Im afraid that giving it all terrain would give it too advantage, i can already envision people using swarms of those on the walls of hills and mountains kiting people to madness with unreacheable terrain advantage and sniper precision...that would be kind of game breaking, i had problems with the armada spiders on a hill once in a game was hard but it was still fun an manageable and they have not sniper range, and im immagining the same situation with sniper or starlight range and no that would have been too much and less fun to deal with, and not in line with cortex lack of mobility (high tank, firepower and straight forward attacks, tanky bricks slowly coming for you) i see more armada as the higher mobility guys, that said i would leave this as a thing to decide later one once more mechanics are definitive
#Cor T2 Vehicles Single Target Damage Dealer
1 messages · Page 2 of 1
Perhaps.. But the cloakability of Sharpshooter, in combination with sneaky petes invisibility.. I mean that is also very hard to counter no?
It is.
Spam, spybots, arty and or fiends are the name of the game. I guess
Since I have read that spybots plus Fiends (self-d) are OP in OP lobbies I want to try it out.
Good does not mean OP.. Its ok to have units one has to deal with. I am just giving an argument why I would not be afraid if the unit being op - it will move slowly I assume so all terrain would be OK.. Or we could just keep it 4 legged and let it be a lot faster (60?) than the Sharpshooter.. would also compensate somewhat and make it different
spybot + fiend is my go-to combo when transitioning from t1 to t2, it gets insane levels of value and turns the tables extremely quickly and before other players can react
Those things will require gameplay to see how they work, i would personally wait to that stage to test it
pretty sure the spider aspect was not meant to give it all-terrain though...
i think it was even mentioned that it wouldn't be an all-terrain unit in the other thread
The spider look was meant for more gun stability on a bot, i mean as i tought the legs
I know, I am just looking for ways how to differentiate it from sharpshooter and make it as good value at the same time
Could it be that due to its laser pointer will be easier to spot if u look where it is coming from so a personal radar jammer could be an option, forcing a player to be careful where shots are coming from since its tankier shoud not be too fast, tho the player using it shall not relay too much on its jam and relocate it often, poor los and long range would make it a unit that need to be supported by some "eyes" on the field tho since this is already a thing for many units idk if some more unique features might be needed, i appreciate all propositions btw
shouldn't this move to its own thread
I like the idea of giving a low arc- sort of making it a hybrid between starlight and mauser- making it like a railgun, which looks like what you are doing. I wonder if ur planning for it to have t3 counter capability like the sniper, considering the stuff that is being thought up with the t2 bot
It has, true is we should discuss it there
i stopped playing core because dgun not working and losing core commander and game too often to that bug btw.
I am still struggling with the texture of Core - I like rough/though/matt surface. But most units just look fucked up / broken coming new from factory. I like the texture on Behe legs, but on Tiger, Brute etc.. those units dont look rough, they look like they had sex with angry T-Rex.
i want this, where is this
afaik it was just a draft, never uploaded anywhere
why not
because a handful of bricks isn't a house?
it would probably also be completely OP for the same reasons rauders can be
😡
Aidannaut getting flanked by marauders right this second tho
All Core T2 and higher units apart from tigers, artillery and morties are situational, i.e. mostly useless.
?? That banishers comment was 3 months ago in response to the conversation at the time. Not really sure how this response has anything to do with siegebreaker now, afaik unit is pretty much done for now we're just waiting for it to be out in a pack.
How is the work on your house going? 😉
Any news?
Is it already in testing somewhere? Could it be added to the release candidates @echo dagger ?
I have a load of 99% finished stuff that's awaiting more things to be distributable in a pack, working on it when I can
We need to open a section in #1077919764028080158 for Hornet's assistant
First things first:
@echo dagger would such a thing help?
