love to get some elaboration from @thorny valve on that point, if you don't mind! đ
...
It's other way around.
You build arty to kill missile truck.
Counter to arty is to set your units on patrol
It won't ever hit any if they move.
I had 3 stouts tanking over 10 arty maybe 3 minutes while I teched up and ate my whole army to make mexes faster
Because if enemy porcs and just shoots you with arty, you won.
Yeah, on second thought I'm definitely not doing as good a job as Keanu did in the role
Arty is easier to deal with in a lot of cases because it relies on radar instead of vision to find targets, which means you either need to keep making scouts, include a missile truck or two in the composition with your arty, or consistently target fire ground manually in a way that nets you efficient results. There are actual ways to deal with arty too, like moving your units around to avoid getting hit by slow shots, or building a radar jammer to prevent targeting without vision. But anyway, no one complained about it because it didn't need a nerf.
@thorny valve Could you please explain why you decided to go this direction at all? It doesn't seem to make any real sense comparing the change to the original complaint and the ensuing discussion. It might address the first point, but the actual change doesn't do much to missile trucks. Points 2 and 3 are basically unadressed at all. Why not just change hitboxes so they can't fire over each other? This was by far the most popular and least radical suggestion, and more sensible than the course taken.
I manage to destroy any whistler spammer playing against me with my janus/arty/stouts relatively easily at pretty high rank, I'm of the opinion that they are overrated.
And I don't feel like arty needs a nerf, easy to dodge their shots and already slow to shoot.
I think this is a token nerf to make people forget the unit. The damage nerf certainly hurts, t1 tanks can close the gap better as well as repair being even better against whistler, but whistler should still snowball t1 very well. If people still play like before, and make 3.5K metal in whistler, that's still should be hard to deal with and easy to feed units into 1 by 1.
Reminds of the change to Cortex T3 in some ways. The improvements to Karganeth didn't really make it worth building, and the changes to Shiva have not yet given them a very viable role.
When you see them crawling down the mountain side towards you it is indeed a terrifying sight.
T1 veh arti has been on my watch list for a while, and I think that its usually better to start with a few missile trucks then switch to mostly T1 veh arti than to go for only missile trucks. As unit count increases on both sides it becomes much more difficult to micro to avoid artillery shots, and they can fire from a safer distance. Its also difficult to continuously micro to avoid shots over a long period of time. I've seen and played a bunch of games that were won by building 5-10 T1 veh arti and then using a fight command towards the opponent with very little micro, and those aren't very interesting matches.
One of the causes for the meta shift is the reduced comm wreck which slowed down the shift to T2 which gives missile trucks and T1 veh arti more time to push
op whistler also made it impossible to tech coz if you stop making units to try to stop them you lose very quickly
Zecrus what about vehicle vs bots? Im finding more and more that bots simply dont stand a chance in these lane map 8v8s
i had a game where I literally had top damage, I was thugs into medium tanks, janus, artillery and whistler, but because the janus alpha strike, I was only able to get 8 kills while my opponent got nearly 30
just seems like if the vehcile player knows how to micro its basically impossible to go bots unless you pure rocket spam, but even then u still lose to artillery on high gravity maps
bots are getting crushed by veh. feels wrong. bots need a buff, in speed i'll say
Just revert all balance back to how it was right after 1v1 tournament and start over
The problem is if you only go bots
Similar to how vehicles just dont work on hills there are some situations where T1 bots just wont work very well
A flat map into a well balanced veh army with good micro is one of those situations
Best chance is to run 1-3 ticks into the janus and rush with pawn, negating the janus's alpha strike advantage, if the pawns can get into the middle of the janus group the high AOE will damage some of the janus as well.
This loses effectiveness as the armies increase in size, the tick may not cause all of the janus to fire in larger armies, and your concentrated bots rushing them will take massive losses before getting into the group.
