#Balance Candidates Pack

1 messages · Page 2 of 1

rare orbit
#

but not to the extent of preferring a new scout over an existing bomber

dire cypress
#

Will the missiles retarget?

rustic dust
#

theoretically, for a burst unit with not-exceptionally-fast projectiles, it makes sense that they'd prefer farther targets as those targets are more likely to be full hp, leading to less overkill

wintry wasp
#

Robert: no

#

If the AA always fired at next new target, you can layer it like an onion rather than spread it broad to provide significent defence in depth

dire cypress
#

That's an issue because of the reasons SilverSol said

rustic dust
winged zephyr
dire cypress
wintry wasp
#

Its not burst - it fires like a machine gun

#

its a really interesting behaviour - the inconsistency is an issue but i don't necessarily think its a bad thing

rustic dust
rustic dust
wintry wasp
#

It switches targets between 4 round reloads

dire cypress
#

KK but these 1000 damage don't on shot T2 Bombers...

#

That's an issue.

wintry wasp
#

... neither will a single flak, you need more than 1 of either or ideally a combination of both

rustic dust
dire cypress
#

At the same time they are over killing figs... A T1 can't survive a single missile

#

Fast retarget?

rare orbit
#

that's not what you think it is, just means it notices when it dies
but missiles in flight still carry on

dire cypress
dire cypress
wintry wasp
rare orbit
#

only difference is it updates the death of target more often

rare orbit
dire cypress
#

KK, thx.

It looks so wrong that it damages so many Bombers but doesn't kill them.

So you need a multi layer of AA to get the value out of a chainsaw. That's insane.

rare orbit
#

I've tuned it to something better now

wintry wasp
#

it also has much larger range, so you can park one beind your flak to tidy up any small spills - hornet i am very interested 😄 does it fit with the bomb resistant unit type? - twice the hp of flak is very nice

rare orbit
#

new settings seem to -hate- liches and drops everything to shoot them
which seems optimal to me

dire cypress
#

Video?

rare orbit
#

if the liche is already on top of them then they care less

wintry wasp
#

is that now selecting a plane and killing it before moving onto the next?

rustic dust
#

fun fact: since burst fire allows the non-first shots in a volley to ignore which direction a turret is facing, cerberus and despot have special "technically not burst-fire" scripts for their burst-fires, because it would be extremely abusable and visually off-putting for large units with very slow turret rotation like them if that bug was allowed to happen

rare orbit
#

the plants are building 1 of everything on repeat
several plants building in different orders

rare orbit
wintry wasp
#

Right, deffo mixing them into my ground aa mix now after that goes live, many thanks for that 🙂 it'd been bugging me for ages lol

dire cypress
rare orbit
#

it's like the things had ADD or something
'yep bored of that target now here's a new one'

dire cypress
#

KK.
I thought it might be that more missiles are in the air that fly into nothing because the target is already dead.

rare orbit
#

I can't economise targets like that, tried with the LRAAs before and it was rejected

#

-might- be able to here as these are infinite shots though, not limited ammo
no harm in trying

dire cypress
rustic dust
#

imo more homing things should behave like karg micro-missiles, but i assume that would murder performance

dire cypress
rare orbit
#

hoping so

rustic dust
#

underused, yes. underpowered...debatable

dire cypress
#

2 - 3 flaks kill an unlimited stream of Bombers if they fly in a line (which they tend to do near the AFUS

rustic dust
#

if the bombers are in a line, not split at all, yes

dire cypress
#

Or to put it another way: somewhat less effective than it makes sense. Because of the bad retargeting.

#

Let's see if the new targeting can pass the jury and perhaps we will see more chainsaws, then. I like the idea and the visuals 😉

rare orbit
#

seems to ignore the tag, might be controlled by a gadget somewhere

#

hm, either it changes nothing, or they run out of fuel so won't retarget
either way it's already more competent so not sure it's worth worrying about atm

dire cypress
#

Yeah, better might be good enough, here

rustic dust
#

"cheaper than static flak with much higher dps, a bit over double the area coverage, and well over double the hp in exchange for the lack of aoe and targetting issues"

#

granted, aoe is usually insanely valuable vs air, particularly if the air player doesn't bother to avoid stacking their units inside each other

#

but the "ew it's t1 porc and i'm t2" effect on players is too op

dire cypress
#

Btw.
I was thinking about flames and their AOE. I think all AOE is normally round. But I could easily code something that would check the area between the shooting unit and the impact point of the projectile. With a width of a certain amount. That would all units that run through the line of fire.
@rare orbit

wintry wasp
#

Silver having a few of the chainsaws to kill t2 air scouts at range, and the flak to cover likely bombing runs is gonna be lovely

rustic dust
#

nothing stopping you from doing it right now. eradicator/chainsaw can soften up tanky targets, flak kills the chaff and softened targets, chainsaws have enough range to then mop up the leftovers

dire cypress
#

Or a few at the front and baiting enemy fighters into them

#

Better targeting is just better 😉

wintry wasp
#

true, and they go up real fast

rustic dust
#

yeah, though focusing targets down with a bit of potential overkill = less enemy density for flaks to splash when they get into flak range

#

pros and cons

dire cypress
#

True.

rustic dust
#

generally speaking a bit of overkill will be worth killing things before they get a chance to get value, but it's not strictly an upgrade

dire cypress
#

In t1 phase I like it more when they kill. In front of a flak they may soften the targets.

rustic dust
#

so many toggles that'd be nice to have but would make the ui and/or keybinds a mess to include all of

dire cypress
#

Lol this game has it all! Insane tick spams, mass Sheldons, mass Mausers, mass starlights, mass snipers, a few Nukes, and a com running after a Thor. Most standard game of all time. (Os 10-25)
We could consider balancing these units 😉

https://youtu.be/VphN1gOW034?si=qxgGnQEJQYobjtCS

its a timeless classic so I love to see young commanders getting to know this map
Discord - https://discord.gg/AfypHc9qR5
Twitch - https://www.twitch.tv/brightworkstv
-- Feel Free to follow over there for more... miscellaneous content

▶ Play video
wintry wasp
rustic dust
#

I believe that's on hornet's to-do list

dire cypress
#

Is there anything thing NOT on hornets Todo list?

dire cypress
#

Can we make it that Janus and Whistlers have a limited arc of fire? Like 180°?

wintry wasp
#

I think that would be far to much of a nerf, whistles esp need 360 for their AA role

dire cypress
#

Is it possible to make a different air and ground attack angle?

#

Or reduce their ground LoS a bit (air los stays the same) and give them 600 radar.

wintry wasp
#

What's the goal of the change?

wintry wasp
rustic dust
#

and it would allow them to fire at air+ground at same time

dire cypress
#

The goal is: Janus + Whistlers are great against anything.

#

And they can kite too good. And have huge vision

wintry wasp
#

Maybe i need to spec the rotato lobby for a while to see whats going on with those units, the games are just so dull tho, Whistler/Janus meta on isthmus is almost dead

dire cypress
#

Might be just me that I can't handle it.

wintry wasp
#

No not at all, its horrific to to deal with

dire cypress
#

But I like the idea of a soft break of vision. 500 ground LoS and 600 radar. Feels a bit sweeter

wintry wasp
#

its super micro intensive, and i usually have to slowly give up ground to prevent feeding it while i pray a t2 is coming to help

dire cypress
wintry wasp
#

Well micro'ed rocket bots, and arty balls are also pretty horrible to deal with at t1 too

#

i think t1 just feels so oppressive because you have few answers to balls of units, and you know t2's coming to knock your door down

dire cypress
#

I can handle rockos and Arty better

rare orbit
wintry wasp
#

Thanks for coming back on it tho appreciate it 🙂

rare orbit
#

I also can't do it via tweak alone, needs real unit modification

wintry wasp
#

At a guess- because the unit doesn't have any kind of gun at all? Similar to how making anything into a builder is actually complicated, hence the nano glued on the printers head.

rare orbit
#

essentially, yes. it needs aiming code in the unit itself

#

the concern was that people could just afk rally say radar bots and sheldons into a front line on repeat and they'd be too powerful, with the bots always staying safe distance away

#

feels like an APM tax for its own sake to me though, I'd have liked to see how it handled in games first

wintry wasp
#

Yeah it woud certainly be a delicate balance to make it feel useful and not just auto-fighting; guess the line has to be drawn somewhere 🙂

tired tinsel
#

skater and herring 1k radar is too op

#

skater is already a broken unit, 1k radar is like a t2 radar bot
i think herring radar can be 800 optionally. supporter 600 los is a welcome change

wintry wasp
tired tinsel
#

basically map hacks with a partial sweeper hover aa bot tacked on
but overall it's fine cause core has the riptide

wintry wasp
#

I saw it as the skater supporting the dolphin's nimble raids, avoiding the core blob which will defeat it in a straight up fight

tired tinsel
#

basically skater is good because you can see opponent without being seen, and so the skater is not really vunerable to getting killed. herring is ez to randomly lose. skater also does great at killing enemy air scout and fighters

#

it gives your destroyers perfect los, fast enough to dodge enemy destroyer shots

#

basically it gives a lot of superiority in seeing sub wakes, killing enemy radar / scouts

#

the breakpoint means it 2-shots enemy fighters, making it great at killing them

#

1 skater also beats a supporter

#

it has longer aa range than the herring, and it's speed/stealth mean it's less likely to get killed randomly by frigate/destroyers

#

supporter 600 los means it can spot enemies before running into them, better at spotting radar

#

when you are searching for enemy radar without seeing them your ships are vunerable to getting intercepted if you aren't paying attention

#

killing radar / scout is important cause controlling the sea center has some importance. amphibs and com trans/walk go through there

#

if the enemy has radar in the center geo sea is very risky to go com bomb the island

wintry wasp
#

Thanks 🙂 i'd noticed some of those but not others - ngl, kinda like it; feels very underdog but understand why that's so powerful

tired tinsel
#

yeah subs/frigate intercept are dangerous if you don't know where they are
center vision makes the flank attack onto long beach stronger

#

against geo sea, could be your amphib or team amphib, both strong

#

radars although they give 2400 radar, both your radar and con ship are very vunerable

#

so safe undeniable radar/los is so good

wintry wasp
#

Sounds like the unit should be split in two (long term) tbh, it fills a lot of roles, likely too many

tired tinsel
#

yeah perhaps the vision/radar/stealth can be split from aa

rare orbit
#

skater is silly OP now, it kind of makes a bit of sense for arm though, for once. core navy more powerful, arm navy can pick better fights

wintry wasp
tired tinsel
#

like despite doing all it's stuff it still not embarassing for light skirmishes
1 can kill mexes or cons

rare orbit
#

it should probably lose the 'ground' attack
stealth sea grunt with mad vision is ... interesting

tired tinsel
#

and fast aa

rare orbit
#

more like the whistler AA would be prudent

#

I don't want to mess with it in the tweaks yet though, give things time to settle

tired tinsel
#

it's aa dps is same as herring but less overkill means it kills fighters faster
1.4 sec cd

rare orbit
#

indeed, and faster travel missile I think

tired tinsel
#

armada needs some buffs and more playtesting b4 changing skater agreed

dire cypress
# wintry wasp Yeah it woud certainly be a delicate balance to make it feel useful and not just...

well.... "there is a widget for that" ™️
I won't make it publicly available, though. It will stay on my PC because I it is insanely abusive.
It can do more stuff, too. like auto kiting. auto retreating. (great for afking sharpshooters). auto turning the arty 90° so it can retreat faster... all these little things.
but i am core so I am used to not use all the tool there are to win. 😛

elfin frigate
#

Amphib los?

