#Balance Candidates Pack

1 messages · Page 7 of 1

abstract pawn
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yea if they kept the same range and took repairable damage from junos I think they would be worth the investment

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maybe it is just changing juno dmg to be more like legion napalm (only applied though to radar/sonar/mines ticks obviously), with this dmg being enough to kill t1 radar/jammer very quicky (1-2 seconds) but take maybe 5 seconds to kill an adv radar

wet dirge
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if adv radar sit in your base it less likely will be hit by juno
just add radar range to it
so we can see up to enemy base on most maps

another fun change to adv radar would be penetrating terrain, so it wont be blocked by mountains, would also make this thing viable

rare orbit
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I suspect the advance radar pricing dates from pre juno era

rare orbit
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IMO the ideal final form is for junos never to be needed at all, and all gameplay issues solved another way instead

rare orbit
lucid nymph
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A temporary solution would be to add AA or something to make it more useful

rare orbit
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if you mean to the seismics? maybe making them act as normal radar within their radius, but that being non-terrain blocking is a weird thing

ionic sonnet
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++ to making advanced radars great again somehow. A lot of good suggestions

rare orbit
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it's been on my radar (hurr) for a while, I can add something and see how it plays, but might need reevaluating after the juno rework

wet dirge
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just give it x2 range...

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so people probably will make jammers in base too

cold needle
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Hot take: Remove junos, and make it so no scout units have an attack. (Only half kidding)

rare orbit
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I actually agree that scouts should be scouts should be scouts. no weapons. it would massively improve 1v1 uptake too, one reason people avoid it is ticks et al getting everywhere, unless you have the APM of a gnat on crack

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juno removal not yet possible, but eventually I hope to get the game to the point it's not needed at all

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unfortunately a lot of 1v1 enjoyers seem to consider tick/scout poking a highlight of the gameplay, how much of that is cause and effect though, hard to say

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the other reason I want to remove scout weapons is a spam nerf, as it triggers flanking bonuses unduly

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and again, ticks are the best spam for doing that...

hardy phoenix
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Could just make t2 radar into a "radar missile" that works like the scan from starcraft command centers but only shows radar dots not LOS and is still affected by jammers. So you could wombo combo juno>t2 radar missile to get some limited form of guaranteed intel on an area. I definitely feel that the T2 radar needs something other than just a bigger radius to make it stand out.

I enjoyed how supcom omni arrays had dual purpose with a short range stealth detection field, a hefty LOS, and a longer range radar but we already have ICS for cloak detection and I don't think invalidating stealth is something that really fits with BAR as well.

rare orbit
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hopefully more radius & vision would be fine. 'comsat' is ... questionable as a mechanic, but is one possible solution to one of the needs for spam

lucid nymph
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You could also merge ICS and advanced radar into one unit

rare orbit
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no, they're intentionally different and it would block any upwards integration later

elfin frigate
rare orbit
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I'd assume that just means people need to expect it and use fixed antispam moreso? his streams are too brief to let people adjust to any metas within them

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junos also hard counter literal scoutspam at that stage too

rare orbit
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@wet dirge , @ionic sonnet , et al, juno rework just pushed to live

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will make a thread about it specifically in a moment

woeful depot
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Adv radar needs 1200-1300 LoS so it can be placed in strategic frontline positions , energy cost of adv radar is just insane , it’s only built when floating resources in the lategame

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It’s inconsistency in design that mobile radar has 900 LoS while Adv radar has 820 I think

spring mantle
rare orbit
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they're an issue but not as bad. tick ability to shoot all angles though is a major factor in their late game OPness

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shooting a unit in the rump lets the starllight that shoots it next do basically double damage

spring mantle
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was thinking more in regards to 1v1 openings - you either get to deal some damage, or you get a soft contain going, slowing expansion. As long as you dont feed/throw ticks away its easier to get ahead than it is to deal with it, and cortex has no equivalent, so non mirrors are imbalanced. Veh scouts dont create as many problems, because they come out later, are more expensive and clunky
and then theres problem with spam, that everyone seems to complain about. Why not just remove the unit? Or at least add cortex eq of it, if thats out of the question

wintry wasp
wintry wasp
rare orbit
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one issue with a larger radar radius, is the terrain preview can crap out past a certain area

modern flare
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Do we want to differentiate arm and core advanced radar?
Example:
Core: more range, resistance to Juno or more hp
Arm: more vision, range not blocked by terrain

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Legion: add AA or maybe like a beam of vision: orient radar in a single direction to have more range and vision in that direction ( may not be possible due to orthogonal placing of building)
(Or a rotating beam, that rotates on its own. Would be fun 🤪)

wintry wasp
rare orbit
rare orbit
wet dirge
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i don't think it require difference
its a base structure like intruder countermeasure or mex or other things which are fine being identical

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probably some minor difference likt 5% health and 5% cost is fine

rare orbit
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Updates on most recent balance pack draft. Note these still need active playtesting, but I have no more space in coordinator message so people in game are starting to not know the most recent changes.

#1186850950770610207 message latest 0.801 is attached here

Stable:

  • Gunships tuned
    Banshee and Hornet especially. Banshee has a shotgun attack that deals impulse, Hornet longer range, weaker & cheaper. Cutlass and Wasp miss their shots less often.
  • High alpha damage units now shoot 'less stupidly'.
    They explicitly prefer real targets rather than spam, and (hopefully) try not to shoot too close to your lines. Namely Snipers, Starlights, Banishers, Tzars, Fatboys, Poison Arrows, and Shivas. Note that fight move, as ever, ignores this. Also Mercury and Screamer now have retargetting, thus wasting their stockpile less
  • Better lab synergy
    QoL change enabling players to lab hop with fewer hoops. T2 shipyard and air plant on seaplane cons, sea plane lab on T1 aircons. T2 shipyard also on amphib veh cons.

Experimental:
Juggernauts slight cost reduction, to 25k metal. Self-D timer now 7 seconds.
Lolcannons price hiked. Combined with the above, this should improve endgame phase for core T3.
Adv radars improved, with more vision and range. However it seems to cause some UI issues, pending investigation. Sneaky pete cloak cost hiked to 75 to try to limit early unblockable dgunnery. Siesmic sensors also act as radars within their range, -hopefully- mostly unblocked by terrain.
Torpedo bombers harder to use for infinite value vs flak boats. Might not be enough of a nerf, please try to abuse them & test
Halberds given slight boosts to speed, sight and range.
Turtles given more line of sight
Minelayers differentiated more (arm faster, core stronk) and given dragon's maws/claws in their buildlist

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Core wind made a little less explodium, touch more HP, and given 50 energy storage. Legion wind has +100 estorage but is still typically fragile. (Note that arm wind still vastly better than both)

Super experimental:
Demons: more HP and speed, less range and dps. Razorbacks slower, but slightly outrange demons. Gives some interplay of the two but might be too razor favoured given they're cheaper, arm has too much long ranged support, and an AFK demon will take excessive damage from a razorback.
Demon into kiting razorback, demon wins with 28% hp (unless razorback has pulled it into a pulsar).
Razorback into kiting demon, demon flees with with ~65% HP.
Both into each other 'afk', demon wins with 60% HP.
2 demons vs 3 razorbacks (same metal cost), winner depends on micro

Liche speed nerfed, allowing T1 fig interactions. More E cost and bp cost; ideally some of this costing would be a reload/weapon stockpile cost, but that's not possible to add via tweak alone. Damage to boats reduced.

Marauders DPS nerfed. Mostly doesn't affect their raiding effectiveness, just what they can trade with when caught (still alarmingly strong for a raider)
Kargs given very minor cost decrease

elfin frigate
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Turtles can see at last!

thick inlet
ionic quail
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give banisher missles nuke aoe
Make catapult missles track

dire cypress
wintry wasp
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I have some doubts on the CoreWwind E storage (feels way to much, since what Basic Solar gives), and Minelayers able to build maws/claws - but will wait to see how it pans out in games 🙂

marble talon
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did the tweakunits command change? i want to test but i get the following error with 0.74

spring mantle
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"(...) High alpha damage units now shoot 'less stupidly'.
They explicitly prefer real targets rather than spam, and (hopefully) try not to shoot too close to your lines. Namely Snipers, Starlights, Banishers, Tzars, Poison Arrows, and Shivas. (...)"

does this include fatboy? or is it left out for some reason?

marble talon
# marble talon

@rare orbit i dont know if you check this thread regularly, but i also hope this ping is not too disruptive

cerulean tartan
marble talon
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❤️

rare orbit
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it's likely that base game eventually will have to just normalise wind costs, or close to, I'm just trying to find something less boring to differentiate them instead

rare orbit
tired tinsel
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e storage takes a lot of bp to build, the incremental gain (think early openers) and bp saving is not bad

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for example with air position, who has lots of metal but doesn't want to spend bp to build a storage right away

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or navy positio who makes turbines into walk

thick inlet
rare orbit
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sumos are intended to be stronger in the interaction, especially 1v1

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sprinters are ... weird. they do work well in their niche still, problem is people try to use them like fiends

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maybe slightly less energy cost

lucid nymph
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what's their niche, I want ticks but I don't have a tick lab?

thick inlet
# rare orbit maybe slightly less energy cost

Yes I think that was the consensus - making them cheaper. The Sumo should definitely win. But with such a huge difference it seems too much. Given the Welder has a lightning weapon perhaps it would make sense to just give it more range, so it it balanced but indirectly

thick inlet
rare orbit
wet dirge
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Banisher: 1 second faster reload

--i'd recommend increase in dmg by the same amount (10-15%) instead
they have worst burst damage in game (1000) while theres many units have something like 1050 and survive the banisher hit with thier 5% health
banishers can't even oneshot januses or fiends which takes 15 seconds for one banisher to kill one fiend 🥲

rare orbit
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the 1 second reload might be a tiny bit too much now, with that, it's hard to tell as not many people build banishers even so

rare orbit
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@midnight tusk

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@unique echo

rare orbit
rare orbit
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@ashen tusk

lucid nymph
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Holy shit mine layers are absolutely bussing now

rare orbit
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they work well with the juno rework too

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I'm hoping to give base game minelayers a mine detection zone too, but that's a way off still

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as atm they just can't actually know if mines are there, to clear them, which seems a slight hitch

tired tinsel
rare orbit
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🎉

tepid mortar
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I was predicting that mines would be op in some scenarios like on strait when guy with island in corner need to cooperate with eco to actually de-mine geo sea beach while making offensive. I see that half of air players have problem to cover landing units so juno cooperation will be even harder :> .

lucid nymph
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You don't need island to Juno a lot of the parh

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And frankly it's not that difficult to build your own juno at t3 stage

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A lot of dumb bastards still walk marauders into mines

tired tinsel
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its already coin flip 5050 whether plp ever build juno or not

lucid nymph
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if I couldn't get away with mine spam, I'm pretty sure my game journalist tier builds and micro would sink me to ten os

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I am going to see how far I can abuse mine spam with nerfed juno

wet dirge
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i don't like krogoth price reduction tbh, it was cool to have one unit with such high cost

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i'd rather want to see it more a game ender unit

junior lodge
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speaking of exploding things, i would have one more minor suggestion; amphib labs should be able to build crawling bombs (all types)

rare orbit
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plus it would make core more OP in the superlate game stage, where arm has few to no counters

rare orbit
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depth charge carriers might well negate it though, but I'd be deeply hesitant

rare orbit
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juno can probably be cheaper with these changes too, and with the minelayer changes I hope to do (revealing mines around it), mines will be a lone saner to handle, and minelayer should then be a damn good tool rather than half useful unit, half 'flavour'

dire cypress
wet dirge
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$whatwas Siegebreaker

cerulean tartan
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Siegebreaker is a completely new unit by Hornet iirc

rare orbit
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re air balance, what do people think is an acceptable trade differential between arm and core fighters? and how much should bigger picture scenario matter to that, eg, arm can get more T2 figs sooner than core, at certain timings/breakpoints?

should seaplane fighters have a longer useful lifetime before being obsoleted by full T2s?

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@atomic gull , @lavish goblet , @spring coral

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I'm strongly leaning towards needing closer trade parity, timing power spike differentials should probably be dealt with via scouting and (god forbid) some land AA if applicable

dire cypress
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Is there a way to make tweaks "visible" while playing? Would be cool if there was some king of reminder.
There are enough changes to get easily confused, now.

glass halo
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Or ask their team to build aa.

rare orbit
rare orbit
glass halo
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AA is super effective, and if built will shut air gameplay down because its only effective targets are behind untouchable aa.

Air's main offensive objective is to remove enemy eco. Eco is behind the frontline so aa can be build without being at risk of death by land. If aa is build at front it can be taken out by land forces allowing air to act there; however, air can not deal enough damage when attacking fronts to justify not just ecoing, bombing or, preventing bombing runs on bases.

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I am too out of energy to re format and write down the other reasons, but basicaly this is one of the reasons I think air needs to be able to attack the front effectively.

rare orbit
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have you tried the reworked gunships in the pack?

glass halo
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No, I havent even played BAR for awhile. I will hopefuly remember to try that when I do play agian.