Secondly:
Who is in for a "help hornet" threat in the volunteers section or something similar? (If Hornet wants something like this?)
at this rate the assistant would need an assistant
I mean great in theory, but there's the issue of huge learning curve for most things bar, which means time is then needed to train assistant, catch 22. testers have definitely helped before though
What are the qualifications required to apply for this assistant position?
a high tolerance for rum, mostly
Dang, I got zero tolerance
tbh, unsure, mostly a good testing mindset and ideally understanding of how some of the bar subsystems work
would be ideal if I could say to someone 'pls fix the lighting on this' or 'particle effects here pls'
How similar is spring/recoil to other game engines? I've got a decent academic background in general game design and working with/implementing game engines, but sadly not a ton of actual "real world" experience (decided to pay my bills with a boring normal software job instead). I'd be super interested in trying to help out if I can. I've been toying with teiserver and the backend stuff, but I'm pretty sure that's not what you need for an assistant (but I would love en excuse to touch more things and get the "full stack" experience)
modelling is initially similar, and some of the initial unit setup stage, after that the animation and engine interacting sides are rabbitholes
I'd hazard that some of the particle stuff would overlap, maybe lighting too, although the systems used to do so are unique
that really sounds like a "Just try it out for a week or two"-scenario.
If it works, great! If not, nothing is lost.
For me personally it would be a great thing to see more of Hornets work in the game, so @void elbow PLS try it 😉
I think it's a bad strategy to add new units, when there are existing units that are rarely built because they are UP but that already fit that role. Both Banisher and Tzar are supposed to be Core T2 vehicles single target damage dealers, so it's better to buff those than to introduce another new unit. How about making Tzar more expensive, bso it doesn't get rushed as a first T2 unit, but better, so it actually fulfils its purpose as the top dog of simple to use Core-style T2 gameplay. This would necessitate fixing the friendly fire issue, where Tzars self-immolate as soon as they see a tick rushing towards them. Perhaps, give them a double LLT tower and make their turret and turn rates twice as quick? Banishers get completely destroyed by Starlights. It should be that any opponent coming up against Banishers should be quaking in their boots, rather than just sending 3 ticks and 2 flashes and taking them out (losing one tick in the process).
it's not that simple unfortunately. tzar role is locked and will not get changes, nothing I can do about it, and banisher is a weird 'long range crowd control' as much as single target. main issue it has is wasting its DPS, I'm trying to get it fixed but it's not easy to do, and even if it IS fixed it will still be a different role and game impact to starlights etc. giving banisher 2 shots in a storable salvo is one possibility, as is letting it retarget a bit.
Doing some skirmish testing of Banishers versus Starlights. 6 Banishers (6000 metal) either destroys 1 or 0 out of 5 starlights (5000 metal). Against 9 Snipers (6120 metal), the banishers are destroyed without firing a shot. A fairer fight was 10 banishers (12000 metal) versus 5 snipers (3400 metal), with the snipers cloaked. The Banishers managed to take out 4 of the snipers before being destroyed. Sure, there may be some situations where you'd be better off with Banishers, but I can't think of any!
which is why they're not counterparts
think of a banisher more like a hound than a sniper. there is no direct counterpart role (and that's fine), the issue is that 'long range hitscan' is a critical tool to have in the box, arm have 2 excellent ones, core have none)
They are supposed to be the counterpart according to the unit guide, and have been since TA I think?
rule 1 2 and 3 of BAR is ignore website 'counterparts'
in TA though, core could rez. arm could only salvage; that balance aspect has gone out of the window
Tested 10 Hounds (3000 metal) versus 3 Banishers (3000 metal). Hound victory with 7 hounds remaining. Seems like all Arm units re OP versus Core rivals with similar roles.
banishers are underpowered for their roles, yes. but in theory you use them to poke at things rather than direct brawl
Essentially, the hounds came over, lifted their legs, and peed on the Banishers
they're good very early T2 as a 'clean stuff up' unit, but more than 1 is often a mistake. same as with a lot of core veh unfortunately.
only having 1 avoids the 'both killing same tick' problem too
Can we have a mod where all the OP units are taken out? It would be interesting to try out playing with some "new" units!
my balance pack tries to level the outliers somewhat, and deal with various rough edges / core taxes
Maybe the faction name should be changed from Coretex to Coretax!