The best response is to change your lab, either go T2 bots or T1 veh
Bots have a bit of an economic advantage with their constructors and having rez bots provides massive utility
In a way its fair that bots dont have an easy answer to everything
If I'm playing for lots of unit activity in late T1 I'll probably have both labs
You can always reclaim both labs to make your T2
everyone keeps saying this vehicles are obsolete on hills nonsense but what actual maps that we play have huge hills? Ascendency top lane? The narrow choke on north DSDR or specifically the ramp of the hill? There is basically no place in the modern maps we play where u cant just go vehicles. Even the mountains on koom you can just build a proxy lab at the lower levels. 8v8 is absolutely by far the most common gamemode and it feels like if u dont go vehicles on any of these maps, youre basically dead
run 1-3 ticks to take the alpha strike? Are u forreal? Have u played this matchup? janus will back kite, kill your units, and they will retreat their entire vehicle ball into their turret line and you simply lose out on the trade
meanwhile youre taking the missle truck damage tax as they kite back so no matter what you are losing unless you get good damage in
so the answer to playing bots is just to transition into vehicles
I think thats more of a mapping issue, I feel its sensible for vehicles to dominate flat lands to some degree, similar to how ships should dominate sea
Maps like Horus do bots versus vehicles very well, bots have lanes vehicles cant go to so they always remain relevant
I hate that we have all these maps that we play 8v8 on, designed for the game, and the balance folk think "aw man, you just need to make a map where bots have significant advantage for them to be viable" but like, if the answer to balance is "bots need terrain advantage" then maybe they arent balanced imo
Bots are cheaper and have better early T1 potential, especially when it comes to killing commanders
the reason maps are flat isnt just to make vehicles viable, its because pathing on hills is really bad, so the flatter you can make the map the better it is gameplaywise
the consequence of that is for some reason we balance flatness around vehicle effectiveness so basically every map that people actually enjoy gameplay on also happens to be horrible imbanaced for bots vs vehicles
in 8v8 this is very much not true
especially with comupdate making coms beefier
you need to severely outnumber an isolated com with full flanking damage to even get a shot at killing it now, but in lane unless they are pretty bad they will just have a few llts
Blitz cant dodge dguns, however pawns can, 10 pawns can kill a lone commander while 10 blitz cant
if I have 1-2 janus up there is 0 chance my lane opponent is going to kill me with pawns
I will just llt spam and alpha strike weave in and out to widdle them down while my artilelry/missles slowly taxes and pushes me forward
If you have LLT too yeah
bots have no answer tbh
rocket bots
rocket bots lose to artilelry and missle truck and janus tbh
those both just got nerfed
its really easy to help bots with adding some hills or reclaim to the map. the opposite isnt possible for veh
in the 8v8 i just wtached 13 out of the 16 players went vehicles
the 2 techers went bots and 1 laner
what map?
starwater
uh, I dont remember that one
its very flat and open, like almost all 8v8 maps
the only very steep hill 8v8 map is taldarim and that map is super unpopular
Glass is salty
and even then, people just get on the hills and proxy vehicle lab on them
starwatcher isn't in the map list on website
Show me where the January touched you
I dont doubt its ingame, website is out of date a lot
Damm autocorrect
Damn, thats like the flattest map of them all
saying its a mapping issue is dodging the balance question
Anyway, baiting out Janus shots is normal strategy. Getgood
veh just got nerfed tho
not signicantly enough, bots are still unviable
I've killed lone groups of ~5 janus with double the grunts and a few ticks to bait shots
Ableit *lone
idk who ur playing against isy but clearly they didnt have correct unit comp
Just run 1 fast unit ahead
Veh was unviable literally nothing happens and now bots unviable meta are amazing isn't it
All the janus will shoot it
If you make an army of the most effective T1 units in the game its kind of strong
What kind of unit comp are we talking? janus mixed with whistler and veh arty?
5 or so of each?
5*240+5*150+5*135=2625
2625 metal, we're talking a T2 lab's worth
remember when bots were mandatory cause u needed rezbots to repair comm
You never needed to repair com it's very bad use of rez bot time
thats what ppl were saying
If by literally nothing you mean pawn tick and grunt nerfs then yes, you are right
I seriously think we should revert to the April balance and take another shot at finding balance because I feel a lot of people aren't happy with the current balance.
The grunts were dominant then so perhaps they need a slight nerf
I find current balance fine
Well I am of the impression that you are in the minority
But perhaps I am wrong and have just surrounded myself with others who are like minded
Very possible but imo hard to determine
New players might not remember anything different and will be neutral on the topic so the vast majority won't care too much is my guess.
I am actually curious if the current meta played in grunt dominant Era would hold up
I think that people are exploring veh a lot more and can likely stop the grunts now days
Some of this seems to just be meta shifts as people try new things rather than changes to core game balance
Whistler's weren't buffed
They used to do like 48% damage to coms and com had regen
Pls kill it already.