#

It's actually so bad, a lot of them don't have as much LOS as their range. But they're primarily raiding units which go in alone. even the amphib AA you can bring don't have siffocent LOS for a turtle or poison arrow which means they effectively have less range a lot fo the time

elfin frigate
#

Arm Cloakable buildings should get the stealthy tag

Ferrit
Cloakable fusions
Pitbulls
Rattlesnake

Thoughts?

old ivy
elfin frigate
#

Yeah, true. We were just theorycrafting on how to use them particuarly on spread out maps. Scouts would spot lone ones are radar blips a lot of the time even if you have them on hold fire for a sneaky attack. You could obviously build the cloakable jammer at more reasource plentiful stages of the game

rustic dust
#

ferret is the only one of those you can even build at a time when the price of a sneaky pete is semi-relevant

elfin frigate
#

Yeah that's the one we were theory crafting about. We were talking about how you might use it's cloaking to bait in a commander to fly into it or bait someone to fly bombers over it and the issue were came to was that typically people will scout you and reveal the radar blip

#

The other thing we thought of was having those cloakable units not leave a shadow on the map if revealed.

#

That way if someone scouts your base with air and a ferrit pops up to shoot it and you're not looking you can't mouse over the fog and know it's there.

#

I'm brimming with ideas today, I want to talk about mines, they're quite strong but as soon as you hit someone with them people often just build a juno and they are globally countered

Junos
Have a range insted of being global and/or Not kill mines

Introduce other alternative to deal with mines

Legion has a Juno Bomber, this adds another dynamic to using mines, you need air control to be able to remove a mine field
Cortex, Commando could be given some kind of anti mine capability to expand it's use cases.
Armada, Not exactly sure but since cortex and legion have air and bots a Vech that clears mines could fit.

Bearing in mine that mine layers themselves have an anti mine weapon and that scout spam counters mines very well too.

#

Nukes
Give a range, a LONG range but a range. What this does is make rushing a nuke harder because

  1. You need to move your build power out of the back of your base or suboptimal nuke targets.
  2. Allows said nuke to be an easier target to scouting/raiding/boming.
  3. increase the time it takes to rush a nuke.
  4. Opens up the idea of Nuke Ship/Sub as an option for sea.
#

Also in regards to nuke rushing, I get that using spy bots to stun Anti's can be countered in a number of ways, but it's a noob stomper and too easy to pull off. imo a good nerf to it would be for Anti's to require 2-3 spy bots to stun them for a long enough duration to land a nuke instead of 1.

#

This would make this play higher commitment and higher skill as you need

  1. More spy bots
  2. Higher risk as if you lose 1 you might not be able to pull it off
  3. Gives a player some time to react if they are stunned and have units nearly because you'll need to wait a few seconds before exploding the second spy bot
  4. If you succeed it's unlikely you can do it again or to another player.
rustic dust
rustic dust
elfin frigate
rustic dust
#

The live version of emp rework literally just makes the timing on nuking off 1 spybot detonation AN tight and that's enough for nobody to ever bother trying

elfin frigate
#

Again I disagree, I see it all the time

rustic dust
#

On emp rework?

elfin frigate
#

Yes, It's not tight at all it stuns the anti for 15 seconds and even after that if it fires late enough it misses, it's still super easy

#

You don't even need to pre fire the nuke, for it run through the opening animation, if you hit with the bot you kill a player, often even you don't get right next to the anti, they deal like 50k emp damage and the AOE is massive.

rustic dust
#

/shrug i didn't see it happen a single time in the first multiple months of emp rework

#

I literally did the balancing of it. I know how it works. Nobody was willing to coordinate the timing in real matches for months, because an ally couldn't reactively tell the nuker "i got the stun off" followed by the nuker comfortably having time to react and aim the nuke

elfin frigate
#

The nukers get the spy bots, they just build them or pay for them

rustic dust
#

Man i'm just saying that they didn't until pretty recently. I've barely played any actual matches in the last 2 months, and apparently it's started happening since then. My assumption that people still weren't bothering was incorrect.

elfin frigate
#

That's with 89% emp res, still able to stun and nuke with 2 bots

#

Yeah, lol, it's super easy, it doesn't fire until it gets down to 50% stunned

#

Even when I launched just after I stunned it it was super easy.

rustic dust
#

I'm gonna take a break from repeating myself now. You should do the same.

elfin frigate
#

Sorry?

rare orbit
elfin frigate
#

Fair

#

And fyi before I was just saying it's about functionally the same with or without the EMP rework emping nukes because they don't fire till they are at 50% emped so they're essentially stunned until them. I make this little tweak, if anyone else wants to play with it. Not pushing it for the balance pack. Two emp bots will stun an anti to 80% which is enough to get a nuke through where on strait IF you start the animation and stun the Anti right before your nuke launchers. IMO it makes the nuker need to commit more and risks moreif they lose even 1 spybot. If they take 3 and get them all in it's an easy nuke, 2, you can do it if you time it right, 1 can't do it. And requires some skill/timing to pull off.

{
    armamd = {
        customparams = {
        paralyzemultiplier = 0.0615,
        },
    },

    corfmd = {
        customparams = {
        paralyzemultiplier = 0.0615,
        },
    },
}
rare orbit
#

the timing window is closer depending on map size with rework. we spent a -very- long time tuning it

elfin frigate
#

Yeah very true, easier on small maps, harder on larger ones.

rare orbit
#

next version changes things a bit more so that window will probably be larger, however it was calibrated to allow even on neurope

elfin frigate
#

Is that a massive map?

rare orbit
#

biggest in the game

elfin frigate
#

idk, for a map like that imo you should need to build a nuke closer

rare orbit
#

you have to skillshot it but it is still possible
safer to build closer though yes

elfin frigate
rare orbit
#

the stun cap time was also different before in vanilla, it's related to a broken calculation/exception for antis and buildings that I fixed

dire cypress
tired tinsel
#

yeah sneaky pete + commander cloak is OP

wintry wasp
tired tinsel
#

i think like spybots and sneaky pete are annoying

chilly shard
#

on the topic of AA targeting, one problem the longe range AA towers have is they all fire at the same target
Is there any way to prevent the massive overkill and wasted shots without having to spread them out and hope the target is dead before the next one wastes a shot shooting when a missile is already about to kill it? A single cheap aircraft can just draw tons of fire and this behavior reduces their value significantly

tired tinsel
#

since they are OP to any strat that doesn't push spam

chilly shard
#

I think dealing with cloaking in general is a pain, particular for spy bots, because even the 'stealth detection' does nothing to actually reveal the unit

#

having stealth detection and seeing yourself about to die to a spybot+nuke incoming is annoying

rare orbit
chilly shard
#

and I have seen people use spybots+nuke somewhat recently, I think the emp rework was on, but it is a bit less common I think just because people got better at countering them in general so people don't try as much
I think that has more to do with the skill of the players than the EMP rework, given that you can fire a good chunk ahead of the nuke, but late, and still miss it, as it doesn't go straight towards the flying nuke when it shoots

rare orbit
#

but it seems the idea is it's a skill play to only manually target the bombers? which seems mad to me

tired tinsel
#

manually targeting bombers seems like a fair play for screamers, but for chainsaw seems like too much work
to expect someone to do

chilly shard
#

feeling relief that your nuke fired many seconds before a nuke was going to hit, but watching it totally whiff the nuke mid way is kind of saddening, lol

rare orbit
#

basically they will prefer bombers, but only if the fighters appeared in range same frame. so you have to turn them off, until bombers are in range too

tired tinsel
#

wym fire a good chunk ahead of it? emp bot can stun after antinuke fires?

#

won't they kill the first fighter then go to bombers?

rare orbit
#

depends how far ahead the screen is

#

and if they register the fighters as dead, before firing more missiles at it

chilly shard
#

I had a game where the nuke loaded just barely too late and antinuke failed to hit nuke mid air, flew past it and then back, but that would apply in the case of being emp-ed as well

rare orbit
#

screamers should either retarget, or cost less for what they are

#

an anti has a turning circle, so it IS possible for it to mislead the target if it fires too late
then it tries to chase it, and can't catch up

#

might be able to add LRAA retargetting via tweak, but I think there is a gadget involvement too
will look later

chilly shard
#

timing felt misleading because if multiple nukes are shot and it just pumps out antinukes it hits many before the last one lands, but if it shoots later because it loaded late or was stunned, then it misses at the same distance

#

at least, that's what it seemed like

#

would have to test that to confirm

rare orbit
#

it's all to do with the timing for the last anti missile in the chain, as if it can't lauch fast enough, for whatever reason (stunned or firing other antis) it misses the interception window

chilly shard
#

When you see a single antinuke firing at incoming missiles, you see the explosions happening progressively closer before one hits

#

but if it's stunned or late loading, it doesn't target in the same way it seemed, so it can't hit as close and will instead fail

#

or maybe I'm totally wrong on that, I should test that tomorrow when I have time

wintry wasp
chilly shard
#

although I don't know how to test such a thing in single player, is there a way to control enemy AI for such?

wintry wasp
#

Yes /cheats then /godmode3 or /team X

#

I think current EMP Spybot <> Antinuke with EMP Rework is in a good spot, I've seen a few people miss the window of opportunity and some more practiced people (Skyfire) nail it

rare orbit
#

might want to turn speed down while you watch what happens

wintry wasp
chilly shard
#

Just did a firing to see, looks like 2 seconds between each fire of an antinuke
I fired 8 nukes at a loaded antinuke and it shot 8 antinukes back, intercepted 6 of them and the remaining two antinukes both missed mid air
From from middle of back bases to eco spot, so at that distance you have about 12-13 second window to fire and then it's too late
looks like from command it takes about 7 seconds to fire the nuke, which then starts the window of opportunity for an antinuke to fire
with EMP rework on you stun for 15 seconds and then it takes another ~16 seconds to get to 50% when it could potentially fire, so that's about a 31 second stun, which I think is close to without the EMP rework
But that seems to suggest if you stun an antinuke, start the 31 second counter, then fire a nuke, the point of failure is after 7+13 seconds, leaving a pretty significant ~11 seconds to spare, not that tight at all

rare orbit
#

there are other options too that make it even more forgiving

#

try stunning it, waiting a bit too long, but then firing from two nuke silos

#

there's a third OP skill play too but I'm not going to spoil it

#

reminds me, I saw someone turn off a bastion in a game earlier
outstanding play, it let it tank rocket arty fire

wintry wasp
rare orbit
#

woefully underutilised

wintry wasp
rare orbit
#

tbh we should actually document this stuff as developers can't test for things they don't know exist

#

eg queue ordering, there's a way to force buildings added to a queue, to take place along the route the con has to take to get there
and hardly anyone knew that was a thing

wintry wasp
#

I actually started something like that for my personal use, and its a real mess - i might try to tidy it up

#

advanced game mechanics codex or similar

wintry wasp
rare orbit
#

shift space isn't it?

wintry wasp
#

Yep, and it tries to insert it spatially between the two nearest orders, but its a bit janky at times

rare orbit
#

I use it erratically, probably should more often, but usually it's when placing defences and I want to spread them manually then

wintry wasp
#

It's insanely good in 1v1 maps

tired tinsel
#

Yeah priority queue and insert first are both good options

wintry wasp
#

where your expanding and have queued up mexs, then you can just drop some radar/llt's into the mix while keeping the mex queue

rare orbit
#

yup, that's the ideal usage really

rustic dust
#

90% of the time if i use shift+space, things get inserted at undesirable points in the queue, so i just use space or nothing

wintry wasp
#

Speaking of queue mechanics/features - is there a specific reason click-drag doesn't build a line things by default and requires shift modifier? seems like shift is adding an unnecessary step

#

That would make

  • click+drag+space > add a set of buildings infront of existing queue which would be very nice
  • click+drag+shift > add set of buildings to end of queue
  • click+drag+shift+space > add a set of buildings between orders spatially
#