Hard Core
No idea how you ran that test, banishers shit on hounds
Give it a go. If the hounds spread out so each missile only hits one hound, they can easily surround the banishers and mark their territory
When have you ever played a match where hpunds were that spread out. Also, did you try kiting with the banishers? They have more range and can fire in a pretty wide arc. They do to hounds what hounds do to t1
if you have hounds and see Banisher you just need to run into it. Banisher is way too week. Tzar id fine but is not a singles target unit at all. As Hornet says I think the Siegebreaker and Deadeye are needed for cor as it is too important role to not have. And these two units are very distinct from their arm counterparts.
I assume concaves in a golf course battle
When the opposing player is using banishers or Tzars, the hounds spread out pretty quickly
Well on the other hand, I think Hounds would deserve a slightly longer range like 750
hounds already do too much too well
yeah you’re probably right. It’s just interesting they have the same range as Tzar so they cannot kite it. It is sad to see the dogs being obliterated by Tzars when you run into them :))
hounds are more independent and can actually kite heavy tanks but lose to mid range heavy units
Well, then don't!
Walk around it. Into another lane. Build 3 sharpshooters or a sneaky Pete or an abductor or ticks...
@echo dagger why is Siegebreaker in extra units and not release candidates? It that on purpose as that is always the process? I am looking forward to seeing it in the game. I love how you managed to make it different from Starlight
Yep, 3 ticks sneaking around the back of a Tzar so it keeps rotating its turret is the best way to deal with that threat!
Anyone decent controlling tzar will have it on hold fire and manually be targeting it most of the time though. Although ticks can still be decent if tzar isn't supported. (it should be though with grunt spam/Salas)
@echo dagger 10% commander dmg is too low (at max range does 333 dmg a shot overcharged). I think the overcharge should kill com in 3 hits
a sniper kills in 4 hits iirc, angler for some reason does full dmg, kills in 3 hits
The "cabin" in the front looks like it is actually touching the ground - perhaps it could be elevated a bit? Maybe put on the same level as the front track so it does not protrude so much
it used to be a track at one point, that's probably why, and yes it will be altered
possibly, there's already backlash over the damage, even though it's less range than starlight and can't shoot over things, including T1 walls
I should have just cloned starlight behaviour and stats 1/1 and watched the collective detonations
ideal situation golf course duels are the bane of my life
Man, one thing I really like about what you did is how you made them different. They totally cannot be compared, because the Siegebreaker cannot essentially fire while on the move as it cannot target due to missing turret + it has shorter range. Naturally when stationary then it has to absolutely decimate things compared to starlight. Very well done!
One thing to consider - the cannon could move like 5-10 degrees - the "tank destroyers" that this resembles used to have that capability - it makes sense otherwise it would be difficult to target...
I tried for that exact reason, and it works well, but then people plonk them in empty field faceoffs with a single unit target to shoot and are upset that it does a little more than a starlight might have
they just don't compare it in situations where the downsides matter. scale it up and try to hold a choke with siegebreakers and say tigers, and compare the effectiveness with starlights and bulls or jags
starlights will scale happily and shoot over units, siegebreakers very rapidly drop off, and they really don't like walls & rough terrain
I am sure it's just a small subset, most people must like it. They are probably Armada players by heart, so they want everything better for arm.
I think it's habit and kneejerk reactions. initial unit reactions are almost always useless for balance reasons, short of a flat out exploit
takes time for people to adjust meaningfully
Is that why you have put it in the Extra unit's first rather than Release Candidates?
most reactions I've seen are highly positive, worst I usually hear is 'about damn time' :P
it helps with tuning yes, takes some time for that
what is damage to metal cost on that things overcharged shot? (havent seen stats)
can't recall offhand, range is less than starlight though, and you can't shoot over other units, nor try to kite, so it needs to make the shots matter moreso. also overkills with the longer reload
I'll do a 'dps test' later for the curious, but I stress that doesn't relate to real battle usage, they're committal field guns much moreso
That is exactly the thing with Siegebreaker - it has to have a huge damage to metal. You actually cannot fire while on the move, cant fire over your own units either. It is a huge disadvantage compared to Starlight. It also has shorter range - perhaps another thing that you could consider - give it longer range for the overcharge.
range isn't always that useful without vision, which core usually have less off, but in golf course battles it would give it a huge edge over starlights, which people wouldn't like
atm starlights have the alpha strike and secondary, before siegebreaker gets another shot
yeah it is a pretty feels bad unit when you aren't wining lol
is the siege breaker's turning any good?