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How am I ment to activate it?

thick inlet
rare orbit
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no, it's in my balance pack

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but version up there doesn't have latest, will update soon

glass halo
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So I couldn't have tried the gunships because the latest available one does not have the GS changes in it?

spring mantle
rare orbit
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(outdated)

spring mantle
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are there multiple different air patches?

rare orbit
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not unless you count air rework, which should never be used with this

spring mantle
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my bad, i got the 2 confused

wintry wasp
# rare orbit (outdated)

I think this is is good to Liche, hopefully see it in a lobby soon 🙂 maybe a bit heavy on the E but we'll see 😄 lol

rare orbit
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ideally I'd like it to have a stockpile cost on the bomb, but for how it'll have to pay at buildtime :P

wintry wasp
quasi depot
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but it wouldn't make much sense for a flying plane to draw metal. How do you draw it ? Magic ?

wintry wasp
quasi depot
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underground tunnels and tiny worker bots 👀

rare orbit
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teleportation of e and m somehow exists in BAR, but not units that aren't commanders. the great mystery of our times.

quasi depot
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is there any moving unit that draws metal ?

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never checked if umbrellas did

wintry wasp
quasi depot
wintry wasp
quasi depot
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well, at least you could assume the ground is a teleportation matrix

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now you have to assume the air is, too

cerulean tartan
tired tinsel
tired tinsel
# rare orbit (outdated)

Sala BP nerf seems oof, unit was already fairly high bp cost for its tier. Though the other stat changes were pretty tame. amphib lab cost and bp increase makes sense for more options

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wtf is edgeeffectiveness = -0.75
worse than linear drop off?

wintry wasp
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There's a graph with line plots which gets posted in academy chat fairly often that shows it
tl;dr, damage falls off faster away from center

tired tinsel
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yeah i saw that just haven't seen negative yet

wintry wasp
tired tinsel
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nuke bomber overnerfed xD. takes as much bp as half an afus

rare orbit
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the shaped AoE should make liche just as good against single targets as before, less insane vs clusters

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the alternative would be similar AoE shaping but reduced overall bomb damage, which is probably not ideal

wintry wasp
rare orbit
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lab sniping is just as effective as it was before, if you target it

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indeed it would, which I didn't want to do

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I've not tested too heavily for where that puts it with breakpoints though, eg how many tigers, frigates, cruisers etc in a lump now survive vs before

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so some further shaping of the curve probably optimal

wintry wasp
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I always struggle to read this

rare orbit
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wish I could cap the edge of the aoe somewhat

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or have two explosions at once with very different falloffs

wintry wasp
rare orbit
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would be jank incarnate

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also not possible via a tweak

wintry wasp
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oh, would need 2 weapon mountpoints (or whatever), gawd damnit 😄

rare orbit
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also makes it harder to evaluate other air changes if something that fundamental is shifted at same time

rare orbit
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and some things are also a 'lies, damn lies and statistics' problem, numbers are tuned for real game impact

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and occasionally standins for things I ideally need to do via stockpile cost etc

tired tinsel
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For stuff that isn't fuzzy tuning

rare orbit
# tired tinsel I mean seeing the exact numbers is a big deal

indeed, but it can also lead to tunnel vision on one part of a holistic picture. How the unit plays is a lot more relevant than what the percentage change is, but I do appreciate people want to see the details sometimes, exact change is relevant for breakpoints for some interactions

rare orbit
cursive moth
# rare orbit (outdated)

Perhaps there could be some type of google docs with all the changes that we just pin to the welcome message?

rare orbit
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people barely read things on discord, odds of them going elsewhere to feel a little low. however it would be nice to have in one place indefinitely yes

cursive moth
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We are playing Arrakis lobbies on your changes, but now that there are another changes - it's somewhat hard to keep people informed of new changes

rare orbit
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that's partly why I did the packs in incremental phases, so people just need to know what's new

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but for fully new players to the pack yes, it's a lot of areas at once

thick inlet
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Did you also lower the cost of Liche? In this pack Dragon is cheaper and Liche is nerfed.. To me Dragon is so much most more powerfull for price..

rare orbit
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liche can potentially wipe several bases as fast as it can fly, dragon is much slower to build and move

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it's somewhat differential balance issue as liches probably less used effectively in lower OS/APM lobbies

thick inlet
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I understand.. but still, I feel the Dragon is really strong.. the Liche not so much, killed quite easily - you can have 11 strat bombers for the price (metal)..

cerulean tartan
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Dragon easily merked by 10 T2 figs, and flaks can be built in response quite easily too

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Liche also merked by 10 T2 figs but flaks cannot be built in response

rare orbit
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liche can indeed be killed, but usually after it has won a lane or two

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dragons take time to deliver value, by which point air can delete them, unless you have already have mass air control. liches can operate in far wider areas much more safely, and often retreat & repeat

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this is current balance patch alpha, fighter balance untouched as I can't test it fully in time, but new version of liche nerf included.

The balance pack is intended for use with Release Candidate units, EMP rework, and Juno rework, but will work without those enabled. It is explicitly incompatible with air rework.

remember to download, don't copy from discord

$welcome-message Hornet Balance Pack 0.8a (details and feedback on Discord)$$Platypus in amphib lab, amphib lab cost raised, salas lightly nerfed$$Added Siegebreaker (cor T2 veh), Sentinel and Trident (adv shipyards)$$Gunships tuned, liche slower. Unit Aiming 'AI' mildly improved for high alpha units.$$Ducks in amphib lab, flagships in gantry$$Printers can build T1 jammers$$Tick, Rover and Rascal same fire cost$$Gremlin cloak cost same as spybot$$Better lab/con tech tree synergy$$Naval engies can make walls and T2 torps$$Core dgun now same range as Arm's$$Dragon now 4500 metal$$Battleships: slight range increase. Arm now longer ranged.$$T2 torp launchers: Less metal.$$Thor: EMP cost increased, slight nerf to alpha damage, boost to chaining.$$Arm T2 AA bot: fires much faster. Cor T2 AA bot: increase to speed, range and damage, slight reload buff.$$Gunslinger: general buffs & greater AoE, removed from consul$$Commando: Can build AA, detect stealth units, has EMP resistance, and shoots air units

(updated file due to technical issues mark two overflow boogaloo)

tepid mortar
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About juno rework, i can agree that t2 radar and t2 jammer can be just stunable but t1 radar costs like 60 M and 630 E, jammer 115 M 5,2k E while junno rocket (only rocket!) cost 200 M and 12k E. Sometimes you have wreck of radar or jamming unit and you can res them cheaper. Mines are different story. You are adding more steps to counter them while they are cheap, easy to use ( just click and drag). If you wanna be fancy, just make that juno blows mine in 50% chance and de cloak them. Right now i dont have solution for mines but i dont think they should be so effective and cheap without hard counters (right now juno is light counter) . The only change what i would make is t2 radar/jammer stunable and juno range 5k.

tired tinsel
ionic sonnet
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had a chance to try the torpedo plane nerf. It's too much. All it does is ensure they get thrown away into flak for little value

tired tinsel
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should start by lowering its alpha a bit. angler does have some weakness that the projectiles take time to arrive and overkill, so you can't just nuke 1-2 lone aa ship and keep flying your figs over it without taking losses

ionic sonnet
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if u want to nerf just tone the damage down a bit, the nerfs to the rest are crazy. you're ensuring a position with many times the income trades for free. it's wild

tired tinsel
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maybe mines should be simply made more expensive metal wise (40%?). you can reclaim mines later if you want

cerulean tartan
tired tinsel
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something like Juno: disables radars/jammers that it hit for 35 seconds. Also disables radars/jammers that enter the radius, for 2 seconds.

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prolly should make a seperate thread for juno rework

tired tinsel
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oh kk

elfin frigate
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imo the torp bomber nerf is a step too far, I like the range nerf or at least some kind of range nerf so they have to come in range of T2 AA boats in order to deal damage to them but the additional nerfs to the weapon's attributes seems to make it miss more and since they actually need to trade when attacking with the range nerf the extra nerf on the weapon stats seem a bit over kill.

rare orbit
tepid mortar
tired tinsel
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make minelayer amphib increase cost?

rare orbit
rare orbit
tired tinsel
rare orbit
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people should be able to snipe with torp bombers still, just not expect them to always survive the process

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I can try straight damage nerf instead but I think it would be accepted less

tired tinsel
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i dunno don't have an opinion atm
also you should hide your aa boats in your fleet

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other ships can block the shots as the torps travel

rare orbit
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similarly, if you do mad flight pathing and mid drop turning with the bombers to try to avoid AA, their torps will start off course, and for them to then magically home around half the sea to try to find their target, is a little insane

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mixed really, as you need AA forward to help zone, so that's risk/reward choice

tired tinsel
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can you renable the auto retargeting?

rare orbit
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technically, but that would be a large buff to mass torp bombers

tired tinsel
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they overkill a lot anyways

rare orbit
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I'd have to tune torpedo lifetime quite carefully

tired tinsel
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yeah that. the torp life time could be reduced prevent crazy full loops or far shots

rare orbit
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given how clustered boats often are, it wouldn't take too much turning. I suppose they would also collide with wrecks though so, some limitation there

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I can experiment when I have more time, I'm wary of making them too magical, but similarly without adequate contesting and fleet defence they should indeed be able to clean boats up very well

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hence my trying to make them commital, but leaving the dps alone

tired tinsel
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liche bp 57400-->108400

rare orbit
# elfin frigate imo the torp bomber nerf is a step too far, I like the range nerf or at least so...

problem is you have to nerf those to make that actually always happen, otherwise they can abort course after firing begins, thus avoid AA, and still expect all torps to hit target. I'll experiment more with less bad handling and maybe retargetting, but the aimed goal is to make them have some benefit from OP micro, but still risk flak range, while also maintaining their prior effectiveness when afk fight moved into a fleet

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given they have excessive free out of stat range due to their weapon mechanic, that's a very hard thing to tune

south moss
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Nice

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@rare orbit I LOVE the salamander changes. Just enough.

tired tinsel
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@rare orbit need to add the muskrat (amphib con) back to amphib lab

ionic sonnet
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I had a game where I was trying to save sea and after around 10 volleys I had killed 1 ship. I'd suggest putting all atrributes back and just reducing damage. There is no concept of oh just let the squishy plane take a little damage. You can repair boats. Planes just die. The nerf to torpedo retarget is really hard on them as well as the basically end up never hitting anything. I'd also say a lot of the power for them comes from high alpha and get in/get out. If you reduce damage they have to commit more to kill things and risk getting shot down.

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On salamanders they do still feel strong, but I'd say they need more playing w/ to see if it's enough. Step in the right direction for sure.

south moss
tired tinsel
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salamanders seem more reasonable

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7.2% hp nerf and 2 speed, 5% more e, and 14% more bp

rare orbit
# ionic sonnet I had a game where I was trying to save sea and after around 10 volleys I had ki...

I can try an alternate that does that, yes, if people wanted to test it specifically. the problem I see is that makes a super specialist tool, less raw output, while not addressing the infinite trade value ability. the planes did indeed 'take a little damage' vs flak boats with the nerf I added, in my testing, but that was naturally not real battle

the other possibility is keeping commital handling but allowing retargetting, so a mass torpedo bomb dive attack will overkill much less, and do a collective number on boats, hopefully ensuring better trades at scale, while still solving infinite value hax

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I'd probably suggest the latter moreso, otherwise torp bombers become a 'meh' unit if people don't micro/trivia tax, infinite trade if they do, which is usually the opposite direction this should be heading

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the last resort option is rework them into more powerful torpedo gunships

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(note, that in zero-k, torpedo bombers were inherantly unbalanceable to the degree they were flat out removed)

rare orbit
rare orbit
wet dirge
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@rare orbit i guess you should make some excel with "approvals" from top players, and once get most of them just merge the changes.
may be you need separate approval for each change, so it can be merged to game partially pepethink

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may be not top os, but at least balance guys - Zecrus / Raghna?

rare orbit
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not that simple, although some parts have been modularly merged already

it also misses that it isn't entirely fixing issues that 'top players' see, understand or care about

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I do discuss balance with Zecrus often yes, and that's how things get in

ionic sonnet
# rare orbit were you trying to evasion bomb them by turning them out of firing range?

In this specific example I tried both and they had limited aa so I also just flew directly over the ships too. They still did nothing. I still think this infinite trade idea is not really a thing. Sure, completely uncontested with perfect micro and vision, there's a possibility. I almost never see this occur. The micro is skill expression, and this isn't a bad thing. That's why alpha damage reduction makes more sense to me. Allow for more counter play to occur/ make more planes to do the damage.

rare orbit
#

I'm very surprised by that result then, in tests they still hit all shots unless someone was trying to OP micro them too hard

I agree there should be some micro reward, but not infinite trade. it very much can and does appear in real games unfortunately

#

as said though, I'll look at them again and see what can be done without changing handling. that might be lower DPS, but smarter retargetting. range will still need to be somewhat reduced as the actual range is absurdly further than it should be due to the weapon mechanics

cinder sphinx
wet dirge
#

dont mess with their reload, just add at least a bit damage, so can at least oneshot squishes and T1, instead making 99% damage to everything

wet dirge
#

they are mostly good unit, just a bit weak for their price and thats all
need some slight power boost.