Which might also unlock shift+space (split order between constructors) to be handled within the cmd queue system better

dire cypress
iron bronze
#

Cor jammer has much less range. Arm 500=785k superficy. Cor 360=407k superficy. Cloak part for Arm is almost for free...

wintry wasp
chilly shard
#

Just measured it more precisely, about 8 seconds to fire from command then 19 seconds to land, so 27 seconds total between issue of nuke order and impact
Antinukes start firing when the nuke fires, at the 19 seconds to impact time
This means the antinukes fire at these times from impact: 19, 17, 15, 13, 11, 9, 7, 5
The first 6 intercepted, the final two (at 7 and 5) failed to intercept
I then proceeded to EMP the antinuke and measure at 1 second intervals
An antinuke shot at 8 seconds from impact failed to intercept, but one shot 9 seconds from impact succeeded, so between 8-9 seconds from impact is when an antinuke needs to fire for it to be able to intercept, the timing with and without the EMP are in alignment, so my thinking there was a difference was wrong, I just didn't realize 8 seconds before impact was still too late as that seemed like a long time before impact to fire and still miss, but seems consistent between a late load and EMP in how they target

#

(first test was 8 nukes all shot at same time, and then I did 1 nuke at a time with EMP and used the time remaining, without rework, to get a precise time)

elfin frigate
dire cypress
#

Well Mauser OP...
And now sneaky Pete to stop Mausers, are ARM only, too...
Not a great thing in my head

iron bronze
#

Yeah, even in late t3, if you have 2 Juggernauts walking in, you can just set up couple of Arm t1 jammers, and leave your com underneath on cloak, you can probably avoid/dodge some scout streams, and get to use nice D-guns... Game winning move, and Arm jammer is not even really more expensive for jammed superficy than Cor one.

elfin frigate
#

It costs more to run/cloak

#

But it's so much better, just like the Arm T2 Trans... And early Arm T3.. And Arm T2 arty.. And Janus..

wintry wasp
elfin frigate
#

Yeah, they don't know how to use spam

rustic dust
wintry wasp
#

Spam cannot touch mountain tops, valleys, sea etc..

elfin frigate
#

Very good point.

wintry wasp
#

and having to cover the whole map to the proximty of cloak detection is a really shitty win condition

rustic dust
chilly shard
# rustic dust Was this from a specific distance? Distance between nuke silo and antinuke has a...

Yes, I did 8 nukes from 8 adjacent silos for the initial test, which means they're not all exactly the same distance, but pretty close, and then I used the same silo every time for the single nuke tests and kept putting the antinuke silo back in the same spot after each time it blew up (and turned off deform to make it easier). And I just thought of another interesting test, to see the minimum travel time of a nuke and learning the thresholds of distance for each number of nukes a single antinuke can stop. Would need to test that on a flat map with no terrain to make it simple.

#

And my time measuring means were to the second as I didn't have a more precise way to easily measure time, using the stun timer and game time to note times.

rustic dust
#

Phone stopwatch+game running at half speed can help with precision in results

#

External timer only necessary if timer needs to start at the exact moment you input a command ingame, meaning you can't click start on a timer in another window

#

Only necessary for generally-unnecessary levels of precision, and there's potential for human error, but it's an option

chilly shard
#

Yeah, what I did was precise enough for me to get my answer

#

and easier to go at 0.1 speed at relevant times and just check timers and reduce need for input speed

rare orbit
#

0.6 now out; Naval, AA Bot & Thor edition

Remember this is a tweakunit patch. Please download to copy, don't try to paste from Discord, it can be error-prone.

Newest items added to top, new -this patch- in italics

Battleships: slight range increase. Arm now longer ranged.
Bulwark: main ATA gun range +100, so can shoot battleships.
T2 torp launchers: now underwater.
Thor: EMP cost increased, slight nerf to HP, alpha damage, boost to chaining.
Arm T2 AA bot: fires much faster. Cor T2 AA bot: increase to speed, range and damage, slight reload buff. Both now worth building.
Centurion: slight experimental buff, should be more compentent vs spam.
Gunslinger: general buffs & greater AoE, removed from consul
Commando: Can build AA, detect stealth units, has EMP resistance, and shoots air units
Sumo: less energy per shot
Janus: Handling nerfs, less commander damage
Shiva: better firing mechanics, has some missile tracking
HLT: build ~30% faster
Termites: +7 speed, +110 range, +85 damage (remember this is usually halved by dropoff)
Tremor: spread fire mode narrowed as above, thus damage density improved, and fire rate 20% increased

$welcome-message Battleships: slight range increase. Arm now longer ranged.$$T2 torp launchers: now underwater.$$Thor: EMP cost increased, slight nerf to HP, alpha damage, boost to chaining.$$Arm T2 AA bot: fires much faster. Cor T2 AA bot: increase to speed, range and damage, slight reload buff. Both now worth building.$$Gunslinger: general buffs & greater AoE, removed from consul$Commando: Can build AA, detect stealth units, has EMP resistance, and shoots air units$$Sumo: less energy per shot$$Janus: Handling nerfs, less commander damage$$Shiva: better firing mechanics, has some missile tracking$$HLT: build ~30% faster$$Termites: +7 speed, +110 range, +85 damage (remember this is usually halved by dropoff)$$Tremor: spread fire mode narrowed as above, thus damage density improved, and fire rate 20% increased
#

@astral gulch , @flat mason , @tired tinsel , et al

#

this one is more experimental, the battleship change is slight (and due to game mechanics, snipers still outrange both), but makes a solid difference to sea combat between the two. Depending how they play, Arm T2 sea might be slightly better for a given player now.
Torps being underwater makes them much more meaningful as a 1k metal T2 sea defence.

tired tinsel
#

NOICE

#

well if armada bship have longer range and higher speed that could be a little bit of a problem

rare orbit
#

I very much want to see replays of this interaction in the wild to evaluate though

tired tinsel
#

yeah but broad side they also have 600 vs 333 dps

#

if very short rush distance with no place to run just make cruisers

rare orbit
#

basically despots still win (but not as hard) if they can get close, but with frigate support they still win a brawl

rare orbit
#

wp btw @tired tinsel , very good hold considering

tired tinsel
#

you could have killed me easily but you were cautious

rare orbit
#

combom OP

tired tinsel
#

i accidently rallied my workers to my front
so no bp, and i also sent 1 destroyer to mid

rare orbit
#

couldn't risk donating fleet, my com was pinned on island as I had no worker there

#

I saw early was weak, but didn't want to rush into a com without destroyer there

tired tinsel
#

mm, i think bot is easier to defend but top has more mex
ahh, makes sense

tired tinsel
#

it seems easier than straits ngl

rare orbit
#

it's a fairer matchup but still a little wonky

tired tinsel
#

geo sea is not unfair mu
unless you playing in all welcome lobby where you can't get a trans in a timely fasion

rare orbit
#

however sea is more meaningful and harder for 9001 other people to jump in at you

tired tinsel
#

how is it more meaningful?

#

even though there's no center mex, any lost ships can be rezzed. vision affects amphib paths and air paths, as well as transporting and shooting down stuff going to island

rare orbit
tired tinsel
#

it seems pretty damn op if not disrupted, top

#

just develop build to defend land rushes, position your com on the land choke

#

once top is winning they don't have to push for the kill they can just siege mid and make them come to you

astral gulch
simple spoke
#

what was the centurion buff ?

#

i just dislike it freezing its firing when your tell it to go in diffrent dirrections a little auto heal wud be awsome

tired tinsel
#

t2 torp seems unbeatable lol
if battleships can't hit it

astral gulch
#

Can the battle subs outrange it?

tired tinsel
#

no, similiar range

astral gulch
#

Op, this is gonna be abused by the sea player thats behind

#

Should be fun to defend

tired tinsel
#

anti sub weapons are lower dps than above ground weps

#

and walls still block depth charge attacks against underwater buildings

rare orbit
rare orbit
dire cypress
wintry wasp
#

I don't think they are in a bad spot tbh, they are much more expensive than Cor's so you really have to use them more carefully

#

between unit spam & The Wizard Tower of Juno they rarely give arm a huge edge in being sneaky

tired tinsel
#

the arm battleship longer range is good ig, encourage more regulars to try out armada sea

dire cypress
# wintry wasp between unit spam & The Wizard Tower of Juno they rarely give arm a huge edge in...

In every game phase they have a unique advantage.
Give T2 jammers of core the same? IDK. It feels so odd to have a nondetectable unit that has utility for other ones.

T1 wars are often about radar or no radar vision. Core builds a tower it gets shot down. Janus push and the commander can't hide. Arm has this commander killer and the ability to stop it. Core... Not so much

Might just be me but having such a mighty tool seems very valuable for the race itself.

rare orbit
#

not sure, will need to test in the wild

#

I think also I can put them s that oversea fire can still hit them
if manually fired, eg peopple are bunker hacking

wintry wasp
elfin frigate
#

Can't wait to try, Battleship change looks big to me

#

Thors didn't get HP nerf, they still have 56k in the tweak

rare orbit
#

balls, will update later

dire cypress
violet geyser
#

sneaky pete is a huge advantage because it makes commander WAY more powerful for obvious reasons. Anyone who has experienced it can relate.

wintry wasp
#

I can't think of a single time I saw a Jammer and thought "That really turned the tide, glad it didn't get sniped!"

violet geyser
#

Well I watch somewhat high lobbies regularly and it's a very powerful move to completely hide a commander under a jammer just at maximum range. And if you can't see the jammer in the first place it's even better. I would say spam doesn't help because the jammer is build backwards. If an enemy unit can decloak it you probably have lost the lane already anyway.

rare orbit
#

there is a really OP play with petes

#

which I don't even want to talk about as it's gameturning and undetectable

violet geyser
#

Yes, it's possibly very very trong to have a stealthy jammer.
I can't even imagine having a t2 stealthy jammer lol

iron bronze
#

There is a big differents if you need 3 lines of spam to give vision on normal units( or Cor jammer), or you need 15 lines of spam to find cloaked Arm jammer, which with much bigger superficy can be further away by the way.

violet geyser
#

It's true that Juno solves that problem due to it's AOE its unlikely you ever miss a jammer when you suspect there might be one. But it's also true that Juno isn't an instant solution since it needs to have a charge so it's a build cost abd time constraint.
That side everyone knows Juno is OP since it's a jack of all trades, stupid unit in the first place. Bandaid.

iron bronze
#

Juno is too expensive early game, and even in later game, if against Arm you need to juno every square cm in front (and on side) of your armys path, it is much more expensive than against Cor, where you can only use it if necessity rises, oor not use it at all. Also if you are constantly juno'ing with multiple junos in front of your units, you cant use scout spam... And that is extra cost added too. If you need to scout with heavyer units or cant make enemy waste shots etc.

wintry wasp
# iron bronze There is a big differents if you need 3 lines of spam to give vision on normal u...