Fair, hitbox change made whistler balls a little better
idk about the com nerf changing much, whistlers already took a long time to kill coms, comms got more hp
functionally its not a massive difference I think, with com update and whistlers
2 minor, indirect buffs
Raghna calculated that com regen would make up the hp difference in about 2 mins
Idk if getting 2x the damage is a minor buff
commanders got 1000hp more to compensate
Comms also get more hp
Lost regen to compensate for hp gains
Harder to burst down, tho true, whistler's one of very few buffed units vs immortal comms
Also, coms are 4k hp now right? They were 3350 before update iirc
still, its just commanders, who generally aren't doing massive amounts of tanking
the explosion nerf is more significant, its a lot more likely for T1 units to survive killing a commander now, which makes early pushes somewhat more viable
Big part of whistler meta is that comm prevents anyone from rushing them down
The com update is causing people to invest more heavily into T1 it seems, which naturally results in vehicles, as they're the heaviest T1 units available
Com update slowed t2 progress with half a com wreck
teching up on the frontline doesn't generally use a comwreck as you keep your com alive
So yes, veh is very much in the meta after Indirectly buffing some veh and direct nerfs to pawn grunt and ticks
Teching on the front is after you kill a com
generally from personal experience, no
It's if you either stall or kill enemy comm
reclaim T1 solar, reclaim some of your bots
Generally after stabilizing the frontline on a map like glitters and poking the enemy with a light attack, either things
1: Enemy looks like they're going to push
Build some defenses
2: Enemy looks to be playing defensive
Tech
3: Enemy looks to be messing up / opportunity on another nearby front
spam blitz or grunt and raid
if the enemy tries to poke me out with arty, my T2 will come online before my front falls if I play it decently
then its hounds versus veh arty which usually goes well for the hounds
if they try to raid you with tank balls, apply tumbleweed
Should have seen my screeching when Drongo put tumbleweed in D tier, literally one of the best units in the game
it has 1 job its very good at, and that is deleting raids, and it does it spectacularly
well, other uses too, like killing certain units on the front, albiet you'd probably want bedbug then
Man I nolife this game for like 10+ hours a day and I don't see any of the names posting in this thread tbf, I feel like yall opinions aren't ripe enough and u need to experience more 8v8s in current meta before u offer solutions imo
I play lob lobbies only. Sorry you dont know me.
Problem with trying to attack someones credentials on discord is, often they arent worse then yours.
Not trying to attack anyone, just saying you guys should jump in a high ts lobby and front for a few nights so you can experience the meta
Platys plays a lot in the lobby, he's the one who was doing com drops a lot and now he steals nanos with transports đŚ
Uhhh lol
I've been playing several games a day up until this weekend as I've had stuff to do
you can check stats on website now
you playing on special lobby
where do you find this?
i dont like experiencing the meta đŚ
This app was built in Streamlit! Check it out and visit https://streamlit.io for more awesome community apps. đ
Oh, thats useful
special lobby?
I think the match history rating page only shows the past 50 games
How does this thing do its calculations anyways, its seemingly incorrect
The correct math (weighting map winrates by games played)
0.59*(39/49)+0.4*(10/49) = 0.5512
What it looks like its doing (weighting both maps equally)
(0.4+0.59)/2 = 0.495
Its weighting my supreme strait winrate and all that glitters winrate the same, despite me playing 39 games on AtG and only 10 on strait
Even then, I've played more maps that that, this is only how it looks if you set "min games" to 9
This stats page only gives winrate by map, not by games played
Heck if I set it to 3, I can manipulate the data to make it appear I've got a 71% WR
This stats page isn't very useful after all
I think it misses a lot of games but... besides the point
What is the point? I dont get it
Point of the thread. I personally don't think glass is smart to say he hasn't seen you play as I remember you pretty well.
the code is here => https://github.com/furyhawk/bai
I admit I'm a dumbass who doesn't understand subtlety
Whistlers still op and making gameplay terrible to play
MooCow suggested reducing their acceleration and maneuverability.
He later retracted this suggestion because he faced an opponent that "swoop" his Whistlers along the front at max speed.
However, I still think it's a good nerf. A safe place to start. If the Whistlers have to be maneuvered in a more careful way, and in a way that requires wide open terrain, that's a start. You could also add a small max speed nerf into the mix.
on open maps bots can just go around whistlers anyway i guess ya
Confirmed, even with the nerf vehicles dominate every map and missle trucks still dominate
This does not work in practice on 8v8s maps at high level
Maybe reduce their vision? A problem with high speed, vision, and range is that you can engage in the battle without risk, you can deal damage without taking damage. If you reduce the vision of the Whistlers, maybe make them require LOS to fire (more than just radar) to fire, then the player using Whistlers has to have a "stake in the battle" so to speak, they have to put some units in danger at least.
Make Nettle/Thistle able to shoot ground units, like in TA. Direct counter missile trucks.
Unnerf arty.
It's fine bots are weaker in direct fight, they have all the utility.
And if you win the fight, you can rez enemy army and win harder
If rezbots are removed, I would agree to buffing t1 bots to high haven.