I'd personally prefer them to deal 7% more damage (1070 instead 1000)
and may be small cost discount. though damage boost will be mostly fine

quasi depot
#

watching Baron or LDM streams, it feels like people have abandoned Cortex T2 veh ? While they're having fun "rediscovering" T1 Armada bots and tick balls

#

it looks like rocket bots are so useful on both sides, both botlabs are fine now. Baron doesn't even whine any more about teammates going T2 Armada bots

#

but I miss T2 Cortex vehicles

ionic sonnet
#

Also I used the nuke bomber and didn't have any issues with it. Need to do some more testing though. Cost increase looked surprising but seemed fine in practice.

split storm
quasi depot
#

They also don't have a jaguar equivalent

#

Jags will kill spam, shuris, and raid bases

#

Meanwhile players would rather build Cortex amphib lab for salamenders

hardy phoenix
#

Sala is sorta the jag equivalent atm

quasi depot
#

A banisher buff would help

elfin frigate
#

There are some banisher buffs in the balance pack

quasi depot
#

It's Ok if Armada vehs are better. Afterall Cortex bots are better. But the gap is much bigger for vehicles

elfin frigate
#

7.5 to 6.5 reload, 1000 to 1050 damage per shot, better turn rate and tries to retarget the missile if the target was killed.

quasi depot
#

Retargetting such a slow missile may look weird

elfin frigate
#

Nah, it's actually too fast, it doesn't retarget that well

quasi depot
#

Turning rate is slow though, no ?

elfin frigate
#

Yes, It doesn't do like huge U turns, it just tries to retarget and often just hits the ground anyway

quasi depot
#

Cortex has slightly better boats, better air, better bots. Armada has better vehicles, defences (Pulsar) and T3.

rare orbit
quasi depot
#

it's just that the veh gap and T3 gap are a bit too great. Demon closed some of that gap, it's great

rare orbit
quasi depot
#

yes, you said it : comparable. Not equal. Which is what I want. We agree.

#

no point tuning it so finely that it's "equal" it'd be impossible to measure that precisely anyway

#

once it's comparable, the difference is the skill set of the player. This varies much more than the factions capabilities, so very minute changes wouldn't be worth it

split storm
#

But no, we had to nerf the already sub-par Cortex vehicles even harder than Armada vehicles.

rare orbit
#

artillery was probably fine as it was, as a unit, just far too cheap

split storm
#

Correct, but instead of increasing cost, we just removed the role entirely.

rare orbit
#

wasn't me, alas. my changes way back made it more committal and costly, but left the actual artillery part of the operation alone

split storm
#

I am well aware it's not you. I'm just frustrated that the justification appears to have been "Well, Cortex will get the siegebreaker sometime in the next decade, so it's fine to ruin Cortex vehicles."

rare orbit
#

they're very different roles, tbh

split storm
#

Now they have neither.

rare orbit
#

some overlap but that's not a bad thing, allows variety of compositions

junior lodge
#

if you want some wild idea for torp bomber: give it a selectable attack mode, similar to hound

Mode 1: bouncing/skip bomb: drops a bomb that bounces above water and hits first ship (large range, unguided, hits only surface ships)
Mode 2: depth charges: drops few depth charges that damage ships and submarines, however, works like classic bomber with no range

rare orbit
#

not possible via tweak, and highly likely to be rejected even if I did

quasi depot
#

Could add a kamikaze mode, but Legion has that too

#

Maybe kamikaze EMP ?

#

There's no spy bot of the sea

#

Maybe too OP, a naval spy bot equivalent should be a sub

ionic sonnet
#

I'm under the impression that the 'op unintended micro' for torpedo bombers is basically a primary feature for them being useful at all. Being able to attack from long range prevents them from just instantly dying to flak/fighters ie throwing them away. Otherwise, we will just make t2 bombers which do the same thing but better.

dire cypress
#

Well there are a million shades of grey between:
OP as fuck and useless.

Let's find a sweet spot. Currently it isn't sweet.

ionic sonnet
#

Ya I think we all agree it's a bit overtuned(myself included)

prisma bane
#

they trade decently into boats even without the bullshit micro thing tbh, it just means you dont get to free delete boats with only 3 of them if they cant outrange flak

south moss
# rare orbit wasn't me, alas. my changes way back made it more committal and costly, but left...

I wonder if you could add a buff to wolverines (I think that's the cor vehicle artillery) that increases their cost by 30% but resets them back to the role they and mausers used to have. It'd be cool to see a differential between core and arm veh be that core is the siege units, while arm is the rapid response units.

To go further down this line of thought, the core veh art would be the slow moving, heavy damage artillery we used to know. The mauser we could push further down the road it's already going, make it's turn speed slightly better, it's speed of fire slight better, but reduce it's damage just a hair. So it's a poke and run kind of unit. Harder to kill than core art, but less sweeping damage.

south moss
#

Hornet, I like the Janus changes, but I think it was too much. Can you reset their range? I think there was too many nerfs all at once. The fact you can kite out of the missile now is honestly the perfect nerf, but I don't think they also need their range nerfed on top of it.

#

Also, not sure the 50 energy storage on core wind was fully flushed out. I think like 5 energy per windmill makes more sense. But 50? That's nuts. I get the logic, but think the whole premise is flawed.

cerulean tartan
#

Janus range nerf is a secret buff for the janus, the lack of range makes such that the missiles are harder to dodge, if they retained their old range then janus missiles could be infinitely dodged with impunity

wintry wasp
#

Also changed the accel & time they will track is 1.5s, i feel it does make them miss more often against a fast reaction i think

range = 360, --380 
startvelocity = 90, --100
flighttime = 1.5, --0?
mygravity = 200, --?
turnrate = 5000, --22000
damage = {
    commanders = 200, --330
},```
lucid nymph
south moss
split storm
#

It's not ok for a basic economy structure to simply be worse.

spring mantle
#

yeah but maybe it lets you cut corners somewhere else? if theyre more tanky and less explody, maybe you can get away with getting early defense later or something, and same for E cap? like you get some advantage somewhere along the way

cerulean tartan
#

(this is sarcasm pls fix cortex winds ;_;)

rare orbit
#

for core wind to be as cost efficient as arm, it would have to have -300- estore per wind turbine

spring mantle
#

sure, but maybe that lets you squeeze 1 more con out before getting a grunt, i dunno

rare orbit
# south moss Hornet, I like the Janus changes, but I think it was too much. Can you reset the...

the range reduction means they can't free trade with llts entirely, and have to risk dguns moreso, but as said before it actually makes them a little more likely to hit. they are still very powerful especially in quantity, even with the nerfs, but if enough people really feel the range should be full again then I can try a reversion of that aspect and see how it plays. I've yet to see OP 1v1 replays with the pack where Januses feature, unfortunately

south moss
#

Heard, I'll try to overwhelm front with it one of these days

rare orbit
south moss
#

I understand you are hesitant to undo a base change directly, but when the base change that was made was poorly tested, I see no reason we have to stick to a bad tradition. Especially if the majority of the community thinks it was a bad/too far of a change.

rare orbit
#

note it is alpha, some parts still very experimental
reasoning for some is explained above in the pins and history

wise epoch
#

That's the base64, what about the actual source with specific unitdef changes?

rare orbit
#

I mean, same thing, but I can decode it if you want

wise epoch
#

ah nvm decoder formatted it nicely, didn't expect it to. ty

#

I think I found a mistake in this def, corkarg gets 425000 buildtime which is almost as high as a jugg and 5.5 times higher than its normal buildtime

tame hill
#

wait does that give liche 20s reload lmao

rare orbit
rare orbit
wise epoch
#

except you can shoot it when it attacks you

rare orbit
#

this stops it doing a backline base tour with minimal support with timed builds

#

T1 figs usually can't catch it, when it drops out of fog and free deletes your army, then falls back again, you can't stop that in the same way you can a dragon

wise epoch
#

why is gremlin cloak cost quadrupled

tame hill
#

you can stop it with like 6 t1 aa

rare orbit
#

T2 figs have more of a chance, but again not possible to defend all places it might be, especially seafronts

rare orbit
wise epoch
#

because they're the only cloaked unit that you mass, it's that way for a reason

#

Was that change made for a gameplay reason or just to make it closer to other cloakable units?

rare orbit
#

both, they were giving starlights essentially free spybot vision

#

from a non-T2 bot lab, at that

wise epoch
#

yeah that's their main role, what's that have to do with their cloak cost

rare orbit
#

compared to spybots in same role, it was absurdly low. I appreciate they're more likely to be massed, but invisible vision is very OP and should be paid for moreso

#

you mentioned HLTs, the buildtime was reduced somewhat, it used to be a 30% reduction to put it closer to OTA values, but I think I changed it to something less so as it was too easy to repair with a com

tame hill
#

yeah it's in there twice

#

ngl I have literally never once thought a gremlin was op

rare orbit
#

core naval HLTs also had a huge buildtime tax btw

#

identical in all ways to arm, other than hiked buildtime
lots of outlier values like that are also leftovers from 'some point in the past' rather than intentional for balance reasons, and haven't been queried or tested since

wise epoch
tame hill
#

yeah I'd say like, 90% of the changes are reasonable to test and unlikely to have much of a game impact, but to say that, well, for example nerfing liche reload to 20s is a well tested "balancing" change is absurd (on top of the other gigantic nerfs). Same with like changing all of the big unit targeting priority, that would absolutely have a huge impact on the entire way the game is played, and imo not in a good way. I don't think spam is very good as is, and I wouldn't like different unit targeting priority for different units, makes them unpredictable

rare orbit
#

I'm not deadset on keeping the gremlin change, or all of it, but it does seem a lot fairer

liche is flat out oppressive for sea players, it turns up from nowhere, deletes your boats for free, then disappears again

#

I realise that specifically is a problem more likely to happen on strait etc, but any naval map will usually oblige boats to sit in balls staring at each otehr

tame hill
#

it's literally a 5k metal and like 60k energy investment

rare orbit
#

a dragon is 7-8K, but that can be countered before it deletes things, and it certainly won't get away again, 9/10 times

#

the air changes in the pack are new and not 'locked in', very much trying to find something that works well

#

every liche bomb is basically a free tac nuke, to have that every 5 seconds is ... mad

wise epoch
#

this is what people are saying though, this is a gigantic grabbag of changes, with no specific goal or change in how the game is played, it's just bandaiding balance issues (in the eyes of some players at least) in random directions. But with this many together there's no way they can be tested properly or develop a meta. Things like changing unit targeting is huge and massively changes how the game will play, changing lab and con buildlists all over, mroe than doubling reload time of units, etc. Any one of these changes could easily tip the entire meta on its head and there are dozens of things this big

wise epoch
rare orbit
#

which is why it makes sense to fix them in one pack, rather than trickle misc changes out over time, ideally with such an event coinciding with a 'season' of some sort potentially

#

each missile is free, there's no reload or stockpile cost

#

I agree it's a lot at once, but this was all built up in layers and tested at all stages, on many maps

#

nor am I saying this is a perfect solution that can't be refined more; it's literally alpha, and sections are explicitly experimental even within that

rare orbit
wise epoch
#

I'm not saying you didn't test it on lots of maps. I'm saying that the consequences of changes this broad will only be clear after thousands of games. And because there's no clear design goal in the direction of changes, it will be harder to assess and test everything

rare orbit
#

the changed unit targetting QoL section addresses high alpha units, and those are the sort usually highly micro'd by OP players, but suidical with default handling for most players. this helps the latter not occur as much

#

it's unclear if an OP player would even notice the difference, in many cases for those, they just wouldn't affect them

#

agreed it could have some butterfly effects, but that is why testing is being done & sought

#

I need to be elsewhere, so will have to continue this another time. thanks for spotting the karg typo, will sort that when I can

wise epoch
#

I don't think you realize how massive of a buff that is, not just for noobs but also for good players. It'll make slow pushes with high alpha units basically unstoppable, as scout spam is the most reliable stalling tactic until heavy porc or t3+spam can come to bear

rare orbit
#

that is already the case if they want to do that, but in even stronger form via widgets

golden lily
#

wwhat were the quaker nerfs, i thoughtt we sorted that out witth the increased aoe andd dmg? did someone complain about it? armada was better even witth the buffs but we nerfed it even more lmao

rare orbit
#

this is just a really light preference, essentially

#

and scouts are still targetted by them, it doesn't make them ignore it

wise epoch
# rare orbit that is already the case if they want to do that, but in even stronger form via ...

that's not an argument, lots of widgets break the game and it's a very well known issue and there are some vague plans to combat it - but even if there weren't, it's not a reason to go "some people have ruined balance with third-party tools, lets lean into it". Like Amojini I'm also not a big fan of the scout spam prevalence in the game, but making all high alpha units just overlook them is not the solution, it'll make one of the most powerful class of units even more powerful, because their main counter is straight up removed

rare orbit
#

that's not what I'm saying. simply that some units should not default to being better not built at all, unless you nanny them constantly / hold fire them pathologically. it's not artificial intelligence, merely less artifical stupidity