I'm not quite sure what the 15 lines of spam here is meant to achieve, you don't need to find the jammer, you need to see the units under it to kill them - which is easily doable with the same 3 lines of spam and some arty to then punish the units - which are often sitting around since they are 'safe'

I'm not saying sneaky pete being cloakded isn't powerful - i just don't see it decide many games over cores jammer in the vast majority of times i see it

wintry wasp
iron bronze
#

Lol, you are going to find cloaked commander that can move under jamming, by sending 3 lines of spam...

wintry wasp
iron bronze
#

This thing is turning in cirles here 🙂 It has been anwered already long and large.

rare orbit
#

it would probably be good for the game if petes couldn't mask cloaked coms radar signature

iron bronze
#

True, but to make exception for com might not be very intuitive, and if you see a single radar dot, and you know that it is commander... I mean they are well balanced in way that Arm jammer is more expensive and has much more range, covering more and being able to be built further back, more protected. Just removing the cloak part from Arm could be a solution, lower rated players wont even notice. I dont know, but yes, it seems much too strong as it is now.

rare orbit
#

the only other real alternative is remove pete cloaking entirely, which seems harsh, but it is highly problematic
don't get me started on snipers and petes

wintry wasp
rare orbit
#

completely broken

#

maybe pete cloaking should cost high energy, so turning it on is an econ choice

#

wouldn't stop it when snipers are around though

wintry wasp
#

Yeah, once your E rich its kinda moot, but then the Juno's are out anyway

dire cypress
#

For mid and late game it is still unfair

rustic dust
#

Most common use of sneaky pete i see is cloaked comm sitting at edge waiting for opponent to try to make a medium tank push during t1 so they can appear and dgun everything. At that point, the range alone is more than worth the price premium so it can be built out of sight, and neither juno nor streams of scouts are valid options

wintry wasp
dire cypress
rare orbit
#

might make the T2 ones a bit redundant, unsure

dire cypress
#

@rare orbit
True, but are there any better ideas?

I mean it is stupid. The core one costs half and covers half the area.

Let's see what advantages core has because of this?
Can be built faster.

What are the disadvantages?
You can't cloak it.
But at least you have to have them closer to the front and get it killed even easier.

rare orbit
#

if it can sort of be toggled into a T1.5 version that might work well
but that's impossible with tweaks alone

dire cypress
#

What is very odd is that the ARM one has both advantages. Sure it costs more but it costs the same per stealth area...
Perhaps just swap that.

Pete is unique anyways. Why does it need such a big area?

rare orbit
#

maybe smaller area for the cloaked pete, larger for uncloaked core
otherwise it's once again, somewhere arm gets best of both worlds

rustic dust
#

Or just make castro's radius disadvantage less extreme, and let the price discount balance out the rest?

rare orbit
tired tinsel
#

Yeah when you notice jammer you can start looking for it

#

Sneaky Pete com is just op. Even high lv players get dgunned from it. You usually don't have the time to comb every single inch with spam

rare orbit
#

it basically sets up a situation where you cannot safely rush / push after a won battle, even though that's what you need to do to win the war, just in case there's something that might be there and will cost you the game, and you cannot sensibly detect, without wrecking your odds of success in the 98% of cases there's nothing there. it's just not good gameplay

violet geyser
#

this reminds me, does the game have a functionality to upgrade buildings, like how Cybran shields had 5 levels in SupCom ?

rare orbit
#

not directly, you can overlay with a builder though

violet geyser
#

but i dont think there is any building using that mechanic is there (stock) ?

rare orbit
#

aside from mexes and geos? no

elfin frigate
rare orbit
#

that would imply either it being a -huge- area stealthed, which would be OP even in T2, or a smaller radius jammed than the T1, which would be counterintuitive

#

possibly shrinking the T1 size a bit, removing cloak, then making the T2 radius slightly larger than the current Pete, but with cloak?
current Pete is 500 distance, T2 is 760
(cor T1 is 360, T2 700)
so new T1 jammer say 400, the cloaking T2, 600?

#

prices shuffling to account for such

dire cypress
rare orbit
#

not even less valuable, it's a liability on the front once more than one janus appears

#

whereas arm com is turned via the pete into a magic invisible 'delete everything & maybe even free nuke' tool

dire cypress
#

Finally someone shares my opinion ♥️

rare orbit
#

if core had the janus I could see it working as a dynamic, lets the arm com hide from the damn things

elfin frigate
#

Oki

#

Can I talk about Dragon maws/claws these things are wild.

#

I think the Maws are actually okay but the Claws have a really high Alpha strike and no range falloff and 30 more range than the maws.

rare orbit
#

they also can't miss, and are excellent antispam, whereas fire lags

elfin frigate
#

And building like 3 dragons teeth infront of them makes them have like an 2 extra 2.8k HP

rare orbit
#

walls/bunkering things is an oddity of the game and not something we can touch here

elfin frigate
#

They are good anti spam but they are also too good at everything else. They are the most dreaded pork to go against if I've built gunslingers.

#

So yeah my thoughts on them is that A, the ranges should be the same or closer. 30 is a big difference for the varient that performs better in most situations.

#

And the Damage should be lowered but the Forking should be better, so they're more about being an Anti spam unit.

rare orbit
#

forking also effectively extends the range, and also means more hitscan attacks
eg they could just delete a line of ticks instantly

tired tinsel
#

just flat nerf it is best t1 defense by a country mile

elfin frigate
#

I don't mind about the extended range from forking personally, but the fact that is just blasts 210 damage at max range is crazy

tired tinsel
#

with t1 walls in front the effective hp is very good

rare orbit
#

IMO they should have probably less damage, but similar total dps spread through the chain, along with similar range (maybe even less than the maw, to account for the unmissable factor & chaining)

#

if the 'laser' logic were applied to the claws, they should have half the dps at max range compared to the fire option

#

and that is actually based in reality as you need exponentially more power to jump a spark the further from the source it is

#

whereas a laser is just dust scattering or bad focus/alignment

elfin frigate
#

Well the fire one can be really good to, it can over shoot a bit and if you funnel enemies with teeth 3 can deal with like a line of medium tanks very easily because they like, all do damage making their DPS like 900? to like 5-6 units at once

#

Way better than like 2 and bit HLTs

rare orbit
#

balance should usually be compared with the same setup, so while it 'can do X IF', you should compare it with default preparation / apm involvement

elfin frigate
#

Yeah definately, just saying they have their moments. I think I'd choose the lightning ones most of the time

rare orbit
#

one thing I did want to look into one day, and this would have to be a base game thing, is making the maws use a premixed / jet flame

elfin frigate
#

What's that do?

rare orbit
#

that would allow them to have a much faster projectile stream, only possible issue might be it has less spread

elfin frigate
#

Ooh, okay, so less missing fast units

rare orbit
elfin frigate
#

I see, so it almost has no travel time, it just jets out and is out there burning

tired tinsel
#

is that overlap with the twinguard?

dire cypress
# rare orbit

Yes please!
And please give them less AOE. I know sounds stupid. But otherwise ppl will complain about: but you can kill the other defense with its splash damage...

Dragon maws would be a good counter to Janus if they had as much range as the arm variant. But of course more range and sparks to even further extend... It's Arm.

dire cypress
rare orbit
#

@rustic dust are there any breakpoints for janus dps (or alpha damage) that it makes actual balance sense to keep default damage as it is?

#

eg maybe they're 'meant' to be able to 2 shot a fiend, or 99% kill an LLT

#

for a skirmisher, they have obnoxiously high damage output, might make some sense to either lower damage per shot, or increase reload time

#

the handling nerfs to janus make it less oppressive in small numbers now, but once enough pile up there's still a wall of high power missiles volleying at you, like rocket bots on steroids

#

alternatively cost should maybe be higher, keeping it as a powerful unit, but less spammable

elfin frigate
#

I think the worst part about it, is it's the burstiest T1 pork at it's max range. Nothing else even the maws come close because the maw's travel time
All the laser pork has damage falloff

rare orbit
#

I don't think it's possible to have a distance dropoff respected, certain via tweak, but I'll test it later just in case

dire cypress
#

Tbh. Claws have less single target damage. But there are many situations where it doesn't matter. E.g. rocket bots with low health... You don't want to walk into a claw with them.

Perhaps it could be a thing that the Januuuuus gets a higher RoF with the same DPS. That would make the initial brick wall of damage a lot less intimidating.

I am not saying it will be a solution but it could be.

rare orbit
#

might break the poke & run role though
too missile-truck-on-steroids

rare orbit
#

@gloomy raptor

wintry wasp
# rare orbit possibly shrinking the T1 size a bit, removing cloak, then making the T2 radius ...

I really don't see the driver for these - the majority of times i've seen pete be a serious "made a difference" have been people making planned skilled plays, commander, also cloaked in jammer radius then dgun critical unit(s) etc.

I'd say that's the sort of strategic tactical play we want to encourage, not make impossible (remove cloak from t1) more expensive, difficult and not worth it

Right now core's jammer is 50% the cost and has 72% the range of Arms - pretty good deal if you ask me.

rustic dust
dire cypress
wintry wasp
rustic dust
#

Very important to point out that it's basically never 1 janus unsupported

wintry wasp
#

The cloak on arms statics is rarely used - ferret, pop up, rattlesnake etc, i really need to test the out of LOS ghost mechanics on these tbh

rustic dust
#

Most janus breakpoints are wishy-washy due to potential of units to fall back and only take a variable amount of splash, chance of a janus only firing 1 rocket, etc. Micro tricks for entirely dodging janus damage in a lab setting also have very limited practicality in real matches. I haven't played current janus nerf so idk if i feel it needs more, just saying specific breakpoints are hard to nail down

rustic dust
wintry wasp
fierce scaffold
#

If you're free we can do it now

wintry wasp
#

Confirmed - building ghosts remain after you seeing the area a cloaked building is in while it was cloaked after seeing it uncloaked once, unless you see it destroyed or its wreckage

I'd argue it should be assumed it has been destroyed, this would give a lot more value to cloak on buildings, which right now has only a one-time-surprise chance.

Except vs AI which doesn't see map ghosts as targets, which is why jammers are OP vs AI

dire cypress
rustic dust
#

Btw i was apprently wrong about uncloaked sneaky pete having same upkeep as castro. Sneaky pete costs 25 e/s to cloak and 40 e/s to jam, while castro costs 25 e/s to jam

#

So 1 more point in favor of castro as far as pricing

wintry wasp
#

Yeah, core is substantially less expensive and you usually see 2 or 3 core ones, while arm has to be very selective on position else they just drain to much early

dire cypress
dire cypress
wintry wasp
#

Yes, which makes sense? core build more of them to cover an area but they cost less

dire cypress
#

Honestly there are more pressing problems than the sneaky Pete I guess...
I just dislike it, because it is so unique in its abilities.

rustic dust
#

Strictly looking at area coverage relative to price and upkeep leaves out too many factors both in favor of and in opposition to both sides. Best not to try to draw any conclusions directly from those numbers

wintry wasp
dire cypress
wintry wasp
dire cypress
#

True. It's a spiritual thing or something, I can't get over it.😂

flat mason
dire cypress
#

ARM Commanders are fine.... almost they can build ARM units... OP!😂

flat mason
#

I tried making them one time with a stolen arm con and I was like "JesusChrist, this is SO EXPENSIVE. Nvm Cor's are op, you can actually build them in t1."

t2 jammers are cheaper than Sneaky Petes.

dire cypress
#

Which is crazy, I know.

Petes are just very cool, when you set up a COM trap, to d-gun med tanks or something.

flat mason
#

I've done that with a Cor jammer too op. :3c it is a very satisfying feeling.

dire cypress
#

It's just a fair bit harder if the enemy has any scouts.

flat mason
#

One thing they don't tell you about Sneaky Petes is if they shut off because you're E stalling one time, they decloak and if they had eyes there at that moment, now they can see it forever. It's not that op. :3c

rustic dust
dire cypress
#

This is true. So the counter play is to hope for a mistake of the enemy.