True, in veh the gremlin is a huge advantage regarding vision. The Siegebreaker will be a lot harder to play with. I would still consider the 5-10 degree cannon adjustment to give it some chance of firing while moving. Not sure if it's not too much work though
You can test it in Extra Units pack..
maybe make the default mode be overcharged laser
Yeah that i would agree with - I would prefer the overcharged one to be default
3.33 shots = 1633 dmg in a 10 second window, on ~3.3 different targets, vs 3333 damage at max range
the normal mode takes 4 shots to kill a stout, whereas the laser just vaporizes at second 1
there's a technical reason it isn't
okay you can use the state saving widget
normal mode is long range crowd control, not single target, unless you really want no damage falloff & no friendly fire risk. a few on a late game front will happily chip down pawn/grunt spam streams
yes its only relevant for pawn cleaning but like would you rather kill 3 pawns or a stout
I mean it would be best if it was somehow possible to choose settings for units in the factory. Having to use widgets is for advanced players
siege breaker secondary weapon should only use for killing t1 infantry
wow these own starlights in a direct fight. not unreasonable tho
heavens, look at the time
it's tick o'clock
seems like there's no micro trick to constantly swap modes, thank god
try putting starlights behind basically anything, and rerun :P
starlights do get alpha strike also, and overkill a lot less, so it's semi rng which win in golf course mode
which is a setting that doesn't account for the downsides too much
ofc the siegebreaker has more downsides. in higher skills you can get vision hold fire
clone them onto the starlights and 1 tap them
iirc it was designed to have a good turn speed, and also it can practically turn in place
it can nudge itself a little when aligning a shot
that's not linked to the turn rate for moving or 90% of the aiming alignment, which isn't an amazing rate, nor is the acceleration
could say exact same about snipers, which can kite
all in all, give it some time for people to get used to it, see how it actually plays in reality & at what levels
yea but snipers is different kind of mechanic. they die in 1 shot so they are cloak and go
seigebreakers die in 3 shots but 1 tap starlights, so if you have a open shot you can do it reliably
hmm, will keep an eye on replays, but that would imply it needs less damage with faster reload, which is closer in damage profile to the starlight than ideal
the higher alpha is the payoff for the positional/committal issues, losing that would remove an aspect of the balancing, would rather not do it lightly
unsure how often they'll be having a faceoff against starlights with fully clear lines of fire. I'd expect that any shot like that would be a pro manual micro moment, in which case you've been losing all the dps you could have had if it were on free fire the whole time
Exactly if you appear in the direct line of fire and in range of a stationary Siegebreaker - sorry but you deserve to die.
do they have to stop to fire or can they fire while walking forward
just pointing out the optimal play, not sure how it will turn out in games
Being able to beat starlight while having issues in other areas isnt a bad thing though. Why should starlight be the king of that?
they can only fire when pointing right at the target, so in almost all cases they have to stop yes
if the normal fire/anti spam stream mode remains, then it is a little too versatile to be able to do that reliably, although I still hold that the starlight will basically always be behind something in most real situations
either way I'm watching to see how gameplay with it evolves once the initial kneejerk reactions die down, before getting too worried about theoreticals
But they don't have to stop?
If I have them turning around, or turning towards something new, can they still shoot while turning at the things that do cross their path?
they take time to turn, so you'd be doing a really weird stutter step to try it. also if you drove them right at the target while shooting, the target would be on top of them before the second shot, unless they were fleeing
moving shot micro against big targets which you are trying to use with it anyways
the fact that in a rout scenario it can chase down titans and shivas is pretty noteworthy.