#

they do not overlook scouts either, indeed it's arguable that badtargetcategory line has minimal relevance as engine would prioritise other units instead anyway if it could, I'm debating removing it

tame hill
#

I actually just straight up think scout spam isn't good, as in effective, anymore. Yeah it counters a lot of units, but only at a game state where everything's gone to shit anyway. It is only efficient at countering a very few powerful strategies, that do not have other good counters (for example, defending against sheldons). There have been enough buffs that basically at all stages of the game there is an accessible, powerful, and efficient counter to spam, unless you are already hard losing. And I do prefer spam for giving LOS than anything else - it gives intuitive feedback to attacker and defender about the power levels and flow of the combat

golden lily
wise epoch
split storm
wise epoch
#

Yes, I agree. But you can't change that by just turning it off on some units, the balance of the game is built around it being that way. Changing it requires a large intentional design effort around what kind of broader impact that will have on gameplay and compensate accordingly.

split storm
#

There's only one person trying to make that happen. Guess who it is.

vestal thistle
#

how come liche is considered even a little broken jeez

tame hill
#

it's supposedly op against sea, on strait in extreme boost/tempo builds

ionic sonnet
vestal thistle
#

Sea is just underdeveloped, its lacks porc, lab versatility etc you shouldnt nerf air because of sea

ionic sonnet
#

Well then....let me talk to you about the torpedo bomber nerf in here too....pepeyep

vestal thistle
#

just add proper statics and utility to sea

#

instead of nerfing everything around it

golden lily
#

ive said this already but sea needs some rework and honestly maybe some t3 units other than the flagship in its gantry
atomic bombers arent the issue, its baad Flak ships that are the issue

steep cosmos
#

just how can you come up with liche nerf when core bombers are already better and arm bombers are a joke

#

also, minelayers building dclaws...

tacit igloo
#

Can you apply multiple tweaks on the same game? I haven’t been able to play these changes yet. But maybe we could create smaller “packages” of tweaks

vehicle rework
Air rework
Cortex eco rework
Sea rework

So players can play with different permutations.

#

Salamanders are op… but what other option does a Cortex sea player have to do early game damage if those get nerfed? The other amphibious units suck.

Maybe we need amphibious bots, or make the light amphibious tank not suck.

elfin frigate
#

You can't apply multiple unit tweaks, the point of this pack is to combine multiple smaller ones into 1 tweak with all the changes.

golden lily
# tacit igloo Salamanders are op… but what other option does a Cortex sea player have to do ea...

youre hitting the nail accideentally here

I dont even think most of these units that peope say are op are actually op, its just that the other units are from a older time of bar and havent gotten enough of a boost for newer units and maps. tons of units in the game are unused or not really in a good enough role they become niche and rarely ever used.

Comando, gunslinger, thermites, i can go on.
not only do the costs not make sense
the commando being 1200 or thermites being nearly double the recluse
but they arent even strong enough to justify the cost.
See Banishers, Old dragon, Hornets, Thermites Behemoth as well tbh

Dragons were terrible before the rework, now one of the best air units, does that mean they are op?
No, still die to aircraft super fast but fufill its role perfectly. Frankly, tuning needs to be made to EVERY unit. So things start fulfilling their roles properly and the cost reflects that

#

However thats a pipe dream, Alot of people dont want to change the foundations to bar even if its no longer working well or fun ideally we want every unit to be useable in most scenarios right?
id love to build a commando, but in a game where every unit matters, transports diie to t1 air in like 3 shotts
at t2 theres a air wall of fighters and likely aa
you cant afford to lose expensive units like that,
you need resources to eco as well as build an army, when do i have excess metal throughout the entirety of the t2 phase to build that unit
Even if you do, it can hardly trade metal for metal consistently

tacit igloo
lavish goblet
# vestal thistle Sea is just underdeveloped, its lacks porc, lab versatility etc you shouldnt ner...

I / we probably completely agree, but right now it is absolutely game breaking on any sea map with an air deploying this strategy. Currently the best method of ship engagement is large clumps of ships.
The maneuverability of ships is really slow and there is essentially 0 time to avoid an incoming radar sig which may or may not be a nuke bomber, in many replays the time at which you move out of the way, or scramble all the ships and the ships to actually start moving out of the group is so slow that the nuke bomber 99% of the time completely eliminates a player from the game who up to that point was completely winning. All in a handful of uncounterable seconds.

I would 100% prefer having my own better AA option and a fucking herring that takes like 20 hits. It's just a lack of desire I believe from devs to include a more powerful t1 aa ship. But currently the more easier option to pass through seems to be a nerf to the bomber. Unfortunately it has to have some sort of change as right now a player who is completely winning their lane in a hard fought battle can instantly be flipped to losing in a couple of seconds.

On sea this is drastically more potent because it's often a battle of controlling reclaim fields. You can go from a 6k ships vs 4k down to 0 ships vs 4k and now you ahve instantly lost the lane from that point onwards. There is likely a 5-10k metal field being fought over or w.e. No where else does this drastical of a change in power occur so easily with near 0 counter options.

I hope to god we get a better t1 aa option so you can actually play aggressive on sea t1 and potentially win before air comes in and plays the lane for them.

#

Currently the nerf may be too much, but this is also a test tweak, specifically to determine how to change things and if they work. The people bitching about the changes is actually insane, some changes go to far, some don't, this is what the pack is for, but this absolutely needs a change

fierce scaffold
#

It's just a lack of desire I believe from devs to include a more powerful t1 aa ship.
Can you link me to the previous suggestion thread where you've raised this idea and were met with disagreement?

lavish goblet
#

More something I may have overheard, could be untrue, I don't really know. But the current situation is fairly awful for anyone doing t1 aggression vs an air player aiming to counter them and shift insane amounts of metal. Also the janitor /scumbag removal seems to also point that way

#

I would probably rephrase that to ' it's easier to pass a number nerf than a new unit'

fierce scaffold
#

Go open one, then, because a whole new unit is way off topic for this one and I think it's a sensible idea worth considering

elfin frigate
#

Yeah there's no chainsaw like sea AA, boat or static so torp bombers and atomic bombers have free reign on T1 and to an extent T2 sea.

T2 AA ships can die for free against the unit they are explicily ment to counter 😅

Even with the Balance pack changes Dark was saying that torp bombers still trade favourably killing AA ships. All vision equal.

vestal thistle
#

Sea lacks alot of static utility

lavish goblet
#

especially at t1

#

It sucks so bad on a large sea map because against a decent player you likely won't win pre torp/nuke bombers

frail gulch
#

ya sea AA is very potato

#

but sea also wrecks land stuff

lavish goblet
#

I think that's more a map design issue

tired tinsel
#

T1 sea wrecks t1 land for sure. But sea has weakness of having to make their own t2 lab.

#

It doesn't justify it but t2 sea is ass overpriced

#

For t1 With decent micro there's like almost zero point in walking through a water crossing when a navy player had anything nearby.

vestal thistle
#

sea needs

  1. t1 Radar jammer
  2. t2 radar and radar jammer static
  3. Long range aa in t2
  4. chainsaw or the 340metal aa equivalent in t1
  5. commander should be able to dgun units on the surface like they can dgun air units with dgun target
  6. t2 ships need to not get absolutely wrecked by t1 riptide+destroyer
  7. fusion cost needs to be reduced
  8. theres alot of units that suck because of their weapon type (buccanneer lasers, ellysaw having 2 turret placements hence 1 being out of range of fire while approach or retreat, blackhydra's laser is just a huge downgrade bcz the point of flasgship is sea to land siege)
tired tinsel
#

I don't think com is that weak underwater. Repair on ships op, armada destroyer + com composition. Commander is hidden and a com bom --> win fight you get wreck

fierce scaffold
#

Folks, seriously, new thread.

tired tinsel
#

OK sorry

fierce scaffold
#

@lavish goblet to answer the question you deleted - I'm asking for a new thread for the naval issue specifically because you guys are raising good points that I haven't seen anywhere else and they're going to get lost in this 6k+ chonker, and they're good points independently of whether liche gets crippled or not.

lavish goblet
#

My main point was going to be that I think they do relate well beacuse it directly explains why the nerf is needed and I think that is important context, but yes another thread could be op
Though I am kinda motivation killed for that kinda thing anymore

tired tinsel
# vestal thistle Sea is just underdeveloped, its lacks porc, lab versatility etc you shouldnt ner...

Sea sort of lacks a chainsaw but you'd have to tune a crazy aa ship to defend liche. 1 liche can just nuke down 1 dragon slayer if you are skimping.

Liche besides being very effective against high value ship target (destroyer, bship, missile ship), it is effective on other tasks perfectly well. Leaks or unsupported push? Com bothering you? It threatens any lab or army on the map if you don't have equal fig and an on point air player.

#

Angler don't give a shit about static, a few angler 1.5k dmg one shot them

#

The best you can do is retreat and keep moving, use jammer and make it hard for them to micro cause they don't know exactly where your ships are

#

When enemy could have a liche you are making 2k in aa ships which don't even protect your land base or a split force, not to mention your teammates. The 2k in aa ships don't help you win the game at all, while the 3k in liche continues to threaten the map and have defensive value.

tacit igloo
#

Here #1240266597437014067 message

fierce scaffold
tacit igloo
#

Wow toxic community

/s m8s jeex

elfin frigate
#

They just don't on multiple threads on the same topic.

cerulean tartan
#

@rare orbit
The basic attack of the Siegebreaker feels very strange, I'm unsure if it's supposed to be a laser or a physical projectile. If it's a projectile, do you want me to take a shot at replacing it with a colourised teal railgun projectile instead, or with quick-firing laser akin to HLTs and whatnot?

rare orbit
# cerulean tartan <@715871955110330389> The basic attack of the Siegebreaker feels very strange, I...

laser essentially, as it follows the dropoff rules, and a projectile too hard to hit

sea stuff, I have a lot of views on and little time currently, but liche's role overall, especially when compared to the other bomber options cost per metal, is oppressive and undercosted (and air players usually have tons of BP by then), question is just finding the right numbers, which this particular set is only the initial step towards, as I say they're new to the pack, and one of the ideas (stockpile cost, a liche makes a free tacnuke bomb essentially and outruns T1 figs even if it's seen before delivering the payloads and instaflipping lanes)

dire cypress
#

Part of the stupidity of the liches is the Auto aiming bomb.
Normal Bombers are nearly a magnitude harder to control. (Insta bombs, while leaving the ground is just 1 example...)

#

Imagine a bombing run where the ships move and the bomb misses by a bit. Or the bomb isn't dropped...

#

A slower falling bomb would increase the micro ability against the bomber, too

rare orbit
# wise epoch Yes, I agree. But you can't change that by just turning it off on some units, th...

units already have internal targetting priority for some things over others, including scouts being lowest priority, but that can seemingly sometimes change when the unit gets really close. for high-alpha units, that's when they blow themselves up, which is anti-sanity and bad usability.

I need to do more differential tests with the badtargetcategory, but that's the case it is ideally meant to apply in. It's not a magic 'ignore all scouts always', widgets exist for that already; it just tries to ensure they stay lowest priority constantly, rather than mostly. It seems to have had a fairly minimal impact though, so may well be removable. I have no time for a couple of weeks to test much, the recent pack update is my current state so people can keep testing it while I'm largely AFK, and hopefully provide data.

I do emphasise again that the pack is still very much a process rather than an answer, although it has arrived at some good ones in part so far.

tacit igloo
tired tinsel
#

the nuke bomber nerf might be too much. The cd nerf alone halves it's throughput, combined with nerfing e-cost, build power, speed, and aoe fall off. it still ends up being viable on straits cause straits is one of the best maps for nuke bomber (2 naval lanes, defends amphibs, lots of surface area to hit land, plentiful energy, people allergic to building flak truck)

tired tinsel
#

(conv cost includes bp in cost calculation)

elfin frigate
#

imo the E and BP costs are justified looking at those numbers pre nerf compared to T2 bombers is bonkers how little the Liche costs in E and BP

wicked sky
#

@rare orbit My advice is NOT to nerf the Liche first, but to give some AA ability similar to a chainsaw, to destroyer or frigate, whichever is more appropiate. This will also keep these aa-enabled T1 ships relevant in the t2 phase and help complement flak ships for overall anti-air defence.
It can also help against shuriken cheese in early T1 sea battles.
Sea planes HP might have to be slightly buffed to compensate, but that can be looked into later. Paradigm shift in making T1 Navy resistant to air.