But really, this threat should not be about this one unit, only.

flat mason
#

Faster dgun, too. RanMad

dire cypress
#

And more damage!

flat mason
#

I don't think that one matters :3c

dire cypress
#

The other statements were false, too. So I figured I might as well 🥳

rustic dust
#

arm com has had more dgun range for animation reasons since before i started playing the game. it's only something like 12 range, but it's there

flat mason
#

It also doesn't have to be facing its target to fire unlike the Cor com. 3:

wintry wasp
wintry wasp
elfin frigate
#

arm op

rustic dust
wintry wasp
#

its the firepoint in the model

#

not the unit or weapon def

dire cypress
#

But arm llts have 5 less range because their nozzle is longer

dire cypress
wintry wasp
dire cypress
#

Kk

rustic dust
#

arm com stretches its arm out for most of its animations, resulting in its dgun, which comes from the outstretched arm, travelling farther from the center of the model

rare orbit
#

it's not a definite plan, just a discussion

pine nacelle
rare orbit
#

commandos aren't on field when this is possible, nor is waiting for a t2 cor botlab before moving any force out offensively
they also don't detect cloaked coms

elfin frigate
#

I've been considering rushing one with someone else rushing like a Tzar to provide that function
Need to get the balance on a lobby

#

If they could build T2 walls I think I'd really want a commando on a front line, someone suggested that as an idea to make them more useful on a front

rare orbit
#

I can see that working as a sapper capacity, unsure if would be OP with their 'behind the lines' usage though

#

could spam t2 wall nanoframes to block shots

elfin frigate
#

I can't think of how it would be abused, but I feel like it could be

rare orbit
#

you could drop a commando in, wall itself in immediately, then mine everything outside from within the fortress

elfin frigate
#

Can't Freakers like, already do that?

pine nacelle
elfin frigate
#

Like Twitchers/freakers(OTA name) the unit i mentioned before

elfin frigate
#

That's the one

wintry wasp
#

Juzza, why haven't you dropped 4 commando's and a twitcher, and used the twitcher to build Fiends behind enemy lines already? 😛

tired tinsel
#

yikes

placid ridge
#

I don't think it's a good idea to have HLTs come up faster considering how strong they are against bot factories. Usually when I see a HLT in a position I can't contest as bots I'm forced to tech switch to veh.

Shuris being a part of countering commandos is critical to preventing them from tearing up a base..imo their vulnerability to air is a key part of their balance.
I think trying to cover their weaknesses will result in them being overtly strong especially considering their already unique toolset(do not die with transports, provide jamming and combat utility, amphib, build mines remotely, etc.). I'd rather polarize them further as saboteurs rather than make them self sufficient.
Preventing them dropping wrecks is a good start. One thing people miss about commandos is that they are kings of contesting wreck fields fast movement and jamming means they can get a headstart on reclaim(and also protect their escorts), they can defend themselves with their strong aoe cannon and also set up minefields to deter the first reaction to a wreck field.

#

You can even be cheeky by booby trapping wreck fields for an ambush

rare orbit
#

I haven't -yet- seen anything seemingly oppressive coming from commandos, that doesn't seem related to a bad response / poor vision
which will sort itself once people get into patterns

violet geyser
#

(HLT)

placid ridge
#

Just repair unless it is a horde of rockos the HLT will win out by attrition
Furthermore you can screen with LLTs with it's generous range or your own combat units

violet geyser
#

HLT have low damage. Their only upside if they slightly outrange rocket bots. Still not a good porc.

rare orbit
#

I mean, porc is meant to porc, and slightly faster build time doesn't make it suddenly oppressive, just not 99% irrelevant to most games

violet geyser
#

Another actually somewhat common way to deal with them is a dgun.

rare orbit
#

it's still 1 unit which makes it vulnerable, and it's a fixed location 500m investment early on

violet geyser
#

It's just not a cost efficient thingy which is why it's made often, unlike llts and especially AoE turrets.

placid ridge
#

Well I won't disagree with HLT being poor in the current state of the game but it strikes a better balance of porc investment compared to say the t1 static arty agitator/gauntlet

rare orbit
#

I'd argue dragon's claw vastly more oppressive tbh

placid ridge
rare orbit
#

I'm not sure on the logic for gauntlets being bad, maybe to prevent infinite T1 arty creep wars

violet geyser
#

AoE turret deffo better but it's also because of the stupid stealth feature which just makes them so annoying to actually kill. Can't tell you how many rockets I have lost due to them just being stupid LOL

placid ridge
#

And bombings I guess

#

Also I am fine with the state of t1 static arty right now since you essentially forfeit t2 in the process

violet geyser
#

Anyway I think HLT just not good mostly. Fringe situation do exist. I like them to zone if you have one or two preemptively made repair nanos or so tho

placid ridge
rare orbit
#

yeah, commandos are a risk to use

#

I sort of think of them as an eco greed check, in a way like marauders could be considered to be
they also give a micro unit for early T2, like gunslinger

placid ridge
#

It really is heavily dependent on the map

rare orbit
#

yup, but that is also good

#

if a unit is 'good' or 'too good' -always-, it's probably OP
everything ideally should have a time/place/situation

violet geyser
#

Commandos should be something like T2 marauder for core. Something like that. I dislike the amount of micro that you are supposed to spend to spent mines and blow them up, doesn't fit bar design philosophy at all.
Make them an actual combat unit. A t2 marauder kind of unit.

placid ridge
#

Tomruler showcases how strong a commando can be depending on the map in this replay although I would argue he definitely should have proxied some air scouts/cameras so the commando could prioritize targets.
#💾|bar-replays message

placid ridge
violet geyser
#

That's ur opinion, I'm free to have mine. As it is the commando is a joke unit that is very unintuitive to use and as long as that doesn't change, it stays a fringe unit. That's a fact.

rare orbit
#

it's like gunslingers, not often best option, but with micro can work well, I don't see it being a bad option to -have- as long as others exist

violet geyser
#

Frankly you have to ask why does core have a joke unit in the first place. There isn't a unit that is as unintuitive to use on arms side. Surprise.

#

Gunslingers aren't as much of a joke as a commando. Microing units is a good thing but running around, building mines and selfd ing them is on a complete different level. In that sense it's more like a hero from Warcraft and even more micro intensive that a commander and even a commander is already a huge standout unit.

violet geyser
placid ridge
#

@jovial pagoda emopopcorn

violet geyser
#

I'm sure you can find a player that is using termites if you just look hard enough also 🙏🏻

placid ridge
#

Yep me and Hornet played with him and he won the game

#

That was fun remember Hornet it was on glacial gap and he killed the 40 OS

#

It was like last week I think

rare orbit
tired tinsel
#

t2 torp launcher should not be underwater, unit's underwater weps are so much weaker the only way to clear it is with kraken spam

elfin frigate
rare orbit
elfin frigate
#

Go look at these replays, read the posts below and tell me with a strait face commandos are fine as they are #1182178047894503504 message

rare orbit
#

them being on top of the water for all to shoot for free though, almost negates the point of them. alternative buff ideas greatly appreciated, I do think there is scope for an underwater one though, perhaps should be a new T2.5 defence however

placid ridge
rare orbit
#

wondering if -just- below the water is viable, so manual shooting with battleship can eventually remove them too, but seems a bit too janky

elfin frigate
#

Comparing it a unit that only builds is a dumb comparsion

tired tinsel
#

t2 torps are already strong, the only predator is the battleship
and battleships are kinda slow and sluggish. if you put t1 walls in front of them they are tanky

wintry wasp
placid ridge
#

Nice we are going into semantics over bickering already

Please lets be civil

elfin frigate
#

gees, calm your farm

rare orbit
elfin frigate
#

Believe me noodle, I've used commandos ALOT and if your air player has ANY idea what they are doing, they will stun your commandos that have dropped with 1 shuri each, nap them with a trans and eat them with their con turrets, free 1.2k m per commando

tired tinsel
#

i mean pincer and amphib have emp resist for the very same reason

rare orbit
tired tinsel
rare orbit
#

over a wide area of sea you need impossible numbers to actually lock sea down, then you find equal money in boats can just punch through a given area. on -narrow- chokes they are okay yes

wintry wasp
fierce scaffold
#

oooooooooh

#

hold lurker for navy?

rare orbit
elfin frigate
#

It's a joke how easy they are to deal with, it's not remotely ballaced, Go and read the arguments I linked to. I've argued this so much and no one has given me a remotely valid response.

Reason they could be too good) They're really good on some maps
OMG, like every unit? How bots are better on hilly maps and vechs are better on open maps, or missile ships are btter on maps where they can hit eco?
Reason they could be too good) I like being able to stop them with 100m (1 shuri 1 trans)
You might as well just not use them at point, they too counterable.

tired tinsel
rare orbit
#

not sure possible with a tweak alone, but interesting idea

wintry wasp
placid ridge
#

Coordinate with your air. If you are hot dropping a commando you can ask for that much.

Also in Tomruler's replay he showcased how being amphibious allows you to negate a lot of pressure from air. However I do believe that is a map dependent basis.

I don't even understand what juzza wants. Going to drop this conversation. Nice talk.

rare orbit
wintry wasp
elfin frigate
#

No,

Look at what they had to do with other raiding units like the anphibs. They have to give them massive EMP resistance because shuri's counter them every single time.

if you can coordinate with your air you should have spend the metal on bombers, Commandos are supposed to be able to go places where you DON'T have control of the map

placid ridge
#

Cool didn't read very good

#

Over means over son

elfin frigate
#

Good engaging with an arguement. I'm watching the replay you posted to understand where you're coming from

rare orbit
elfin frigate
#

If you don't want to enagage with balance disscusions or have your opinons questioned you don't belong here anyway

rare orbit
#

an LLT on land will defend you against whatever at opening, pretty much, sea has to spam 3 different things for the same cover, at like 800m cost

tired tinsel
#

hovers are pretty taxed tho
supporters and dolphins mop up seekers, riptides laugh at caymans

#

against plat use naval wall, does the HLT buff include naval HLT peepoCantSleep

tired tinsel
#

the benefit of static is that you have rez subs
if they trade stuff into your static you just rez them both

rare orbit
#

if you move an armcrus into say a coratl, vanilla cruisers tbf, the torp gets out of it with about 400hp, from 2800 starting

#

with sonar support right behind it, 2 cruisers kill it and 1 survives with perfect health

#

given that you had to invest into a line of them, even say 3, that means less cost in boats can happily holepunch you

fierce scaffold
#

that's a lurker but not hold

rare orbit
#

with the underwater version, 1 cruiser gets it to half HP (without supporting sonar)
2 cruisers will remove it but the second cruiser is variably damaged
with sonar support, they STILL kill it, but second cruiser gets to about 30% health

#

so this keeps cruisers relevant, while shielding from hover damage. note also that a kraken can outtrade a torp even if the torp has sonar support

#

it mostly means intel is more important, so you have to scout a bit more first. I suppose it's also a buff to hovertanks, indirectly

#

with full vision for both sides

rare orbit
# tired tinsel hovers are pretty taxed tho supporters and dolphins mop up seekers, riptides lau...

the issue is early you need to defend your dock, while also being out on the map with your army, and sea radar is expensive so you can't spam it early
result is you can easily lose the rock paper scissors, so you slap down a torp at most to try to ward off boats - but a hover cheese will remove that for free and your whole start position. bonus if that doesn't even come from your lane opponent.

tired tinsel
#

naval llt is fine addition. otherwise like just skill issue. you scout hovers you make 3-4 supporters, and they guard you

rare orbit
#

unless your com lives in your dock for first 5 minutes solid, you're a bit stuffed

rare orbit
tired tinsel
#

ships are advantaged when retreating backwards

elfin frigate
# placid ridge Tomruler showcases how strong a commando can be depending on the map in this rep...

Ready to engage?

I watched this replay.

  1. This is probably the best map for commandos. It's not very good to go sea so the sea surrounding the island are usually free for you to walk through even if you get shot down.
  2. People build their Eco on the cliff making it vulnerable to the commando's large build range
  3. The enemy team had no air, no fighters, no shuriken. Again, could have just used bombers and had about as free a time.
  4. The enemy team had almost not AA, they could have dropped a Gunglsinger, they could have used bombers and gotten nearly the same effect.