would usually be a good way to feed the siegebreaker to a tick mob, but yes it's possible for them to chase
why does the whole tank shake when firing the OC laser? and why doesnt the laser sweep everything when the tank is shaking :j
'recoil', it already fired & what you're seeing is just persistance of vision
tbh it's just howthat works in BAR, it's technically possible to make it follow barrel perfectly, but it has some engine limitations, especially right now
i mean i understand that its to visualize recoil, what im asking is why does a laser recoil in the first place, and so violently at that
to emphasis the power per shot. laser recoil is a thing we have, although it is erratically applied I'll grant you
it's like star wars lasers making noise in space
i concede my point
Well it’s not a laser but some sort of ion weapon right?
flavour text mostly, it's effectively a laserbeam weapon as far as game is concerned
the point is potentially it could make the vehicle behave differently if we call it ion cannon instead of a laser - such as a larger recoil
The recoil is not due to newtonian physical forces its due to (bs machine churning) uhh a quantum entangled reflection of particles
What is the difference beyond damage and range between normal and overcharge shots? I'm not seeing a reason for ever using the normal setting. Both kinds of shots seemed to take the same amount of time to reload and appeared to use the same amount of energy to fire.
starlight is surprisingly good against spam, siegebreaker is not. that's the alternate 'line holding' mode, equalises it a bit
vision wars matter, that helps a lot holding fronts
do the normal shots cost less or recharge quicker?
yes
I really wanna see the beamers reused more often. How about giving core repurposed beamer tech for their single target tank? It would play different from a starlight. Just boost its damage, range and energy cost appropriately and put it on a tsar's treads. ARM has EMP bombers, why not beamers for core?
it can't work, would be long range high power instant reload hitscan
But it would take time to deal all its damage. So its playstyle would be different from that of the Starlight, but could achieve the same purpose. Or is it a limtation on game engine that is creating the concern? Thank you for taking the time to explain.
it would be too 'anti everything', starlight already is tbh
scale the damage based on range. The closer in it is the greater the damage output.
Is there a way for the damage to increase over time? Either linear or exponential change in damage as it sustains?
That would make it less effective vs little guys but would quickly burn up the biggest.
Prob would want to cap it before you start erasing behemoths but would fit the role
If I am not mistaken that is how beamers are currently working. @hornet Starlight has 2500 burst damage and is balanced to 531 dps for its range for 1k energy per shot. That burst is what is so nasty. You could put the dps @300 for the same range as starlight and have it scale to 600 as the range closes. Energy cost could be 25 per tick to balance it. There is a lot more to game balance than gun goes boom at said range.
you are mistaken
and oddly enough I'm highly aware of that, that's why it does what it does
Mobile beamer tank would be so cool to see in action, just saying.
incinerator?
Wait! Do we already have a unit like that?
Ahh, someone with twice my playtime told me it got an increase in damage the longer it fired for. Incinerator is close, but it is medium ranged not long ranged. The DPS is too high for long range. Had not played with it or Legion very much yet. Still fully learning arm and core to go hog wild for a faction that is not in every match.
anyone have a link to a match that showcases great siegebreaker usage?
Well there's a surprise, Core unit much less effective against spam, plus generally weaker and harder to use effectively! 
And where is the surprise?
After many playing hours I now manage to use the Tzar to some of its potential.
It includes spamming Scouts and AA and Radar and making sure no cloaked Com can D-gun it... And Arty to deal with Sharpshooters and Starlights.
A Tzar combined with a Starlight would be too OP, honestly.
But I'd really love to have an easy to use CORE unit. A bit like the Salamander. Which is a great unit in total (even though it feels quite weak when firing at full range.).
I'd change the description on the website tbh.
It is CORE that is highly specialized and needs deep knowledge of the game. In addition you need to understand how every unit needs to be maneuvered actively to get your metals worth of damage.
ARM is more like: it has an excellent and easy to use unit for every situation. Its raiding units even have AA.