#

Or you can include a new T1 AA ship with chainsaw ability. Just like how on land, a T1 con can build this AA defence, you have a mobile AA defence on the seas.

random forum
#

This is clearly another change that's totally custom made for Strait, could be an issue from the map rather than the unit.
Liche isn't an issue on other maps and we had the visit of Blxssom in rotato for a few weeks only doing Liche rush for hunded games to make sure it isn't

ionic sonnet
#

is it only a strait change if you guys dont play maps with water?

random forum
#

We do play maps with water but since no other water map has issues with Liche other than strait and its newly created clone, the change obviously target that map
But anyways what do you know about other maps pepehmm

south moss
#

Abductor suggested nerf: Energy cost of 1k per stun shot.

arctic finch
#

not that i have too big opinion about liche but first step should been brinning t1 AA ships to same range with each other

lucid nymph
#

blossom doing liche rushes in straits is dogshit too, because it's blossom

tired tinsel
#

plp have done liches on rotation maps it's pretty effective backline strat. Just a really good unit

#

high mobility-global, bit fragile but enough hp to do it's job, huge impact
tank ball pushing a lane? big Sheldon line pushing the mid? nuke bomber pretty strong.

#

Ships definitely need an option against liche otherwise you will end up overbalancing it since ships are very vunerable to liche compared to lower cost bots or vehicles who have flak trucks

#

your nuke bomber should basically never die until the enemy air is competent and reaches t2 figs. after that its not free but you can do sneak hit and runs or try waiting until they throw away their figs

misty pivot
#

So we are not getting veh arty back in the near future?

#

I feel like a cost increase would be a more viable change

#

Also nerfing a unit so hard to satisfy the strait players feels unfair

#

And they still shit on t1 units, maybe even harder than before

tired tinsel
#

i would keep the BP nerf only, reduce cooldown nerf to 12 seconds or something. Very fast impactful units is logical to have high BP since they can arrive on scene very fast
Like how ticks, marauders, and many air units have high bp cost.

Then look into fixing the interaction between liche and navy

tired tinsel
#

there's a river which is pretty unrealistic to defend with land aa, no navy player will be on t2

random forum
tired tinsel
#

honestly the vanilla version builds pretty fast

#

same bp cost as 6.4 sabre

#

i'm pretty sure there a communism way to do it. among just the top lane 2 players

#

you don't need to rush it with the exact same bo every game. if you scout bombing run you can change path ask for metal feed and build aa. If the t1 bombing run doesn't full kill your t2 lab and nanos the game is actually over.

tepid mortar
# misty pivot Also nerfing a unit so hard to satisfy the strait players feels unfair

rotato complained too, the best part is, starlight wasnt nerfed just because you cant rush them that fast due to energy cost to shoot. I was saying same, that you should increase cost. Starlight on max range deals 3,09 more dmg than mauser ( calculating splash is a bit of a problem) and 6,19 on half range, while now cost is only 3,55 higher ...

random forum
ionic sonnet
misty pivot
#

Fair enough but now they dead

#

And still shit on t1 while being cheap

#

And completly irrelevant in t2, imo we created a new gunslinger

marble talon
#

Is there any way to get the entire changelog for this balance pack, @rare orbit ? is the unit tweak string parsable in any way to determine what is included purely from the string alone?

#

said another way: how do you maintain the string and make sure it includes only intended changes in their current state?

clever lava
#

Liches are not tac nukes. You never build a tac nuke in an emergency. That nuke bomber might only have a life expectancy of seconds to make a difference and it needs to have immediate impact. Having it fly around with a dud for 20 seconds removes a lot of its identity. May as well get the dragon to stop for gas too.

cerulean tartan
#

#1186850950770610207 message

#

This is the welcome message text but it includes the changelog. The actual changelog is in pins I'd imagine, I can't open it as I'm on mobile and Discord mobile has no pins on threads for some fucking reason.

split storm
#

You can also just feed it to a base64 decoder, correct?

#

Granted you'd then need to compare it to the existing stuff in github

split storm
golden lily
#

@rare orbit normally super supportive of your balances, the liche isnt one of those times
the problem is with sa, not the litch.

cerulean tartan
#

Armada can have a little nerf, as a treat

cerulean tartan
#

Also I should mention the Siegebreaker received a visual update whereby the default laser no longer shoots little bolts of light, it just fires a 0.1 second burst laser

thick inlet
clever lava
#

I would like to see balance changes that remove the meta of obvious choice of faction when deciding on faculty. Playing navy : Core. Riptides and destroyers. Always outperform arm. Playing Air: Shurikens and T1 bombers. Outclass and perform Arm in utility and power. Playing 1v1 bots..Core. Surely you don't want such a dominant faction choice. I remember when everyone used to play arm navy cos dolphins were op. That wasn't healthy either. Maybe the reason why people are complaining about the nuke bomber needing to be constantly scrambled to flatten ships is because the core navy is too strong to begin with. A radical idea and by no means a serious one. But just to illustrate a point would be to swap the shuri and banshee between factions. Then you would be faced with the strategic choice when playing Air. Do I go core for strong bombers or do I go arm Shurikens. I'm certain you'd see a more pronounced and healthy balancing of choice when deciding on what faction to play. Implementing balance changes is kind've like AB testing. It's best observed when the changes are binary. This or that. Making huge swathes of changes over a large variety increases the scope beyond a control that allows you to viably identify what has actually provided a positive improvement.

golden lily
#

if we're being honest, shurikens should have always belonged to armada

tired tinsel
ionic sonnet
#

Nah, it's core all day due to terrible reload of arm t2 figs. Not even a choice

clever lava
#

Well whichever, I would still be looking at the meta of choice, identifying the main reasons why and make changes that Harmonize a 50/50 split. I mean the riptides and destroyers of core and the ellysaw having that bogus firing mechanism is such an obvious example I'm actually shocked to see how it hasn't being addressed for the benefit of the game. I feel that is a much better use of man power and focus instead of nerfing a perfectly good bomber in a faction that is second choice for air anyway. I mainly see balance changes as needing to be perfected at the most basic level first. 1v1 and T1 tiers. The wolverine is much more powerful than the shell shocker now. And now ur looking at decreasing the janus firing range by 20%. With an idea of removing it's tracking. That's massive. Also making the unit effectively a waste of metal. I think in the long run it would be much more creative and beneficial to come up with a new vehicle unit to supplement perhaps the cores uninspiring lineup to counter arms more interesting one, instead of dumbing down the units that fufill a unique space. I play arm vehicles because i wouldn't be the only person who thinks core vehicles are boring and lack scope. But Nerfing the janus won't make me choose core more. It will just make me irritated cos a balance change was made that suited the lower standard.

thick inlet
cerulean tartan
#

That would make it reaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaally unbalanced

#

EMP is great and all but rezzing units is literally something that can give you infinite value, restricting it to one faction is not a good idea... at all. There's a reason it was like that originally in TA and BA but was given to both factions for parity.

cerulean tartan
#

EMP is still massively useful, with a lack of spybots and shurikens Armada gets even more broken in the meta, Armada players can EMP your entire army and pick it off clean, Armada players can EMP your antinuke and nuke you, and you as a Cortex player just sits there and dies

cerulean tartan
steep cosmos
#

no

cerulean tartan
# clever lava Well whichever, I would still be looking at the meta of choice, identifying the ...

"Also making the unit effectively a waste of metal."
Welcome to being a Cortex player in the vanilla game. The Balance Candidates pack by Hornet aims to reduce the overuse of certain units in the meta such that other options becomes viable. Liches and Janii are hilariously overused for one or two specific roles to the point where other options get elbowed out entirely.
"cores uninspiring lineup to counter arms more interesting one" This is a fundamental misunderstanding of the gameplay design of both Armada and Cortex. Cortex is the one with more creative units to cover its bases whilst Armada is the faction with the more generalised and jack-of-all-trades units that don't punish you much at all for incorrect usage of them.
"But Nerfing the janus won't make me choose core more. It will just make me irritated cos a balance change was made that suited the lower standard." It's not meant to make you choose Cortex more, it's meant to prevent abusing one unit for infinite trades over and over again with no clear counter to them. By all means, play Armada, but with this unittweaks patch you'll have to play smarter with your choices instead of setting your lab to make janus and stouts on repeat.

steep cosmos
#

he was talking about core vehicles, which are indeed meh, although in some cases are now super op with salamander
core bots is the best lab in the game rn

celest dune
ionic sonnet
#

so there are lots of controversial changes but can we get a collection of a few that aren't and work to release those? Not sure what that takes honestly

cerulean tartan
#

controversial in the sense that a few people feel peeved enough about them as it directly affects their playstyle surrounding a specific unit, or a handful of specific units, and want to express their frustration at why this unit that they previously was able to use is no longer as viable as it once was

#

In a simple phrase, I feel like a lot of this feels like a kneejerk reaction to being forced to change a safe playstyle and build order

#

(and most of this seems to come from armada players)

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(seriously fellas armada has a lot of cool units, you don't have to use the janus to wipe out fronts, or the liche to wipe out sea, you have other options that you should now use in conjunction with the janus and liche for their respective roles)

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((this is also just my opinion, i feel like the balance pack is great, it allows the two factions to open up and diversify quite a bit and I feel less bored playing armada and less shoehorned into tzar rushes as cortex))

random forum
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Rockets bot and janus are well balanced against each other currently, removing 1 option is just stupid, thx you very much

cerulean tartan
#

Janus with 660 alpha damage (3.8x that of the rocketeer), 2.6x the AOE, and over 2x the DPS as a rocketeer + it tracks missiles and accelerates as it travels at just double the cost

#

Balanced for sure

copper bronze
#

i heard its rocko meta rn

tired tinsel
#

lol cannon price should be increased. excepting full team coms tournament, and even then (cause you can strategically pool 100% of non-neccesary resources), it's easy to go lol cannon after like 1.2k team income

wet dirge
#

this will solve nuke-rush issue (i'd suggest reducing antinuke rate of fire so it only can counter one nuke launched at a a time, so nuke would be a late game things, rather than 8 minute rush all-or-nothing thing)

tired tinsel
#

i don't think nuke rush is so bad. on open maps which are hard to defend it shouldn't be so hard to scout
on back front maps that are narrow 1 anti nuke covers a lot

thick inlet
# cerulean tartan EMP is still massively useful, with a lack of spybots and shurikens Armada gets ...

Well on one hand you are saying the game would be broken because Rezing is a massive advantage and in next post you say the EMP would make it broken as its a massive advantage.. my point is - both are massive advantages, if we split them among the factions, wouldn’t it make them both have a certain advantage and thus be balanced actually? It was just a food for thought of course but perhaps something worse considering to make the factions really different 🙂

random forum
ionic sonnet
#

The balance pack has a lot of issues. See: torpedo bombers. All I'm saying is If there is agreement on some why not go for those so we can have some movement. Ie. Gunslinger/termite. Putting in a lot of different balance changes isn't usually great as the law of unintended consequence goes pretty hard.

cerulean tartan
cerulean tartan
ionic sonnet
#

I'll put it this way...is there anything in this balance patch that we all agree on? All good if not, then we can continue on bantering about hypotheticals.

random forum
ionic sonnet
#

Whistlers are an important part of this. You have vision and range advantage. Not to mention it is much easier to play with the vehicles. Sure if ur micro is good you might be okay, but it takes skill.

random forum
#

it's also very linked to map and lanes on the map, good example is glitters, middle lanes are better with veh but the sides lanes are better with rockets
On koom, bots are favored on all the lanes but armada veh can still make it work pretty well on the 2 "carry" lane, the hill in the middle make thugs push very stronk
Ect...

random forum
#

i will have a replay to show you guys soon;
Classic a very strong armada veh player Versus 8D on Koom currently happening, 8D won with core rockets

#

It's really not hard to see if something is op or not, you just need to watch top level players play against each other

thick inlet
random forum
#

https://www.beyondallreason.info/replays?gameId=515e4b669f475fc1326cf6366079d83e
8D won his lane in about 8-9 mins and completely dominated one of the best janus user currently playing actively

Janus were so strong because of the whistlers, not because of the janus
Now that devs finally fixed Whistlers 1 year latter, the match up is stronger for rockets

So stop doing random Changes to the game, then complain people don't want to test it
Watch the good players play the video game and stop trolling

Thx

Replays of Battles once fought!

ionic sonnet
#

Ya... that whistler change you are talking about isn't in the base game yet right? Also people still win all the time with whistler Janus so my guess is we should leave it alone. The janoos change also nerfs com damage @random forum Thoughts? I don't really like how good they are against coms currently

random forum
# ionic sonnet Ya... that whistler change you are talking about isn't in the base game yet righ...

it's most likely gonna be merged kinda soon, once Zecrus feels comfortable with it, just like previous changes, they usually take a few months to be in main game if op lobby is playing with them as default, which is the case with whistler rework

Janus/stout of course is still very strong but it's mostly against players that don't know what to do against it
main strength of janus is how fast they can try to kill a commander, it's a rush unit, the first few minutes are the most important
can you do real damage before rocket user has enough rockets to start winning the fight?
can you snipe the commander so he cannot repair the rockets anymore ect...