You can't get a much better map or scenario, that is them at their BEST and the buffs to them wouldn't have a change them at all that game. No one even tried to shuri them.

tired tinsel
rare orbit
tired tinsel
#

then you play safe
make those supporters, ask for air scout

rare orbit
tired tinsel
#

light hybrid defense is okay, but i thought sea's thing was strong but niche

#

make the nava HLT build faster and that'll be something, that shit builds so slow

rare orbit
#

can try and see what it changes, I might add the plasmas back too

#

$unit corgplat

keen iceBOT
#

Unable to find a unit named 'corgplat'

rare orbit
tired tinsel
#

yeah

rare orbit
#

I don't know if adding the frocks would help much

tired tinsel
#

if something can easily hit subs i think that would nullify them too much. although i think sub spam is slightly too strong

#

cor destroyers too vunerable to frigates, and expensive. for a unit that gives map control orcas are really strong when outnumbering

#

subs also are janky to control tho and they are weak when you are losing the fight and the enemy bulldozes over your subs

rare orbit
#

subs are more raiders than combat, they can't body block

#

eg dolphins beat subs, ridiculously

tired tinsel
#

have you seen outlaw's games? he crushing a lot with frigate sub

rare orbit
#

with support it's different

tired tinsel
#

it's impossible to push into them cause frigates build fast, subs give map control so can't split up army besides supporter poke
best answer is to turtle up and eco. one thing that comp can't do is fight into torp launcher + destroyer

rare orbit
#

same metal in T1 torps for comparison to before

#

had blue screen so had to reload/redo everything again

tired tinsel
#

what's the change?

rare orbit
#

nothing at all, this just compares efficiency to T2 torps

tired tinsel
#

the range means that you build 2 they will cover like 4 times the space with full power
that's why plp build t2 torps vs ducks not t1

rare orbit
#

alright, try to cover straight long beach with T2 torps and see what equal metal in cruisers does to any given point of it
it will pop straight through

tired tinsel
#

cause cruisers are like sumos you should see them a mile away
they trade on yourside of the map if you don't die that's reclaim

rare orbit
#

T2 torps are mostly okay but need something to make them better porc, to account for 'slot cost'

tired tinsel
#

i guess they are a bit weak without walls but like the t2 torps also cover against subs
is their main purpose

rare orbit
#

on eight horses though, or flooded entrenched, they're potent
(as are subs)

tired tinsel
#

i use them on straits they are worth it there too

rare orbit
#

if they stay surface they probably need either less cost, or more HP, or both

tired tinsel
#

naval walls

rare orbit
#

I kind of like the thematic of the T2 being subsurface though

tired tinsel
rare orbit
#

that's post build addition, not the unit itself, and uses jank

#

naval wall behaviour should be fixed, it's silly it acting as it does

tired tinsel
#

naval walls blocking surface shots is like t1 popups block surface shots too
its the torp that is wierd

rare orbit
#

yes however that's the interaction in question

tired tinsel
#

you said cruisers vs t2 torps

rare orbit
#

walls either need to have a deeper hitbox, or torps shouldn't teleport to water top

#

on a side note I'm wondering if I can do anything with sea mines here to make them wall out subs, ducks, rauders too

#

not sure it's possible via tweak though

tired tinsel
#

naval walls can be knocked down with battleships i think

rare orbit
tired tinsel
#

they do like half dps underwater

#

another issue is you can't scout the torp launchers
without a sea plane or t2 scout

rare orbit
#

the result is very much the same, 1 cruiser will survive but other is half dead to almost dead

#

seaplanes being more needed aren't a bad thing

tired tinsel
#

game changing t2 porc being invisible and 900 range is just ugh
naval is already hard to attack with on t2

rare orbit
#

as I said it mostly boils down to a scouting change in games so far

#

yeah, I'm not hard-set on this being THE buff to go for, this is experimental atm

tired tinsel
#

cause travel time is a lot and risk of dropping reclaim
slow t2 ships

rare orbit
#

but something aside from wall hackery should be the way to go

#

might be this is viable with the antisub ships being a thing, they'd happily remove these
hovertanks also completely fine with them

tired tinsel
#

are the antisub ships using drones that can be shot with aa?

rare orbit
#

yes, they're counterable, but do scout at the least, in that case

wintry wasp
rare orbit
#

that's a thorny one, but is possible. would also allow battleships etc to attack it though, and in fact even weaker to cruisers

#

if model is over water the hitbox is too

#

so a cruiser next to it with manual fire will use both charges AND overwater guns, and hit with both

jovial pagoda
#

Alright, I have been summoned to the commando discussion

#

yeah, they really are weak to air, but that does just mean you need to treat them like bombers that can land rather than as just land units

#

also don't make more than 1 usually, since you can rarely micro or support that many

#

A single expenditure of 1250 m for psychological damage is pretty good; for actual damage commandos have problems unless people design their bases extremely badly

#

Commando drops really do best on lane maps without dedicated air players in the similar way an air transition does

#

In a recent replay I was able to use a commando to multiply the damage of a bombing run by several times on Bismuth Valley, a lane map

#

send air to bait out enemy air (there was none), scout, bomb bp etc, and force the enemies to start spending on AA. Send a secondary payload of a single commando to finish off high value targets like fusions, remaining cons and afus arrays that weren't completely destroyed

#

the main thing is that you shouldn't expect a commando to exist more than 10 seconds without air support or a sufficiently large distraction

#

I'm also not sure giving them emp resist would do much; at most it would just give them an extra 1-2 seconds which is maybe another mine cause if they're getting shuri'd that means you don't have enough air support to escort them

#

A different role I don't think I've seen people use commandos for is as an upgraded combat engineer

#

they have radar, a jamming field, one of the longest build ranges in the game for a unit, a gun, high speed and can lay mines

#

vulnerable to snipers, but if you're a front player you can build them out of a twitcher to use as a super maneuverable and reasonably tanky forward reclaimer

#

push up, grab reclaim that other things wouldn't have been able to, lay mines along temporarily taken areas, put down spycams/t1 popups etc. make a transport to go to other fronts where there's more reclaim and scoop that

#

have done this on Forge before and my commando boy paid for itself several times over with the contested metal it got and the units it killed by laying mines (until it got sniped)

elfin frigate
elfin frigate
dire cypress
#

@rare orbit
Is this the newest version?
Should it get pinned?
#1186850950770610207 message

rare orbit
#

I have a slight amendment soon but it can for now maybe. I've updated the pinned one to link to it
once 0.61 is updated I'll hassle Perfi :P

elfin frigate
#

Yeah the cents feel too strong, gotta nerf them

#

Gotta put the thor HP change in, where did you guys land on the T2 Torp launchers? The sea mains were telling me it felt too strong.

rare orbit
#

I've not seen enough games with it yet to be sure

#

they are still weak for the metal, and tbh it is mostly an intel problem, not a technical one

#

once people adjust they'll be fine I think
but I am open to other ideas

#

(as ever, replays are welcome, naval are hard to get data from as most lobbies try to nextmap sea maps)

elfin frigate
#

Supreme has tons of sea battles, and yeha it's supreme but the sea isn't 'that' different from any other sea

rare orbit
#

there's more asymmetry and many more things that aren't actually boats involved

#

it is useful data but I need a wider picture

elfin frigate
#

fair

tired tinsel
#

hmm maybe lamprey could use a tankyness increase i guess

#

600 more hp?

#

the thing about cloaked lamprey is that I cannot scout them, so i can't see that they are turtling --> greed
once you made the ships to attack you are not ecoing

rare orbit
#

seaplanes are your friend

tired tinsel
#

a side effect of higher battleship range is support ship is easier to scout

rare orbit
#

battleships also perfectly outtrade a lamprey unless it can ambush

tired tinsel
#

how can you hit it underwater?

#

ground fire?

rare orbit
#

vanilla one I mean, that's why it's underwater now (and preventing hovers/bombers having open season on it)

#

having it -just- under the water so arty fire can hit it is another possibility
but a bit janky

tired tinsel
#

i think just making it tankier ig, you can rez it too

rare orbit
#

so battleships just infinite trade value vs the only 'heavy' sea porc option?

tired tinsel
#

battleships lose to kraken line or torp bombers

rare orbit
#

have you played games with naval shields on btw

#

wondering how that affects lamprey interactions

tired tinsel
#

one thing about battleship range increase is it makes support ship even more snipeable
na haven't

rare orbit
#

hm

tired tinsel
#

prolly makes sense to ad

rare orbit
#

it changes dynamics a lot late game, but yes, I agree it should exist

#

issue is some disparity between arm/core in plasma vs laser weapons on boats

#

might be worth trying. another thing I considered was giving lampreys themselves a small shield (that only covers them)

#

but that might not be possible via tweak alone

tired tinsel
#

battleship has some weakness, subs and t2 air
and pulsar and titan do fine enough

#

2 nuke bomber one shot a arm battleship 🙂

#

oh the defensive porc you want vs ships is paralyzer
that shit is op

rare orbit
#

I'm primarily thinking sea vs sea atm, but yes that is nuts

tired tinsel
#

owns battleship wars pretty hard

rare orbit
#

yeah, it's why I'll never make a sea emp weapon

tired tinsel
#

yeah but virtually all maps have land main

tired tinsel
#

maybe lamprey can have open and close mode

#

25% damage recieved while not firing

#

actually that seems like a great solution 🙂

rare orbit
#

not possible with tweak alone

#

might imply some model work too, unsure

#

doable I think via just vertical height, water as the shield kind of thing

#

but would have to be main game

violet geyser
#

Is there a particular reason there is put so much energy into a completely messing up navy ? Navy is fine as it is, the only change that imo is warranted

  • slight skater nerf
  • slight hering buff
  • adjust cruiser depth charge
  • possibly adjust arm frigate so it's just very slightly better up front (=make front turret a bit stronger, aft turret a bit weaker so there is not that huge dropoff between frontal and broadside fights).

Anything else is fine, incl T2 Torp and battleships.