Not until then tho.
Hi commanders! A decent amount of time has passed since we introduced the commanders update, giving the player base and devs lots of valuable experience with the new meta to develop proper opinions about it.
There has been a bunch of threads in different places referring to the comupdate with feedback. Some of the opinions have evolved over ti...
I think HLT can get buffs: at least reduce a lot its buildtime, current 12.5 value is just weird...
few whistlers can kill it much faster than comm+con+nano build it.
also its very vulnerable to arty and can be easily dgunned, so not worth it in most cases
btw why was the arty got netfs at all? i thought it was complains about missile trucks mostly.
HLTs are also just a volley of rockets away from dying đŚ
Noone knows.
Mod likes to porc in noob lobbies presumably
Artillery is kinda meant to kill static targets, it's the way to break turtles before t2.
Nerfing it because its OK at its job is kinda silly
pretty sure i remember the person who made the change said they felt missile trucks followed by arty is better than straight missile trucks, so both needed to be nerfed or it would devolve into more arty spam. i don't necessarily universally agree, but the arty nerf certainly isn't making the bots vs vehs matchup and more difficult for the bots at least
it's just marginally reducing the incentive to make whistler+arty balls instead of pure whistler, and buying bot armies a token amount of extra time before they die if they don't kill the ball
Honestly yeah, missile is only dangerous if it can fall back to a safe position, and has sufficient mass
Someone going into missiles against another veh player is just asking to get blitzed
a forward veh lab->missile trucks is also a more risky gambit than ever in general, whether or not missile trucks are too strong on the whole
let
me
cope
Missile truck dps so low it's a gamble. Also hard to balance them for 8v8 AND 1v1/2v2. They really pretty garbo in smaller teams, they just don't have the mobility or dps to gain map control
They are much easier to use on something like Supreme Strait, where there's just linear fighting in the middle.
Even there they really aren't game breaking imo
they are supposed to be aa
so in small games you need them if one opponent has air
True, they are good for the AA part. Not really good to mass vs ground army, though, imo. It's nowhere near, "The enemy built missile trucks!!! We're doomed!!!1!"
Well then also sorta good against tick or light bot runby cause they hit
poor core even here nerfed more đ
Best counter to missile spam is legit blitz spam
moment you see missile trucks out it means that ennemy stopped prod of actual frontlining units
So rush, tho if its just for vision then you get fucked lmao
and die to 1 llt
and dgun :P
Driving past them is an option often
~30% janus is part of the meta comp now. Have fun with blitzes vs janus in porc, and constant light attrition from whistlers+arty
On anything other than maybe leak sim flats n forest
Oh nooooo
Using multiple units is OP, its almost like... That was the point
Good luck pushing into arty, pounders and samsungs
If you see enemy building doomstack, you build T1 static arty to deny whole area and negate it utterly
Then tech to also negate it utterly
I played bots vs veh pure matchups, especially in smalelr maps, bots are more then capable of 1v1 enemy with veh lab and crush it. You just cant trade poorly, rez stuff and stomp it.
8v8 lane maps unfortunately favour veh. Still easy to deal with
- samsung is the nickname for whistler, not lasher.
- go say any of that in any of the high level lobbies and enjoy being laughed at by everyone
I play only in "high" lvl lobbies tho
i am aware
Im in 28os min one rn. Played last game, built T1 arty to negate enemy, teched and won my lane
yes, that is how almost every lane is won in those lobbies. arm vehs.
Its won by knowing how to play
I killed first enemy arty with my pawns. When I see him massing it, I just built my T1 arty and that was that
Now enemy cant approach with arty, samsungs or pounders cause I just pound it from mile away + his mexes are denied
so your argument for arm vehs not being op is that you won a lane with arm vehs.
I won it by going bots > veh > T1 arty > tech in peace when enemy went more T1 veh arty
I build a lot of labs you know.
You just have to know which is best when. And I start bots almost every time
How much depends on what I find on lane. If its cor, I switch imedietly because cor bots are just better
multiple units with janus xD
Pounders op too.
Janus you can bait and outrun if you micro
Good luck with pounder shot
have you ever tried to play pounders to say that?
they are meant to be anti-spam units, but they barely can ever turn at all, and so slow that cant catch anything unless they are just trying to push into punders. But better just kill them with arty/whistlers and other long range vehs.
they can be good, but in VERY limited conditions
That paragraph sounds funny if you replace pounder with centurion everywhere
They are very good at killing clumps.
Same role as janus, but slower, more reliable and they actually have stats to 1v1 even a med tank.