So nerfing his dmg against commander will kill the unit, it's what it is used for mainly

rare orbit
rare orbit
rare orbit
rare orbit
golden lily
rare orbit
#

liche alpha compared to dragon is bonkers, with no time to react to it. a T2 air rush will win multiple lanes before the opponent air can do anything, and sea hasn't a prayer of doing so. it's not just a sea issue, but manifests there more strongly

golden lily
rare orbit
rare orbit
#

I agree entirely that the current liche nerf isn't the best possible one, it's still very WiP. ideally it should have a stockpile cost too, but that's not possible via tweak

random forum
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And anyway all the op players would abuse it if it was op, Blxsson and other Strait spammer really not that good air player at the end of the day

ionic sonnet
#

I agree liche strat is troll and just evidence of an air diff. Said it a million times. It has a strong timing anywhere if you are allowed to get away with it

wintry wasp
arctic finch
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liche is mostly issue in strait and it looks even stronger cause 1 theres not lot of aa ships with fleet 2 aa range sucks on core 3 player skill diff

tame hill
#

I have never been hit my a liche rush and thought "damn that's op it needs to be nerfed" and that's all clyret did for 6 months in 2022

wintry wasp
#

I'd much rather see naval outfitted with proper AA 🙂

ionic sonnet
#

Also you don't make a lot of aa with your fleet because they could be frigates. It's totally okay to lose sea getting 2 or 3 v1 and ur the 1

random forum
steep cosmos
random forum
#

i guess you need to actually play the game to balance it and not just go play in all welcome lobbies

lavish goblet
# random forum This is clearly another change that's totally custom made for Strait, could be a...

I don't think that's exactly true statement, it may not be overly explored on other maps, however even if not, no matter the map if it has air and water and an eco spot this strategy is completely possible by a competent air player and it just simply far too effective. This is also just as potent on Hellas, I'd imagine on pinch point, glacial gap, possibly tempest? tundra.. etc

Like it or not, some maps are overplayed and have extreme timing for build orders and often have players who love figuring that shit out. When done correctly, it's just too potent with next to 0 counter play you can go from 100 to 0. Hard winning lane, to now your team needs to protect you because you are crippled in literally 3 seconds where ships quite literally can't maneuver out of the way.

I think t1 aggression should not be discouraged, but often ships are quite slow to build momentum and killing someone pre 10 is not often possible unless huge skill mismatch. If you have not fully killed them at 10 and this comes out, you likely just lost 5k+ metal units, and a 10k metal reclaim field. All I am after is a nerf to the speed or the bomb drop speed, so that skill expression is highlighted by being able to maneuver ships out of the way while playing aggressive. right now with the couple of seconds warning it's impossible for ships to move out of the way in time

Another option would be to add in a t1 ship with high AA capability so you can actually have a chance. But I would like both ideally. At least land players can have the choice to make flak/chainsaw/sam/nettle or not. I'm stuck with a I believe worse than nettle but costs 2x herring.

lavish goblet
random forum
# lavish goblet I don't think that's exactly true statement, it may not be overly explored on ot...

yeah, im not saying liche isn't strong in Strait, it could be op, i don't play sea so i don't have opinion on it really, it looked very strong to me when i specced
and winning sea is now huge with the new strait version of the map.

I only come here so main game doesn't get fucked by those changes, i had no desire to argue here before i was made aware that this pack will eventually be reviewed to be merged.

rare orbit
#

it is -completely- possible for a unit to be OP in some skill strata while also being 'meh' at OP level, or in 8v8 compared to 1v1.
and it is also possible to adjust the unit to mitigate the lower down problems while not affecting the top as much
(also note that the toppest skill percentile are by definition the extreme minority of players. that can make them better at exploiting things sometimes though, absolutely, sometimes too much so when compounded with outlier maps like rosetta)

ionic sonnet
#

I think there are too many changes in this pack to be pushed in at one time.

rare orbit
#

the pack is not ready for that yet though, to clarify, it's still testing things

ionic sonnet
#

Not really. Balancimg many simultaneous changes is rife with complexity

rare orbit
#

that's why it was slowly built up in layers. some parts can be isolated though yes

random forum
ionic sonnet
#

If the Whistler nerf goes to live then im fine with it. But as is. Janus+whistler still op.

rare orbit
#

rockets are somewhat OP now yes, comparatively, I've never disagreed. my main issue with janus currently is the lack of alpha damage cap to commanders, as most other units have

#

being able to free delete LLTs is a bit much though, unless the LLT has levelled

steep cosmos
#

plenty of units can delete llts

rare orbit
#

Janus changes might be a little strong in the pack presently, I've not seen enough games heavily featuring them yet

ionic sonnet
#

All if like to see I'd a serious patch with a handful of the changes. Not all of them. And then we might be able to talk about them in any depth. Ex. Rotato ppl could play them and test too

rare orbit
#

trying to cut the pack down then causes the issue of which to keep and then that's an equally contentious mess, also doesn't address all the issues

#

eg core T3 being comparatively bad (ideally it needs a full rework)

ionic sonnet
#

Just pick a few. It's fine

steep cosmos
#

i fail to see how liche nerf and minelayer dclaws are essential to everything else

rare orbit
#

liche for example also relates to air/gunship changes

#

minelayer not so much, and that change isn't key, just suits the unit. I might well remove it for deployment with something else I'm doing

ionic sonnet
#

No? Just do the gunship changes then for example

random forum
#

I don't think 8D took even 1 janus shot to his commander
why nerf a unit that's losing his matchup

rare orbit
#

and some things can't be done via tweak, eg giving liche a reload cost

prisma bane
ionic sonnet
#

Ya they are because they can't tell what you are trying to accomplish. Ie pairing it down a bit so it's obvious/digestible

fierce scaffold
#

On the Janus issue - I don't think it's really overpowered as in "there are no answers to it", that's clearly not the case - but I also don't like how it's made bots even more rocket bot-centric.

rare orbit
prisma bane
rare orbit
#

I will document the patch better though, that could help people accept/understand it

ionic sonnet
#

Do 1 section of the patch at a time. 1

#

That will help though

rare orbit
ionic sonnet
#

I'm saying this patch is too large to ever happen, some parts are tested, others aren't etc. But not really tested because not enough people have played with them

random forum
#

Takes 2+ months to know if little changes are working or not
but suddently game is supposed to have 100 changes at same time, kinda sus

rare orbit
#

they have been tested, but I do agree isolating some might help them be tested moreso, yes

random forum
#

bar doesn't needs much apm, it's not starcraft, most people can play with low apm
the hard thing is to understand what needs to be done and when

steep cosmos
#

whos that mythical 1000 apm player, chisato?

random forum
#

it's probably one of the RTS that needs the less apm to be competing at the top

ionic sonnet
#

Ideally the small balance changes would go through rotato/strait/glitters lobbies for testing etc. Not necessarily testing the maps, but the people that only play those maps

tired tinsel
#

maybe should split up the patch (buff underutilized unit, navy balance patch, op air tweaks)

random forum
tired tinsel
#

i think for most people bots against janus hard. 40 os plus then its fine

rare orbit
#

the controls are specifically low APM friendly, but some units basically require apm to work usefully at all

tired tinsel
#

like you said its race to critical mass of rockets

steep cosmos
#

then how is janus a problem when it's super easy to die with low apm?

rare orbit
#

and some usablity features, eg overkill prevention, are explictly not included in BAR to allow 'skill expression', AKA, APM

random forum
#

isn't it basic stuff to move units back when enemy units with less range move forward to attack?
if you make changes for basic stuff like this, it's super weird

rare orbit
tired tinsel
#

rocket bot is like high os super really good unit

#

need to like dance it around to always fire without throwing it away (the range isn't that much unlike whistler)

rare orbit
#

if you can nanny units perfectly while 'alt tabbing', eg apm, certain units are vastly more powerful and that completly alters tier balance profiles

tired tinsel
#

and it doesn't provide self vision so you have lower vision alternatives like grunt/scout

rare orbit
#

not to say nerf every unit so that it works with low apm, but try to set up differential balance so that units are less polar, otherwise you end up having to nerf units for the OP lobby that are 'meh' everywhere else
eg dragons

tired tinsel
#

dragons are never op tho

#

op is the big travel distance + exponential scaling

rare orbit
#

imo issue there is more the map and chisato

random forum
#

it's not apm issue, you just need to play the map enough times to know what you need to build in your base
when that become obvious to you, you have queues on your cons, so you can spend more time looking at the front
knowing when to not look at units is a skill, if you don't look you can pull them back, so you are sure they won't get sniped while you don't look

steep cosmos
#

yeah let's forget all the times zow trolled everyone with rushed dragons

tired tinsel
#

plp aa response not good. there are ton of coordinated strats that will slaughter op randos

#

after playing op lobby some bit I don't think janus that oppressive. (average skill vs average skil) in vehicle vs vehicle you kind of need them tho
what does cor veh do against janus anyways

rare orbit
#

I mean a smurf smurfing is the issue moreso, again
but people also didn't react properly, nor use the tools available

steep cosmos
#

totally not that a unit is uncounterable in the timings he managed to make it

rare orbit
tired tinsel
#

dragon does have low bp cost
i mean you just make flak trucks and kite backwards. and when there's no fighters figs can help hit it

steep cosmos
#

well say how to counter it

rare orbit
#

bp cost can certainly be raised if that would help, air players usually have a load though

steep cosmos
#

what flak trucks ppl barely had t2s

tired tinsel
#

then scout it
they are making air lab instead of land t2 right?
for a 4k metal unit a dragon does pretty piss dps

steep cosmos
#

scouting in bar good stuff
with what

rare orbit
#

so it was a scouting failure that it was happening, as well as a failure to prepare. T1 AA eg chainsaws also -very- good against dragons, and you can dgun the things in a pinch

tired tinsel
#

1-2 chainsaw in important location ig
show me replay

rare orbit
#

T2 AA bots in balance pack also very good against dragons, vanilla not so much, loads of T1s are better

tired tinsel
#

prolly should split up the balance pack
(buff underutilized units, navy, air tweak)

steep cosmos
#

sure imma go send some scout planes, nvm that they'll just die

random forum
#

you can't scout dragon

tired tinsel
#

so what was the strat?

random forum
#

unlike other AA units when you can react quickly and make flak to kill them
dragon you need 5-10 mins to react

#

it's a cheese strat than doesn't even leave wrecks, so no op feed

tired tinsel
#

t1 aa kinda sus but 12 t1 aa bot fanning backwards and kiting not useless

steep cosmos
#

even if you make some aa it'll just kill someone else

tired tinsel
#

so what is the build? how many plp coop

steep cosmos
#

not like aa works against dragon in the first place ofc

random forum
#

it's much harder to explain why dragon op
and you kinda need to understand the last version on dragon was actually balanced unlike the new one

rare orbit
#

I still hold that a liche rushed in the same case would have done far more than a dragon could have

steep cosmos
#

say how to scout it

tired tinsel
#

who is making the dragon? (eco or air or coop)

#

if you play narrow ass maps where impossible to air scout then well defending the dragon with groundaa should be easier

#

send reps

#

dragon has somethings going for it like surprise and ability to create a 2v1 bust open

#

but the raw impact per cost is low and its slow

#

if opponent doesn't have map hax you should be able to line back it even with slower aa units

random forum
#

you understand you can't be ready against everthing, i got killed by dragon coming from the other side of the map on flats
Unlike bombers or liche or anything else, you have no options to react
you just have to watch and die

tired tinsel
#

1 dragon?
just fly straight into backline base?

random forum
#

no not 1, like 5 rushed, we have some trolls doing that

#

you can't know if doing afus or something else, you can not scout in BAR
and that's players that never do bombing run or whatever coz that needs skills and you can fail

tired tinsel
#

yes gunships are different kind of control

#

honestly if team is going t2 veh i think its pretty easy to defend
with both t2 veh and t2 air lab
with t2 bot lab then its harder

steep cosmos
#

flak doesnt do shit to a dragon

random forum
#

you can't defend with mobile flak

tired tinsel
#

you kite backwards, mobile flak also shits down the fighters so you can use your op 500 dmg a shot figs. wait until the fihgters are zoned out for a sec

random forum
#

only good thing is many t1 AA turrets

tired tinsel
#

thing is mobile flak never dies to random shit

rare orbit
random forum
#

imagine having a unit when t1 AA is the counter and not t2

rare orbit
#

nor can sling metal to someone to quickspam a T2 air lab

random forum
#

it's like killing thors with pop ups

tired tinsel
#

t2 figs take a lot of bp

steep cosmos
#

i wonder how even air players would help when it was your idea to give dragon aa

rare orbit
tired tinsel
#

so who is making the dragons?
i don't like lraa they too squishy

random forum
#

you can't react t2 figs in 30 secs, you can't know you need t2 figs at all

rare orbit
#

T1 figs also doable you just need a lot more

tired tinsel
#

just send some reps and we start cooking

random forum
#

maybe create another t2 turret, that can kill dragon

rare orbit
#

can't rally them into it,get a ball and move in. note that the 'what if it comes out of the fog' argument is the same logic that makes timed liche rushes effective too, and reason they have to be nerfed somewhat

rare orbit
steep cosmos
#

how are "timed liche rushes" different from any other bomber rushes?