The way you are literally changing every t2 unit is just adding more second order problems

tired tinsel
#

they want t2 torps to be more study against battleships and hover threats
like land porc
I think making battleships 1k range is too much, arm battleship just needs more hp and a bit more range. too much range is uninteractive (1k is more than a jug), better to make them more durable so t3 doesn't vaporize them. give depth charge bonus damage vs amphib perhaps

#

cruiser having very small sonar range makes them really shit at patrolling the seas and cleaning up ducks. you still have to rely on radars and sonar stations

#

i guess that's what op support ship is for ig

rare orbit
rare orbit
tired tinsel
#

rocket ships pretty reasonable against snipers, just have to be patient
spam juno

rare orbit
rare orbit
tired tinsel
#

sea has the op thing called rez sub
sea on the defence can soak up so much pressure

#

i know it feels terrible to lose battleships to snipers, but every unit heavier than a blitz also hurts getting shot by snipers

#

if they go too heavy into snipers you can just eco and flagship ig 😉
flagship kinda makes sniper spam feel bad

rare orbit
#

often you can't know until the buggers decloak and start popping you. snipers not really the point though

#

idea is to make battleships generally more competent, vs land in general, and feel more like a solid ship. they used to have 1200 range iirc

#

so +10% really isn't that huge

tired tinsel
#

they have better speed than all similiarly ranged units

#

if there isn't room to run yeah they get kinda ouched by hovers and titans
but so do other t3 against behemoth

#

maybe those map aren't so strong for sea

rare orbit
tired tinsel
#

battleships already fuck up all t2 except starlights and snipers

#

you can have a solid tank of a unit but it has to be slow or t3 basically

rare orbit
#

battleships are honorary T3 balance wise, as are flags

tired tinsel
#

flagship have the t3 tax, battleships not really

rare orbit
#

they're more a 2.5, but 3k for a single unit is a very big commitment early

tired tinsel
#

like, why don't you give me a golden shield that blocks 1 shot for my bulls
muh poor bulls getting 2 shot by snipers

rare orbit
#

heavy units used to have sniper damage reduction
(not something a tweak can add back)

tired tinsel
#

so like relative to the rest of the bar state of balance (how they are handling things) battleship vs sniper isn't something that needs change (except arm needs more range and hp xD)

tepid mortar
#

I think its a good buff for battleships, you are forced to use rockets vs them ( rockets are underused currently due to price )

tired tinsel
#

i think buffing battleship hp is better than range
range just makes them more oppresive on kite maps and just as shit on cramped maps

#

it makes them more forgiving at most lvs of skil

#

maybe that screws up ship vs ship balance but... so does range

tepid mortar
#

Battleship to shot any building on land needs to come in range of snipers, you can submerge legs of bots in shallow water but you will not build anything there.

tired tinsel
#

yeh true

#

maybe bad opponents is misleading me into battleship cost. one thing battleship has going for it is low bp and energy cost

elfin frigate
#

I kind of like Ships having high range

tepid mortar
#

Well, you can put much heavier guns on ship than on land.

tired tinsel
#

yeah it makes sense, there is some counterplay with emp launcher and lrpc

#

and t3 still does just fine into battleship

tepid mortar
#

dont nerf too much hp of thors, because stat wise demons would be better and they are not ultimate arm pushing unit

rare orbit
#

if I'd jumped the range to 1.2K again I'd understand the concern

#

but core one is small increase, and arm needed the competency as it's weak HP

tired tinsel
#

demons have 10k hp thors have 56k hp
how is that comparable

tepid mortar
#

20k

rare orbit
elfin frigate
#

Thor has higher HP to m ratio than titans and juggs

rare orbit
# tepid mortar 20k

demon hp/metal ratio is worse than a razorback, which are often thought as fragile

tepid mortar
#

3 demons are worth 2 thors

rare orbit
tired tinsel
#

to some extent that is okay cause thor is slower, but it also has multisplash (which has more effect in high econ maps with multiple t3)

elfin frigate
#

idk, i think it's how you use them, if you hit emp missiles or how they are sent in

tepid mortar
#

yes but they have 1,8k dps vs 936 so demons will start to kill thors if you nerf hp too much

rare orbit
#

demons CAN trade okay with thors in the right situation

tired tinsel
#

na thors are way better frontline and emp is free elo

elfin frigate
#

And I'd usually go for the thors if it was just a run into each other situation

rare orbit
#

but mostly thors will just rock up and do whatever they want

tired tinsel
#

demon just have a glass jaw to emp

rare orbit
rare orbit
tired tinsel
#

mostly abductor lel

tepid mortar
#

i need to some test do check, but 6k may be too much

elfin frigate
#

i think the problem is that the stunning units are broken, not that demons, commandos or amphibs need emp res

rare orbit
#

abductor is interesting as it misses most of the dps versus smaller units, demon is big enough that it will all hit

tired tinsel
#

6k what?

tepid mortar
#

HP

tired tinsel
#

make the emp missile expensive?

elfin frigate
#

6k HP from the thor, it would still like it with likt 5.# HP to M ratio, still on par with titan jug fyi

tepid mortar
#

Titan and Jug have Anti air and Amfib

tired tinsel
#

well a thor is a brawler more than titan
anti air on them is a joke tho

rare orbit
tepid mortar
#

thor is a breakthrough tank

elfin frigate
#

Thor has emp immune, emp missile and emp sponsons

rare orbit
tired tinsel
#

titans get used on hilly maps cause everything else dies to vanguards lol
and lrpcs

tepid mortar
#

and you can kill it with range and bombing, so its missing some tools :>

tired tinsel
#

you can kill any t3 with bombing, flak is a must

elfin frigate
#

All T3 die to bombing

tired tinsel
#

what would you rather have, token aa or 5k more hp

#

it's not like titans are good vs sniper/starlight it's that vanguard/catapult supress it's counters

rare orbit
elfin frigate
#

It doesn't do enough

rare orbit
#

next version does improve things tbf

#

but similarly, it has to be somewhat close to baseline game impact as vanilla, for A: balance, and B: acceptance

#

people have however now accepted that 'slowed and not firing' IS functionally a stun, which lets me calibrate more

elfin frigate
#

The EMP damages values are just bonkers, Spybots deal 50k on self d, Abductor deals 22.5k, these things essentially full stun whatever they hit

rare orbit
#

abductor is an outlier as it's a high damage continuous source - but until very recently it was never used offensively

#

spybots were an acceptance thing, and 'T3 control', usually maurauder rushes

#

short of nerfing them as part of emp rework, some form of 'oh no you don't' has to remain

#

out of scope of this thread though, but just to say, there are very real reasons why things are settings they are

violet geyser
# rare orbit biasing turrets like that would massively disfavour retreat/kiting situations, i...

Sorry,.can you expand on that ?
Right now arm frigates are horrible because you often only have 50 % dps u less you manage to broadside, but broadside is only possible when you're ahead in terms of how ship manovering and concave works.
By buffing front and nerfing aft, it means the frigate becomes closer to the riptide which is basically the main reason core > arm sea. This mean you attack front on and chase, which so far is often not a reasonable approach since u lose half ur dps.
don't quite understand ur line of reasoning just yet (might be there tho) in regards to ur reply.

rare orbit
#

a cor frigate does full dps whatever it's doing

#

dolphins on the other hand, and supporters, do act as you describe

#

arm T1 sea is also weird in that frigates don't even need to exist at all

#

differential balance isn't a bad thing in itself though, as long as there is overall lab balance, skater being OP now does actually help arm a lot T1, and the battleship buff in the pack helps T2. I want to change flagships later but that's probably a main game change, should be something I can get in without much fuss

#

so to make arm frigates more viable for kiting, I'd need to give rear turret 66% of the dps, front one 33%. that would shift their DPS range a little though, but nothing significant I suspect
(in fact the difference would be taken up by boat braking speeds so it won't have a functional change)

#

@tired tinsel , @tepid mortar , any strong opinions why the above would be a Terrible Idea?

#

otherwise I'll draft that into next edition and see what it brings

tepid mortar
wintry wasp
#

Probably want markivs input if he's willing - since he's maining arm sea right now

dire cypress
#

sorry to say, but more range on the D-Gun is OP

#

it might be "only" 5%... but WHY the fuck?

tepid mortar
rustic dust
dire cypress
#

It all came out when I said the ARM com is balanced... and then ppl told me that there is a difference in the D-gun range

#

so FIX IT

the sharpshooter got 100! more range because of such a animation issue

#

at least in the balance canditates pack

rustic dust
#

There are literally hundreds of things under the hood which change interactions in non-obvious ways

#

Nothing is straightforward, and nothing is easy

dire cypress
#

well this is obviously imbalanced.
the most powerful weapon is no joke

#

you have the power in the candidate pack

#

it is easy to fix

wintry wasp
rare orbit
#

I'd need to edit the arm commander model and that itself has other jank that fixing the extra range would create

dire cypress
#

i don't care for the reason, why there is a inbalance of the most powerful weapon in the game

there is an easy fix.

#

range = 238

rare orbit
#

I'm just looking at that atm

#

but I think it's disregarded somewhere by a gadget

rustic dust
#

You're saying "just fix how this game functions on a fundamental level". Everything related to dguns is arcane nonsense to try to parse.

dire cypress
#

so you are telling me this ONE weapon can't change the range because a gadget harcodes the advantage?

rustic dust
#

It's dgun

dire cypress
fierce scaffold
#

Robert, chill a bit, please

#

If this were easy it'd have been fixed ages ago

dire cypress
#

sounds crazy.

the behemoth has a d-gun with another range.

the termite got it's fire position fixed

rare orbit
dire cypress
#

sounds as if there are 3 ways approaches to tackle this

rare orbit
#

the behaviour of dgun IS altered but base range stat still respected

#

give me a few to test properly

tepid mortar
dire cypress
rare orbit
dire cypress
#

i think this is the right range for the CORE D-Gun

rare orbit
wintry wasp
# dire cypress

It should reach spawn to spawn, bring back CS1.6 AWP spawn kills with wallhacks

dire cypress
#

you are right I could increase it's speed and AOE

rare orbit
#

fixed on arm and decoy armcom without issue - will tidy and get it PR'd

#

if I'd realised range wasn't one of the overwritten ones then I'd have done it an age ago

dire cypress
#

THX, for solving the unsovable!

rare orbit
#

I do what I can (or can't, apparently)

rare orbit
#

with the extra range in all cases for arm with the mod, I think it's in a good place balance wise tbh. arm better at range, core better close.

#

the half dps when kiting thing actually works in favour of balance here as it limits the poking you can do, which would be wildly OP for arm otherwise

dire cypress
#

well AOE isn't overritten, too

wintry wasp
dire cypress
#

🙂

#

didn't know this map had water...
but back to topic THX @rare orbit

rare orbit
#

most do if you go deep enough

tired tinsel
#

markiv is prolly the best armada sea player atm
naturally he doesn't make any ellysaw 🤣

#

range is calculated from turret? wouldn't that make them significantly better at kiting backwards but slightly worse at charging?

violet geyser
tired tinsel
#

the back turret is 360 right?

violet geyser
#

It looked like aft has higher elevation, so when ship is facing forward both can fire but when facing a target at the back, the aft turret blocks the front turret

#

I'm super bummed I got that totally wrong for some reason. Weird AF.

rare orbit
#

and difference would be 16% dps +- to each boat

wintry wasp
#

Is core frigates weapon range also calculated from is rear turret fire point? which would mean chasing is a disadvantage, range wise as well as projectile travel time etc?

rustic dust
rare orbit
#

eg here the pawn was behind it, took a couple of shots, but the boat span to face, then couldn't shoot it any more

#

range circle is drawn from unit centre

rustic dust
wintry wasp
pine nacelle
wintry wasp
#

both do, they do way less dmg

pine nacelle
#

Interesting

dire cypress
#

To make the perfect decoy.
They do literally no real damage.

rustic dust
#

If you spam the dgun enough it'll kill t1 things

wintry wasp
placid ridge
#

The real issue with adjusting naval is how it will affect the other theaters of warfare because if range steadily keeps increasing land will find themselves more oppressed and that's just negative feedback

#

Naval itself as a whole lacks an identity or clear purpose rn mostly because it is the least played out of the theaters of war

rare orbit
rare orbit
#

people also don't like playing naval -because- it's oppressed by land, despite being a niche theatre

#

if something is optional to control, when another realm matters far more, why do it? it's second class warfare. a naval victory -should- be a feared thing that you should always have tried to prevent

#

it's also hard limited by water, for boats at least, so range to use that does matter, and to project power from that limit
(also battleships are stopped by shields, far moreso than flagships, and remember missile boats are not)

placid ridge
#

It's pretty terrible but nobody will complain if naval gets nerfed to the ground since it's minority but if it gets buffs it's more likely to get pushback as it encroaches on other theaters.

rare orbit
#

it's more likely to see map selection bias if that becomes the case

#

but really, +100 range for 1 boat, which is still miles less than a cheaper boat in the same price range (that also ignores shields) is a lot of fuss

#

remember also this is still experimental, if it has a huge unexpected effect it gets changed

wintry wasp
#

Yeah I really just want to keep seeing these in action

rare orbit
#

it amounts to a slight buff to arm in T2 versus land, yes, but it's still less than snipers

#

(if it exceeded snipers I'd be more understanding of the panic)

wintry wasp
#

Yeah I really just want to see it in action, see how much more it zones etc..

rare orbit
#

I'll do a lobby with them tonight, but busy calibrating something atm

wintry wasp
#

Saw a game the other day with the tweak on, then no one built any >.<

elfin frigate
#

I watched some games with the tweak on where people didn't notice the range changes on battleships

tepid mortar
# rare orbit people don't understand naval (nor want to learn it) and strait is largely respo...