Another description for Arm: Units are faster, stronger, longer-ranged and easier to use than Core. Core: Slow, hard to use, usually shoot at friendly units more than the enemy
Both if you are right actually. I am not sure there is a way out of this - the description is completely false and the factions are already too developed to change this
arm: a tool for every job. core: the units simply are tools
But they make satisfying sounds when they shoot.
pew pew
if you add to cor 'very rewarding when you are actually competent' then you would be correct, but without that you aren't
core are great if you have OP apm and game awareness, and/or want to rush a unit and stare at it the whole game (ideally in 1v1). issue is by definition most people & games are not that category
all true ^^ I just get annoyed when people treat cor as bad, rather than in need of a rework
Well.. they need rework, because they are bad right? Otherwise they would not need a rework :))
they arent bad, they are hard to use, those are too very different things. at higher levels of play cor is very strong
yeah.. the truth is then the slogans don’t align with reality
i have no idea what youre tyring to say ehre
I mean the slogans on the web site - for Cor it’s “use brute force”, for Arm “use tactical finesse”
yeah, you should probably ignore everything the website says
starlight brute force 😎
Out of interest; what would be the design decisions on "this is only an armada thing"
or "this will be an armada bot" but a "cortex vehicle"
otherwise suggestions will be to homgenise the units abilities.
the third faction is different but tending that way.
It'll end up being legion has .. napalm area denial .. where is our armada or core area denial; we want armada electro storms and cortex, um, flame nope too much like napalm. uh cortex, something
The best would be to give the fire completely to Leg - so they are consistent and Cor should be about Shells and Rockets
Core once had the only T3 unit.
This is why ARM got the starlight.
But now T3 is very much dominated by ARM in OS 0-25 lobbies. And at least some OS 50+ (like DarkSpityt) also see it that way. I guess that is why this threat is so insanely active for such a long time.
There is like 6 life threads talking about buffing Cor T3, Shiva, create single target units for cor and nerf Arm T3 (esp mars and thors)
what is siegebreaker?
core starlight??
please no... dont copy units, just buff/rework banisher , why similar role in the same lab with new unit?
i'd try banisher rework like making it more similar to shooter and starlight - slower/ but higher range and alpha/ perhaps slower reload.
It plays different. The siege breaker turns it's whole body toward the unit it fires upon. It has no turnable turret.
It does more damage, but once the enemy closes in it has to do a full retreat while being unable to fire and reposition a new Frontline.
also, banisher fills a different role than shooters and starlights, and that is the anti-skirmisher role. Change it to be able to compete with shooters and starlights in single target burst and cor loses that capability
no, it's explicitly not that, and plays very differently
banisher is not and cannot be the same role, it's skirmish crowd control, not long range single target zoning. reworking it into that would completely break it as the intended purpose and create another problem.
that would completely cripple banishers in any and all roles
banisher is like sniper but more expensive, mobile, less alpha
heavy skirmisher
banisher relies heavily on splash and sustained fire to add value, snipers tend more towards free delete. OP banisher micro can make them okay in certain windows, but IMO they once again fall into the core veh trap of 'good for a bit if all you do is rush one and manually fire it'
I mean, it is true that we are giving by Siegebreaker a single target precision shooter to Cor, which is supposed to be the Arm niche, and yet Arm does not have a skirmish crowd control unit. Effectively giving Cor many more possibilities in veh roster. I love the Siegebreaker, yet it does break the faction supposed focus.
Without it, Cor has hard time dealing with T3 though, whereas Arm somehow survives without crowd control veh.
that 'focus' is a lie, arm break the supposed rules all the time
what it amounts to in reality is just a faction that's harder to use and worse at dealing (enemy) damage. long range hitscan is basically an essential tool to have
You are right. The two faction are quite similar though. At least the Legion seems quite different. I wonder if Arm and Cor can be somehow differentiated without making one clearly disadvantaged. I am actually seeing in most tournaments Cor used way more - 1v1 to 5v5, nation wars etc. - its Cor 75% of the time (my feeling) and it cannot just be grunt they favoured even in veh realm. Isn’t that so?
Maybe due to Cor air having shurikens and better T2 figs.
sheldon, t1+t2 cor bots really good, cor t1 air no brainer
smaller the game the better core can be, generally
And better bombers, essentially the whole air is better for cor. Ships also in fact, at least when I tested all coresponding ships 1v1, cor wins per metal mostly.