rare orbit
#

chainsaws still very much a solid counter, they're a T2 AA in a T1 tech tree tbh

tired tinsel
#

liche is better against armies, doesn't leave wrecks, better handling and speed

random forum
tired tinsel
#

t2 strat bomber also take insane bp cost

#

14700 strat bomber vs 57400 liche

rare orbit
#

liche never misses, can turn instantly after firing, usually survives
also yes vanilla liche BP and E cost insanely low

random forum
#

you guys are against spam but the more reliable counter to dragons is too make 20k metal of t1 AA bots

#

on repeat on 5 labs

tired tinsel
#

hey i didn't make t2 aa bots so shit

rare orbit
#

I mean it's basically a T3 air unit. I'd not be opposed to dragons being in the gantry, tbh

#

(I fixed T2 AA bots in pack, they're very good vs dragons)

tired tinsel
#

gantry gaming is so inflexible

steep cosmos
#

so what, liche dies to anything while core t2 bombers can at least survive to bomb

random forum
tired tinsel
#

sometimes if you are front you just die without team support
that doesn't make it broken

#

dragon does have low bp cost drain: 6.06 86

rare orbit
#

please send replays though, would help to see what you're referring to more explicitly. only outlier examples I've seen were chisato rushes, which were badly reacted to

rare orbit
tired tinsel
#

i've never seen dragon rush be good in many many games

steep cosmos
#

no shit zow and tx are banned for months

tired tinsel
#

i can see what raikoh are talking about but need reps. since its this difficult to deal with 5x suprise unit
whats the difference then coop 10 min marauder + spam tho

cerulean tartan
rare orbit
woeful depot
#

Janus is fine , liche is fine , please, don’t nerf them

tired tinsel
#

well the dragons are not alone i assume opponent is trying to put t2 figs behind them

tired tinsel
rare orbit
tired tinsel
#

liche is a huge skill check cause anyone who goes for a t1 bombing run you will instantly kill your team vs liche. or if you don't get fast t2 and match eco

cerulean tartan
steep cosmos
#

have you seen liche on land maps?

tired tinsel
#

yes it's good, countered by decent enemy air
but eco going for it is okay too

#

the thing is most the rotation maps have lots of metal and shitty wind
favours cor economy and air is a weak spot

#

when you have huge amounts of metal it's easier to spam aa

rare orbit
steep cosmos
#

go try dsd

tired tinsel
#

liche just needs some control and its good unit

random forum
#

lol liche perfectly fine on rotato how it is, far from being op

rare orbit
#

dsd is not an 'average map'

tired tinsel
#

the unit is 290 speed how you are losing it for free by being greedy is beyond me

random forum
#

just like janus btw, stop being weird

rare orbit
random forum
#

we play some water map, failed negociation, erebos and shit

tired tinsel
#

haven't seen failed negotiation in weeks xD

random forum
#

thoseare the best water maps

tired tinsel
#

im kinda meh about failed negot. weak lane strong lane ewk
erobos interesting

woeful depot
#

Liche is fine as it is , it’s a super situational unit , only popular rushed by Blxssom on strait , dies to t1 -7-8 minutes bomb run deleting him

random forum
#

it's funny how people playing the whole game aren't taken seriuosly when we say liche is balanced

woeful depot
#

Janus super balanced atm as Raikoh said

random forum
#

but a strait spammer is taken seriously

tired tinsel
steep cosmos
woeful depot
#

Can liche take massive value ? Yes , it’s an AoE unit

random forum
#

I literally gave a replay why janus not op, im sure it won't get watched or acted on it

tired tinsel
#

lol plp not playing tempest and tempest is a sort of shit map

rare orbit
steep cosmos
#

apparently i dont play tempest

rare orbit
#

whereas a dragon is a few K more metal investment and easier to out fig

woeful depot
#

Chisato rushing dragons on Rosetta is insta lose against proper enemies

#

And he knows it , he can tell you how bad dragon rush is by himself

steep cosmos
#

dragons on rosetta are of least concern cus everyone actually has a fuckton of metal to counter it

random forum
#

it's mostly super weird on lane maps imo, unlike other units like t3 or whatever you can defend and get feed from it

#

it's like a risk free cheese on lane map, very hard to defend

rare orbit
random forum
woeful depot
#

This is like saying that on Ascendancy spiders op on the hills , yes spiders op on the hills lol .

Yes liche shining against clumps of units.

Janus op against low skill players.

random forum
#

but not the point, you can abuse anything against lower player

random forum
woeful depot
#

Check my games or Raikoh games and check how many times we die to Janus early

#

I don’t remember last time I lost to Janus 🤣, rockets op now

rare orbit
#

note the janus changes here do predate the OP rockets

random forum
#

you can't lose with rokets, unless you get 1v2 early on and you behind and can't stop the snowball

rare orbit
#

as a high alpha unit though it really should have a com damage nerf, almost all do, even up to T3 iirc

#

if someone has an idea for a different way to try differential balance with the unit, I'd also love to hear it

random forum
#

it used to be you could kill rockets by going Arty or Whistler spam

#

not the case anymore, game already been balanced and janus has been balanced from it

woeful depot
#

Janus best use case is to snipe a commander and to fight stout balls

#

Janus was way stronger pre-whistler nerf as Janus shines while retreating, so you can’t engage whistlers as Janus protect them

tired tinsel
tame hill
#

also mausers were best t2 unit by far so there wasn't a single window of weakness in the entire lab progression

cerulean tartan
#

So basically, what I'm getting from Raikoh and Club is that Armada vehicles T1 is perfectly balanced and doesn't need any changes at all, but rocket bots needs a nerf so that they can be more easily dealt with

Great, Hornet will take those suggestions into consideration

tired tinsel
#

i think rocket bots are kinda strong pushing thugs out. skirmish meta. rocko don't feel like cancer cause you can buy a lot of time with repair against them. and they pretty useless in t2 phase

woeful depot
#

Don’t get me wrong , Janus is the perfect “newbie abuser” unit , but we can’t nerf it just because of that

random forum
#

on glitters if i lane against 2 noobs i usually do janus push and can't end the game at 8-10 mins, or most of the enemy team needs to stop me
it's the best unit to kill a noob or even multiples (up to 3) and against a single good player you lose, so idk how you want to balance it

steep cosmos
#

you counter it by asking in #🎓|academy-chat

rare orbit
random forum
#

people learning the game is the obvious solution to it, you probably can't balance it like you would want

rare orbit
#

ah yes because everyone should be top percentile, because games work that way

#

the game is a spectrum and ideally should be built accordingly where possible

random forum
#

some 30 ts can stop it very ez, it's not about the number really, it's about where you play, we have very good 30ts in op lobby than can play most of the role good enough that they are competitive against top players

rare orbit
#

you do realise how far above the average that 30 is though?

random forum
#

idk is 30ts really that high?

rare orbit
#

it's probably top 5% of players, maybe less

#

exact figures aren't published so I can't be sure

#

at one point someone said it was top 1%, but again, can't verify and the bell curve has grown since then

random forum
#

idk how you can balance such a game for both end of the spectrum

#

personally i think this game too complicated to do it
even comupdate that was supposed to make game easier for lower end player, i don't think it really did, sure you can't combomb instantly and wipe a front as easy and you don't get 4k metal but people die super fast still, it just removed 1 op trick but there is still so many others

#

it's same with units i think

steep cosmos
#

30os is like top 7% last they checked
#1161467259471007787 message

#

the bare minimum knowledge to move a mouse

rare orbit
random forum
#

TS doesn't tell the full story, there is 20ts dudes that don't die to janus easily or even can win, then you can kill a 35+ ts the next game in 2 mins

rare orbit
rare orbit
#

or rather, is not the causation, even when there is correlation sometimes

random forum
rare orbit
random forum
#

i think range only could be nerfed before core commander dgun range fixed
now that you fixed it you can't change that imo

woeful depot
#

Ye on this balance patch I will never ever build Janus again , just stouts

steep cosmos
rare orbit
#

if anyone isolates the pattern in that please let me know

woeful depot
#

I really like some of the patch changes , just need to also consider rotato , can I have a full list of changes so we can provide feedback from a rotato pov ?

cerulean tartan
rare orbit
#

I would love a series of games played with the pack in rotato, would help massively
as would OP say 4v4, 5v5 games

random forum
rare orbit
#

a lot of it is fixing OTAisms or old 'core taxes' that are there in game just because they already are. some don't go far enough eg standardising radar & jammer veh speeds shouldn't be contentious, atm core one is pretty glacial

#

used to be dire even in main game but I managed to speed it up there a little

random forum
rare orbit
#

therefore I will always upset people, change always does, especially for something as old as some of these balance/game issues you've been Stockholm'd into for decades

rare orbit
#

mostly I find a couple of people being loud about a specific change or two that affects their playstyle, or panicing with 'zomg too many changes tl:dr;'

#

broadly the pack is very well liked, especially the stable part
newer ones have had less testing by definition naturally

wise epoch
random forum
#

Usually the only tweak that are tested and used, is things that everybody starts to hate because it's abused in the lobby
like emp bombers, whistler, hounds on consul ect and then everyone agrees to use the tweaks to fix the issue

rare orbit
#

so what you're saying is it's an echo chamber that only cares about issues within that lobby? this is a huge part of what the pack has to address too, so isolating it into lobster friendly aspects only misses a lot of the point

#

I actively want it to work and play at all levels, and will hopefully achieve it, but it's a holistic picture

random forum
#

we would never vote it coz it's too large and not fixing particular issues

#

probably creating more on his own

rare orbit
#

it is, but I realise I should document it better to show that, to aid understanding

rare orbit
tired tinsel
#

need to make it smaller, split it up

random forum
#

do you remember how long the counsul tweaks went on for, i think it was like 4 months to get it right and that was only 1 particular thing

woeful depot
#

Issue with this patch so far is that I only see this being played in strait , we need different versions to start rolling to rotato , feels like a whole different game right now

random forum
#

it's impossible to test more than a few things

woeful depot
#

Like as you mentioned core Changes

rare orbit
woeful depot
#

But keep in mind that we might just totally reject some changes so please be ready for that feedback , is not us being mean or whatsoever

wise epoch
rare orbit
#

but strait players are very keen to help develop and improve the game, and have high micro abilities so are useful for testing those aspects. I'm -highly- aware strait is not the whole game and in no way is the pack 'made for strait'

wise epoch
rare orbit
#

liche ideally needs less damage vs boats or a role change entirely, since BAR hates special damages

#

ideally sea rework should consider that specifically, but that's not here yet

woeful depot
#

I am 100% against liche nerf , I can’t remember a single time when I said Omg liche so broken

steep cosmos
#

so if sea is the problem maybe fix sea instead of a fine unit?

wise epoch
# rare orbit which has been so many times stated as super experimental and trial state only

this is why the high os players aren't playing this pack though - they can immediately tell you without playing it that that's a change that's not needed and will make the unit unusable. Given how big the pack is, how can people be confident that that won't be true for many of the other changes? These need direct input from people who have a deeper understanding of the game and what kind of changes will make sense

cerulean tartan
cold needle
#

As a dota 2 player, that happens like every year

wise epoch
rare orbit
steep cosmos
#

dota also has a fuckton of statistics

#

and very experienced game designers

rare orbit
cerulean tartan
rare orbit
wise epoch
# rare orbit not needed -for them-, perhaps. again, rotatos almost never play real sea and wh...

yes, the main reason is that it's underdeveloped compared to land and cannot properly handle certain threats, like liches. This is not an issue that can be fixed by changing air or land units, the changes need to happen to sea. Otherwise the end-result will be that air and ground units regress because of their ability to counter naval units and they become unusable in other contexts.

random forum
steep cosmos
#

and even in dota there were meme patches where some heroes were hilariously broken and some were hilariously shit

wise epoch
#

Yeah every big dota patch is followed by weeks of hotfixes to all the stuff that ends up stupid OP

tepid mortar
wise epoch
#

hard agree, I'd love to see BAR have less small incremental changes and more large patches that shake up the whole meta instead of a small piece of it

steep cosmos
#

"changing chars" is more about league of legends, these basically gave up on balance and embraced meta

wise epoch
#

but that will be a big process and we'd need a whole design team, instead of just 1 person fielding the complaints of the entire community (zecrus)

rare orbit
cerulean tartan
#

We don't have to get personal raikoh, because trust me, I can get personal, but for our sake let's keep the discussion on the topic at hand which is hornets balance tweaks, cheers 👍

steep cosmos
vestal thistle
tired tinsel
#

it kills builds tho if you tweak everything

random forum
cold needle
#

Alright, let's cool it with the personal attacks -- its off-topic for this thread, at a minimum. Keep the discussion related to balance and the balance pack, please.