Which would just kill janus.
Janus is worse if enemy pushes into you, pounder is worse when you run around with it.
I guess it's hard to evaluate them fairly. First glimpse I would say pounder is trash and the proof is that none builds them while everyone builds Janus.
However let's say no one builds pounder cause no one does core vehicles cause core T2 veh is trash, well suddenly pounder could be "ok" but we never get to judge them because of the faction and army branch these belong to.
I would say give janus to core and pounder to arm and let's see how "very good" pounder really is. I have a guess.
@thin cosmos
Sure.
I also want trash behemoth, switch with titan.
Also, I see ppl building them?
Last time...
Yesterday game on new map is first that comes to mind?
Which was my only lane game and it was there so idk.
Doesn't seem very rare.
comparing pounder to janus is not ok, everyone knows what is miles better - dunno what kind of degenerate things otherwise.
You are also right why most people currently play arm, arm t2 veh is better than core t2 veh by a huge margin.
core t2 bot also struggles against mauser + jaguar combo in the early mid game, until you got your econ running and can spam emp/sumos/arbiters/mammoths.
I've often build 1-2 pounders early if i open vehs and don't know whether someone's going to open with a bunch of scouts/infantry. If they don't do that, pounders maneuver with the medium tank line, fall way behind if it don't order medium tanks to constantly let them catch up, and generally only deal damage when the opponent disrespects them or forgets that medium tanks or thugs can easily kill them without getting in range of them.
If a line of infantry/scouts/blitzes is being run at your unit that is half their speed, that is pounder's niche and it will outperform janus if the infantry stays in range. Janus just beats it under literally anything that isn't that specific set of circumstances
If you decide to make a t1 veh lab in lategame because you're a deranged, pounder is also kinda decent as anti-spam. Kinda.
Important to note that pounder is the only vehicle that missile trucks can't shoot through
Pounder has a hitbox update pending an engine update
i'm actually embarrassed that i never realized that, considering i almost exclusively play cor vehs, and have been trying to play like wolverine/lasher/pounder/brute isn't significantly worse than shellshocker/whistler/janus for months
The hitbox of the pounder made no sense and failed a ton of rules that were used to determine hitboxes btw
The yaxis of the box goes above the turret
You can play pretty much exclusively missile trucks tho
Comm is the best ani crowd unit still, nothing can overun that
exclusive missile truck dies to arty, comm gets 1shotted by 5 janus
what engine update would be required? I have a general gripe with box colvolumes. That's fairly offtopic though.
Currently cannon weapon type does not do a proper fire not d fire check
The weapon will fire event though itâs going through an allied unit
Depending on which units you are reffering to im probably the one who made the change
blessed someone knows the issue
This area is a very costly area and more infectious then people may realize
big time z-k player, once I noticed the issue, and once it was properly described to me, I see it everywhere
Let me put it this way
The hitboxes were made for ba models that donât exist anymore
Thatâs the scope of the size of the hitbox mess
Followed by needed movedeff changes and other weird behavioral changes
Simply put, the assumed cannon trajectory used for friendly fire checks is:
- Just flat out wrong. Like the numbers used are wrong.
- Only checks at the midpoint of the friendly unit, so the projectile could pass that check, but then fall on top of the friendly unit before it clears the unit radius.
- It only checks the whole-object collision, it does not check the individual pieces of collision that the unit (could) use.
The straight line-checks that rockets and lasers do are unaffected by these problems.
I will be making a push to the engine today to fix that issue, so then it will just need to wait for the next release cycle.
I love you.
thats not fully accurate historically - when you open up BA, the hitboxes are often out of whack for the BA models just as well
I never looked at the ba hitboxes btw
I was just assuming actually thhe best possible case
the model kinda isnt the relevant part anyway - how they mesh with the BA unit scripts, firing/aiming positions etc is what counts. Idk if those were changed in a way in BAR that made them work together worse. But doesn't matter much regardless
Does that mean that if you are playing in a multiplayer lobby, there is a risk when there is a tweakunits command is called?
You can see that one has been added to the lobby, but you may not know what it does unless you decode it - and you wont be able to copy and paste it out to decode it easily either :( Hopefully the person who put it there has added a welcome message about what it does, even then its not gaurenteed to do what they say - eg you could make juggs cost 1metal but not tell people :)
The meta is stout and janus
Ratio about 5-2
While whistler can be counter with micro, this cannot be countered.
the discussion about missile trucks in this thread stopped on july 28th.
After what?
A nerf?
mostly after the nerf. i think everyone who was talking in here knows whistler balls aren't meta anymore
They are still good ngl, right after the janus-stout