Bots also better cor. That is a lot of better areas for core, while arms is better in T3 perhaps and was for veh but with Siegebreaker the tide will turn perhaps
arm seaplanes are much better than core, in vanilla
arm has a lot of op bullshit but a few core units are better for cor
thug, sheldon, fiend (although well micro jag kills it on flat ground)
core are basically held up by relatively few units, unfortunately. then people think they're OP as they're seen 'too much', without really appreciating that when the only tool you have is a hammer, every problem looks like a nail
and FFA tends to polarise to the core game ender units, so people think 'omfg dragons OP' without seeing the win condition is actually the 30 afus in the corner
dragons suck, first it's the eco, secondly plp don't have practiced responses against it
kite backwards with flak trucks or skaters mmm
nerf chisato pls, not dragons
To me the Dragon is brilliant in one thing - when you build the airpads, they will automatically retreat and get repaired, which makes then indestructible esp. if you support them with figs. I think it is ok, just arm dors not have a unit which it can use effectively the air pads. (Leg will have such a unit too)
liche benefits from them
air repair pad is super niche but like most of the time when you go air you have a lot o fnanos you can afford to repair
or have laz
Does he? Liche has too few hp - the 30% threshold is like 1 shot from being dead.
But the point is that thanks to air pad, they return automatically when ho is getting low. Dragon with 30% threshold still has over 5k HP
yes, and that's default HP, after basically any kills it gains more of a health pool
usually you don't want it to return automatically
Really? When you have 3 or 4 I love the auto repair, whats the catch
It stops killing things and is still way slower than its main counter (fighters)
Easier to tweak the metal cost until it's worth building. I'm guessing that for 500m, the banisher would be an attractive unit. 2.5 banishers might even stand a chance against a starlight!
What exactly is an anti-skirmisher?
they're too inconsistent in vanilla game to do that though, and the skill/APM floor on 'are they good or a liability' too high
By anychance do the siegebreakers get a damage reduction buff if not flanked? AKA In WOT certain T/D's needed to be taken from the flanks/sides or they were next to impossible to pen? I have not played with the Breakers yet or tested.
As the name implies a unit good at dealing with skirmishers. I would kind of put it in a similar spot as fatboy, or at least that's how i use fatboys
unsure entirely what you're asking, but there are no magic directional armours or bonuses that apply here
generally however, it is considered prudent for attackers to approach from the non-gun end of the operation
Skirmishers are gunslingers AFAIK? Then anti-skirmisher units will only be useful for a 3 minute period in T2, on the off chance the opponent makes skirmishers, and too slow to get to the skirmishers in time to counter them 🥲
KK, was thinking it would be a different mechanic to further differentiate.
Hounds and sheldons are also skirmishers. As are razorbacks to some extent, although they aren't countered by the conventional skirmisher counters
i'd reduce energy cost in the first place(which is currently 2x of starlight for some reason, looks like it is a "compensation" for free shots) and buildtime
I'd guess it's probably more an anti rush tax, to reduce front clearance abilities with pro build timing and apm/micro
its pretty easily countered by T1 units , i think tzar is way more powerful for rush
A Starlight has the same energy cost as a bull. I always assumed it would be much higher. Maybe that's a good nerf for starlights, increase their energy cost to 30,000. For some reason, I don't often see players rushing Starlights
it costs E to fire and sucks vs t1 units
Starlight is fine imo.. its huge disadvantage is they blow up when die making them somewhat harder to play. The Siegebraker is super powerful but also has interesting disadvantages. Overall I like these units which make strategic thinking of utmost importance
It doesn't suck, it's just not as good as a Tzar against T1. During early T2, it would surely be worth paying 1200 even for a static turret with the capabilities of a starlight
Mauser bull jag all do better vs t1, alot better while being cheaper and not costing E to fire
lets remove E cost for all energy units then. Its absolutely doesnt mean they should cost less E to manufacture. Their weapons is incredibly strong with insane range accuracy and DPS for their cost.
And they are not sucks vs T1 units that much, they have almost 50% faster reload than banisher or shooter, and their beam duration is enough to kill few T1 units in one shot giving them nearly same aoe as banisher.