I respectfully disagree, most of top players play sea on strait due to additional mexes and how important it is. When rotation map lobsters ( they should have sea map in it, right? ) come and play sea, a lot of them die to strait water main players ( around with 35 os ). I agree that people have problem to learn how to play navy, only 40 os + are actually using advantage of won sea, like shore bombardment.

rustic dust
#

Both strait navy sides play massively differently than other maps' navy, so why would map rotation players be good at strait navy?

tepid mortar
rustic dust
#

There's a lot more different than that

placid geyser
#

I think you’re both right. There’s an absolute ton that is entirely similar. And then there is the importance of timings that comes with experience and is map specific and often determine lane outcome

rare orbit
tepid mortar
#

If you wanna nerf thors i would take off those little emp lasers, it would let enemy flank them. Right now they are just easy to use because flank weakness for big units is covered by emp lasers. This gives a more micro intensive battles vs them.

tired tinsel
#

yeah the emp lasers are like anti interactive

tired tinsel
#

discourages the enemy from trying to get flank attacks and just dgun / kill it at range
so makes gameplay binary.

dire cypress
# tepid mortar If you wanna nerf thors i would take off those little emp lasers, it would let e...

Isn't their EMP immunity combined with their speed, high health and speed a problem.
Thors arrive like 5-10 min earlier at the front/in the base of the enemy (than any other emp immune unit). In addition to that they are huge for their cost and as such 30k of metal are hard to D-gun.
Sounds like a big disbalance in T3. Demons get EMPed by 1 or 2 shots of an abductor. That just feels wrong. Speed + EMP immunity + health... They are the ultimate "I don't care. I click at the enemy base, and fire EMP missiles" unit.

tepid mortar
#

Right now, they are like that. If you try flank with demons you will get emp passively. Thor cost 13k metal demon 7,5k so if you play 5 demons vs 3 thors (37,5k vs 39k) , 9k dmg vs 2,9k dmg, 100k hp vs 168k. You see diffrence? 3x more dps vs less than 2x more hp? If Demons could flank that would do even more dmg and you could just stop thors using demons. Right now you can do reckless push due to additional passive emp. Demon is not a frontline breakthrough unit. Its a amphibious dps like marauder. Demons are faster and have AA.

elfin frigate
#

Are those costs effective metal costs after considering Energy conversion?

tepid mortar
#

yes

elfin frigate
#

I think you're only right if the EMP missile wasn't a thing, one emp missile hits the thors trade massively favourably

tepid mortar
#

thats why i prefer a bit more skill based unit not just a "right click, emp lasers will do a job"

elfin frigate
#

Interestingly, I was just playing around with thors vs demons and demons, if point blank with a thor and the thor isn't moving will move around it faster than the turret can move 🤣

dire cypress
# tepid mortar Right now, they are like that. If you try flank with demons you will get emp pas...

did you consider the spark damage? Because I think including the spark damage a Thor has more or less 2200dps. And 100% of the damage will be applied and 0% will be friendly fire. I guess that needs to be considered as well.

the thing is:
the missiles exist. so it should trade badly if it doesn't use it. but the exact opposite is the case.
It is a special ability unit that trades insanely well.
Look at infestors in SC2... you better protect those...

tepid mortar
dire cypress
#

well then this unit needs to be looked at as well.
A bit faster would be nice but therefore it shouldn't just be as oppressive.

A bit more interactive 😉
Because now if you want to kill it you need
a) a TON of ARM high damage high range stuff or
b) D-gun.
That's a bit boring, too. (but at least you have 5 min until it reaches your base to kill it)

placid ridge
#

Behemoths can be walking forts imo just give them aa capability, radar, maybe even nano sponsoons to act as a walking repair idk just make it utilitarian if it's going to crawl across the map

dire cypress
#

lol another thing, that just doesn't make sense.
#1195124345182355597 message
rovers cost less E to shoot. just, because.... I guess

toxic fog
#

putting in complaint cor demon is too op

#

i think being able to shoot over cliffs and stuff kinda ridic and it feels like better razorback and super fast

#

alot of units cant actually hit it cuz it kites like a raider but hits like a brute

#

also it has AA?

old ivy
rare orbit
#

demon I'm keeping an eye on, it's in an odd place, but people do forget that it is slower to target than razorbacks, has worse hp/metal, and is a lot worse vs air than razorbacks are. they also do friendly fire to other units in front of them, and with too many, each other, so you cannot have too many of them in a line.

#

but as said, wrong thread

toxic fog
#

Oop srry

elfin frigate
#

Why do the devs hate cortex so much, Pounders are so crap compared to Janus. Their speed, acceleration, turn rate and range are all dogshit compare to janus. Can we please give them like 20 more range so they can kind of fight janus and Coms?

#

I'm going to make a whole thread on this, it's beyond all reason how bad cortex has it compared to armada.

sharp spire
#

How do I find the latest version of the tweakunits?

elfin frigate
#

#1186850950770610207 message

#

Should update the pin

rustic dust
#

Fighting janus + comms isn't its role

elfin frigate
#

They shouldn't be com killers, but right now they are just prey to commanders, commanders are not threaterned by them AT ALL because they at most take 1 hit before they dgun the slow dunces.

#

And Janus are just > with what, more speed, turning, 70 odd more range. I'm litterally asking for 20 range so they are usable, 20 range would mean when a com tries to chase them down they actually threatern a bit of damage and might deter a com from murdering them for 500 E

rustic dust
#

There're a lot of units coms aren't threatened by at all

#

Technically you can extend their range by ~70 by targetting the ground at max range to utilize its massive aoe, it just sucks to micro

elfin frigate
#

I disagree, pounders need to be on the front to be useful, they're already vulnerable to janus, missile trucks and t1 arty, don't charge prok lines that well and if a com walks on them when they are facing forward they are dead

#

You can't reasonable do that because you can't make them Target the ground AND turn/move, if you are standing still and attacking the ground you're vulnable to everywhere I listed before.

#

They are F tier grabage. Only time I've had them be useful is later in the game vs tick/pawn/grunt spam

#

20 range would change this

rustic dust
#

Constantly settarget behind them

elfin frigate
#

While armada get a free pass to move, unload all their dps and fck off, sounds fair and balanced

rustic dust
#

Yes, they're 2 unrelated units with 2 unrelated roles, and janus's role is far more relevant in 8v8 after infantry nerf and comupdate

elfin frigate
#

Fair point they are different units with different roles, but right now the pounders role is to die for free against commanders

rustic dust
#

Because nobody spams scouts, light tanks, or infantry in 8v8 anymore

elfin frigate
#

You can't they die to everything

rustic dust
#

Now they will. In the past they didn't. If that flips again, any pounder buff done now will need to be reverted

elfin frigate
#

No, they're still commander food

rustic dust
#

Because comms are op relative to the things pounder counters in the current 8v8 environment, yes

#

When, like, 7 pawns could fairly reliably solo dive a comm and get a 2.5k metal wreck, things were pretty different

elfin frigate
#

I'll be convinced when I see people building pounders as much as people build janus, till then, F tier, needs help

dire cypress
rustic dust
#

Sadness

dire cypress
#

At least CORE commanders now get the same D-gun range to defend itself against the Janus as "easily" as an ARM Com can... Except sneaky Pete....

But we are getting there.

elfin frigate
#

20 range

dire cypress
#

20? Thought 12...

elfin frigate
#

20 would help pounder not be bad

dire cypress
#

Ahhh.

dire cypress
elfin frigate
#

That tracks because you can have them fighting and not be against commanders

prisma bane
#

Pounder these days is mainly to stop tank rushes. They trade ridiculously well against brutes/stouts, and can punish janus mismicro really hard with the impulse. I do agree a little extra range would be good, just so janus can't shoot them for free so easily.

#

Have to be careful with it though, because they beat anything t1 that they actually get to shoot.

elfin frigate
#

This is how I'd change up spies btw, they are completely lopsided towards armada atm. The comments are the standard values

{
    armspy = {
        energycost = 10000, -- 8800
        metalcost = 135, -- 135
        buildtime = 17600, -- 17600
        speed = 65.4, -- 65.4
        health = 300, -- 300
    },

    corspy = {
        energycost = 8800, -- 12500
        metalcost = 165, -- 165
        buildtime = 17600, -- 22200
        speed = 62.099, -- 62.099
        health = 600, -- 380
    },
}
knotty sparrow
#

@rare orbit

rare orbit
#

many such cases

#

look at buildpower for naval hlt too, even though it's almost identical to arm, buildpower is wildly cranked

#

(already fixed in next draft)

dire cypress
#

I want to have a T2 tank scout for CORE

rare orbit
#

skuttles and gremlins are an odd one, in theory damage potential from a skuttle is worse ... but a couple of gremlins can do just as much damage in reality

#

gremlins should probably have less sight range, and skuttles a bit more

#

cloak cost for skuttles is bonkers, but stops spam of them early

dire cypress
#

Well nothing stops you from building a gremlin or two. And letting them sit 450 range from the front line...

#

5!!!!! Energy cost for an undetectable and unjunoable tank.

rare orbit
#

which cons have notable differences between the two factions btw?

wintry wasp
#

Their needs to be a strong cloak & stealth scout for both teams to prevent increased passiveness

rare orbit
#

generally it's more metal for tiny hp buff, and slower speed, in cor

wintry wasp
#

Which for a scout infront of enemy lines is actually a good set of things to differ on

dire cypress
dire cypress
wintry wasp
#

In principal I agree - and i'm not advocating for no adjustments to be made or balanced; but I'd like to keep the uniqueness between factions rather than equalize everything.

I suspect lot of these numbers are likely inherited, not some grand conspiracy against Core, the sarcasm is getting a little old.

rare orbit
#

gremlin cloak cost has always felt to me as a 'we'll balance it later', and nobody ever did

wintry wasp
#

Certainly needs it, 4 or 5 are devastating if they get in

rare orbit
wintry wasp
#

Yeah the overal time it takes to move X distance and build Y structure should be equalized

rare orbit
#

main reason you build cons after all is to build or boost stuff

wintry wasp
#

So core can have the heavier higher bp, and arm the more nimble lower bp - but it balances out when done over distance & time etc

rare orbit
wintry wasp
#

Sure, but some arbitary number and structure can be chosen to balance around doesn't need to be exact

rare orbit
#

maybe a tiny bit more to account for slower speed

#

yup, just saying time to build a win turbine a mile away, and a t2 lab a stone's throw away, will be different between the two cons even with balance

wintry wasp
#

I've been doing a lot of cost vs stat ratio type exploring to see what things stick out and those are the units which usually people have made threads one way or another about

wintry wasp
rare orbit
#

that breaks when it becomes 'walk X and build 100 mills'

dire cypress
rare orbit
#

buildpower for metal should be the point it's balanced to, with a small bit to account for the speed decrease

#

it will still be a bit lopsided each way in 'some cases' but balanced overall, especially considering the current state of full lopsided to arm always

rustic dust
#

Both veh cons are better damage sponges than brutes, so any hp difference is relevant as far as that goes, and part of the cor con price is offset by cor cheaper labs, so there's that

rare orbit
#

arm T1 econvs are 1150 E, core 1250

#

not -that- notable in itself, but is odd given the wind advantage
I'd have expected the opposite if anything