Right but 1 bull can kill infinite t1 units, mausers oneshot them in aoe etc, starlight sucks compared to other options u have in t2 arm veh lab with dealing with t1 units
yes because spam should be their weak point
and they are decently deal with spam still
comparing to shooters or banishers.
banishers are worst against spam, since their damage is not instant unlike shooter and starlight, and they will unload all together to the one target, while starlights and shooters will more likely shoot another target
Right and you wouldnt make banisher first unit with t2 lab either
I would, to counter other t2 rushes
I would never make a banisher, period. 
Banishers annihilate sheldons, hounds, arbiters etc, skirmishy long range bots get ran down and onetapped by it
How has the response and testing been now that the Siegebreaker has been in for a bit? @echo dagger
mostly good, ideally I should have overcharge as their default mode though, which had some issues when implemented before, I'll have to see if I can make it behave
You're playing arm at t2. What do you do if you see:
- Razors -> Make snipers
- Maras -> Make snipers
- Thor -> Make snipers
- Juggernaut -> Make snipers
- Behemoth -> Make snipers
- Tanks -> Make snipers
What's the solution for core at t2?
there might be some "make starlight" in there too
for Core ..
it's "make a transport so your commander can be there to intercept"
slow push with sumo+sheldon and hope they don't build t3
also; make sure you have some spybots to freeze
for early t3 it's tiger + banishers
after that I prefer mammoths + kargoneth + catapult
if you're seeing juggs and behemoth then it's porc or have eco for some of your own.
also; you can ask a team mate for an Arm T2 and make snipers ..
Jap, that's why we need a unit for Core, too.
Because "ask ARM for their units, because CORE has no appropriate one" is not the right thing.
i maybe actually think it is fine to share like this; or at least require that on your faction
1v1 balance is a seperate issue so in that context; fair enough it's asymetric balance and I think anecdotal the top tier 1v1 is using Cortex more ..
but in the 8v8 format while you pick coretex for tha air units (shuri); perhaps you pick armada to provide tech 2 support to front line as you need those snipers.
long range
mobility
hitscan weapons
It's not rocket science those in general are the three favoured abilities; mainly range since if you're not getting shot at you're safest.
combine it with radar + jammers to make best use of that range.
mauser/quaker, starlight, banisher, hounds, sheldon, snipers
They do all seem to combine for Armada
hounds have it early and with the toggle get all 3
sheldons and snipers have bot mobility
While both factions have rover/rascal frustratingly only Armada gets the tick; which if you're in bots is a great counter for the hitscan weapons ..
The thing is:
Many ppl tell CORE players to just ask for an ARM con...
And few ppl tell ARM players to ask for a CORE con.
Sure T2 Figs are powerful for CORE and you get a few % better AFUS but that's about it.
And this tells a story in itself.
you also need to account for the edge case of a team not having any arm players or any cor players
each faction needs to be self sufficient, capable of efficiently completing any task, even if it might be weaker at some tasks than other factions
Core solution is, make Tremors, and make your opponent tremble with fear!
This doesn't work if they make catapults
Cor bots make spybot, cor veh has nothing besides a leveled tzar is basically a shiva
For the Core Single Target Damage Dealer, can the Banisher be buffed until it is perhaps 80% as good against ground units as a Starlight, as it supposed to be the equivalent? With the 20% missing as it can also target air. Something like a 3X DPS buff would probably be about right.
The Siegebreaker is Core Single Target Damage Dealer. However, Banisher while being different in role still needs a buff.
While a small buff might be worthy of considering, 3x is insane. You would see nothing except banishers and spam in t2 if that were the case. Banishers don't chain like starlights, are faster, and have a wider firing arc in addition to hitting air. They also have minor aoe.
I could see a small like 10% burst buff paired with maybe bringing them up to LOS parity with starlight, possibly even a vtol modifier so they can be used more effectively against dragons or and some combination of those but definitely not tripling DPS
Exactly + increasing the HP a bit
OK maybe a bit too much, but I think most agree they are very UP at the moment
Look at and play the balance pack. They get buffed there. 😉
Yes the reload speed. It's better, I think it misses more HP for perfenction 😉
How to use the balance pack, is that in advanced options?