#

That's a general warning for everyone, BTW

wise epoch
tired tinsel
#

liche not strong on popular rotato maps (bismuth, koom, rosetta) they are solar maps which favours cortex

tired tinsel
vestal thistle
# vestal thistle i still like the LoL/Dota 2 patches which have so many changes it makes it worth...

i said this but u guys also have to realize there are no high skilled players making balance decisions to add flare, in dota 2 when icefrog was inactive, the game only had minor changes and tweaks when the community complained. u require someone with good understanding of the game which u only get by being highly skilled at it, simply watching replays/taking feedback etc will just confuse someone without hours and skill in the game. Need to be good to be able to filter out the shitty suggestions

tired tinsel
#

if you change all the time plp will never delve deep into the units]

wise epoch
# tired tinsel it implies giving up on balance for the sake of making changes of the month

It doesn't imply that at all. Balance is a fickle thing and it can exist in infinite configurations, a stable meta means eventually you are playing the same game over and over because everyone has prepared responses to each action, and that makes it just a slow descent into micro optimization rather than experimentation or an act of creativity. A meta shakeup preserves the fundamentals of the game (usually, sometimes dota changes those too), while tweaking stats, changing roles, buffing or nerfing certain playstyles that the designers think will be more healthy or fun, etc, to allow the entire community to engage in that process of experimentation, learning, creativity, and adaptivity

cold needle
wise epoch
#

those are all more interesting states for the game to be in than a predictable one that's a matter of execution proficiency of the same strat by degress that you eventually see in really stable metas

vestal thistle
#

i have seen so many games get balance patches like +0.01% stat buff on certain unit/item and then the entire community's neuron system activates and new meta develops around it

cold needle
#

There's definitely an element of user perception involved, sure. Shadow buffs/nerfs for testing are helpful for that, or just making trivial changes (or fake changes!) to see how people react.

clever lava
vestal thistle
#

i think in current state, land is fine, air for me is well rounded enough (except t1 armada air) but Sea is lacking alot of mechanics (which i think hornet is working on now)

steep cosmos
#

also, there is a difference between taking feedback from low level players and having pro players do balancing for them
low skill players generally have no idea what they're doing and would blame all kinds of random stuff, while pro players can pinpoint exactly what goes wrong

vestal thistle
#

also would be helpful to have someone with high skill to filter out suggestions from high os players because too many of them have cooked suggestions. (as for low os suggestions, unless alot of people complain i think its just the learning experience of anygame)

cold needle
# steep cosmos also, there is a difference between taking feedback from low level players and h...

That's a difference in the quality of feedback between high/low skill players, true. But it doesn't necessarily mean that low-skill players are bad at identifying whether there is a balance issue -- just that their suggested fixes are probably less useful.

So basically what I'm saying is that both high and low skill players can generally provide feedback on "this is imbalanced in games at my level" relatively consistently. High skill players may also have some useful suggestions to fix things. Both are susceptible to biases, especially involving their own preferred playstyles or favorite units (so, aggregation of feedback is important).

wise epoch
#

That's a really rare talent. Most high skill players are not good designers (theres a certain update people might remember), so while they're very good to check if a change will be imba, they're not necessarily any good at proposing a better change

rare orbit
cold needle
#

@rare orbit , out of curiosity, did you ever consider adding something like the LRAA tower for sea? Maybe to the missile ship? Might allow for a micro-based solution for nuke bombers

rare orbit
arctic finch
#

i think we should come to conclusion that some opinions are just wrong

rare orbit
#

arguably, I could make the existing LRAA amphib buildable, and just slap it on the T2 seacons, as a hack

#

altering the flak boat missile to be a long range single strike shot is also a possibility

cold needle
#

In addition to the current flak, you mean? Might help to address the nuke bomber issues for now, but I suspect it would make the flak ship too broadly useful for promotion to the base game, yeah?

rare orbit
#

sea chainsaw would probably be the optimal anti liche tool, but that assumes your front never moves, 800m a pop is a lot to dot every interval as a 'just in case not dying' tax

rare orbit
cold needle
#

I was thinking of that missile, yeah -- IIRC its damage is pretty mediocre? I was considering just turning that single missile into a Mercury shot (same range/damage/cooldown) as a starting point, and checking how well that does

tame hill
#

ya know what would actually be cool (should go in proposed sea reworks instead) getting rid of the sonar on the air units except for the t2 air scout and having a cheap submarine aa or something

tired tinsel
#

it's fine you getting stuck in a 2v1 is normal

#

its just like if you scout nuke bomber and you are wining hard you have the option
or if you are wining hard you have the option to go blind chainsaw ship

#

it's not more expensive then 8 herrings

#

aa ship is a bit overpriced but it is very effective against gunships

clever lava
# rare orbit so how can this be fixed short of 'unfuck sea' (which I agree needs doing?) in t...

I'm not sure this wouldn't be infact compounding a complex problem already. It would just complicate the rebalancing of sea with the introduction of a unit nerf that could be avoided by the introduction of proper sea responses to air attacks. For example. U nerf the liche then give sea op AA options. Then ur left with an over exaggerated response as a solution to a problem that doesn't exist any more. Leave liche. Sea needs the meta change

rare orbit
cold needle
tame hill
rare orbit
#

ideally, the rightest solution is harmonise liche effectiveness across all lanes
but that means boat changes, not liche changes, and that's very hard to do, especially soon. so the least wrong is either global handling/efficiency changes, or a sea specific damage nerf, as say skuttles currently have

rare orbit
arctic finch
#

could you just do the whistler/lasher rework to herring and try out that first?

wise epoch
#

So this is the reason high OS or rotation players don't want to touch this tweak - You agree that the problem only exists in a navy map, but you still roll out a nerf to the unit knowing that it will make it unusable in any other context, just to make things easier for navy. How many other changes in the pack do that? Nobody is going to be able to trust the design behind these with that kind of knowledge

cold needle
random forum
#

Strait can have it's own tweak, if people only going to play 1 map, it probably should have own balance version so it makes the map better
Just please don't try to force it in rotato, we enjoy the game currently, balance is pretty good, only small changes needed

rare orbit
wise epoch
# cold needle Isn't it still useful to test such a change and learn what the result is, even i...

Experiments are great, but they have to be grounded with a particular goal, like "make this unit better defensively". Liche is already extremely niche on land maps - lane maps are hard to do it on, because the lab+unit costs so much, and even if you get it out it dies really quickly to static AA. On maps with dedicated air players they are effectively useless as fighters easily handle them. So we know from this information that even a slight nerf will make them unusable in that context. These nerfs are way more than slight

rare orbit
#

I still fully hold the least wrong fix is a liche specific damage to boats, until boats are less weak to liches

wise epoch
rare orbit
#

I think I will have to do that despite the 'no special damage' purists, perfect cannot be the enemy of the good, and it is the least wrong solution possible currently. note as said so many times, that this liche change was super experimental, to try to find a holistic solution. it might be that one is impossible, so boat nerfs it is
in any case I'm AFK for a while again. I hope to return to the thread to find data rather than arguments, but so far, not too hopeful

clever lava
#

I would very much like to see Arm navy becoming once more becoming properly competitive at t1. Without having to breed dolphins. The solution could be as simple as giving the arm frigates and destroyer more dps. The bias in choosing core sea over arm I feel is a great identifier for the investigation of a rebalance.

rare orbit
rare orbit
cerulean tartan
#

If you need another modeller for extra hands on deck (pun 100% intended) when the time comes, you know where to find me

wise epoch
#

How could that data be useful? There are dozens or hundreds of changes in this tweak, nobody will have the opportunity to focus testing a certain element, or even the knowledge of what to test because there is not a clear changelog. If you want people to test this out you need to make it clearer what has changed, and to direct players to particularly new or experimental changes so that they can give them focused attention.

#

This tweak is probably too large to do that at this stage, I think you would have to pair it down to get feedback from more players. And you would need to give some confidence to the rotation and high os lobbies that the changes are not going to be directed towards strait or naval gameplay, as that will mean it never gets enabled.

cerulean tartan
#

I mean the changelog is in chronological format, if it's really needed hornet can cut it down to old old versions of the tweak and have at that instead, or lobbies can use the older versions of the tweak directly. That will probably come with the write-up detailing the changes as hornet mentioned he was gonna do

random forum
#

If we have list of all changes, we can probably pick the ones that everyone would love to have and propose a few lists; like "should be in" "maybe"

tame hill
wise epoch
#

That changelog is missing tons of changes and it is not nearly specific enough to give players what they need to test appropriately. Most players will be unable to read or make sense of the tweakdefs, and even I got too annoyed with comparing every single change to the base unitdefs to figure out what actually changed to go through it all, and my understanding of the game and willingness to put in effort for something like this is much higher than most

wise epoch
random forum
#

Yeah, that won't work indeed, i already gave up 😄

tame hill
#

imo stick like the advanced radar, salamander, and idk, maybe the gunship changes in a pack, those are 3 very independent changes that can probably be tested at the same time

#

probably uncontroversial changes (I don't sala needs nerf but it seems to be the hot topic of the month)

random forum
wise epoch
#

that's autogenerated from changes to the unitdefs in the codebase, this is a tweak so it won't run through that system

random forum
#

can't you make a fake one? The devs usually have patch notes on top, explain things in text, then you can read the changes in details, it's good quality patchnotes

arctic finch
wise epoch
cold needle
#

@rare orbit , I went through and did some breakpoint testing for variations of the ARM flak ship weapons, in case you find them useful. Attached are the specific tweaks tested.

Results:

Baseline: ARM flak ship vs Liche
1:1 flyover: Liche survives w/ 142 HP
1:1 hit and run: Liche drops bomb, survives w/1265 HP
2:1 hit and run: Liche drops bomb, dies
3:1 hit and run: Liche drops bomb, dies
4:1 hit and run: Liche dies

ARM flak ship w/ secondary missile range = chainsaw
1:1 flyover: Liche dies
1:1 hit and run: Liche drops bomb, survives w/1268 HP
2:1 hit and run: Liche drops bomb, dies
3:1 hit and run: Liche drops bomb, dies
4:1 hit and run: Liche dies

ARM chainsaw-clone (no flak) ship
1:1 flyover: Liche dies
1:1 hit and run: Liche drops bomb, survives w/257 HP
2:1 hit and run: Liche dies

ARM flak + chainsaw-clone ship
1:1 flyover: Liche dies
1:1 hit and run: Liche drops bomb, dies
2:1 hit and run: Liche dies

ARM mercury-clone (no flak, no stockpile, 12-second cooldown) ship
1:1 flyover: Liche survives w/ 796 HP
1:1 hit and run: Not tested
1:2 hit and run: Liche drops bomb, survives w/ 845 HP
1:3 hit and run: Liche drops bomb, survives w/ 48 HP
1:4 hit and run: Liche dies

ARM flak + mercury-clone ship
1:1 flyover: Liche dies
1:1 hit and run: Liche drops bomb, survives w/ 980 HP
1:2 hit and run: Liche dies

Overall, I think the Chainsaw-clone (no flak) variation felt the best; the Mercury-clone variations were janky as heck, and allowing something with that much range to be mobile would probably be ruinous for air walls anyway.

I did not analyze any cost changes to go along with these, but even if the ship was moved to T1 and kept at the same price, I think there's some promise here (at least enough to start iterating on).

random forum
#

On land flak not the best against liche also, chainsaw is best with some basic AA turrets around so it can kill it fast enough to maybe not drop missile or at least kill it after it sniped the chainsaw. If you only have 1 strong AA it's usually not enough to stop a liche at full hp

tired tinsel
#

1 chainsaw trade with nuke bomber unless its leveled

#

although if a fig is aggroing the first shot maybe not

random forum
#

depends on los also probably i think since chainsaw has big range but needs the vision so it can focus liche

tame hill
#

chainsaw trades with solo nuke bomber but not if fig and scout escort eats some shots first (i know this from experience)

wise epoch
#

it doesn't win that trade at all, but that makes sense, a 700m tower shouldn't beat a 2200m unit

#

but a chainsaw with slight supplemental AA can beat a liche, which is what makes them so risky to use invading land, it's difficult to get more than 1-2 shots off in most lobbies

tame hill
#

tbf aa should always trade excessively in value against air units, even more so than static defense normally trades against mobile units

tame hill
wise epoch
#

yeah static AA performs a lot better for cost than static ground towers, but normal bombers of that value would overwhelm a chainsaw too. The specific values are less important than the reality that liche is killed pretty easily by static aa, so travelling between bases to hit multiple targets usually means it dies

random forum
tame hill
#

dragon is our special lil boy ❤️

#

but in all seriousness imo dragon doesn't really follow the same "rules" as other air units in other ways too, so it's fine if it doesn't interact with static aa the same way

random forum
# wise epoch yeah static AA performs a lot better for cost than static ground towers, but nor...

Need very good micro, with both the scouting planes to spot AA which you only have 2 or 3 at best, the figs micro to kill enemy figs, then liche micro to dodge AA turret/figs and hit the right target

Liche micro into enemy base is very hard thing to do and if you fuck it up, you are toasted
That's why player like blxssom or other strait spammer usually use liche as a defence unit, because only enemy air figs can kill the liche, which make the unit super easy to micro

wise epoch
#

dragon probably a little op, but at least its shit movespeed gives players time to prepare for its arrival into their base. The advantage of liche is you can quickly dive in, blow up some high value targets, and get out - but if the other team is well prepared it will be dead

tired tinsel
random forum
#

The lack of mobile AA being good against dragon is very weird currently but maybe t2 AA bots can have that role like hornet said he tweaked them

#

would be nice to have mobile flak good against bombers, figs and mobile AA bots good against single targets
like liche, emp bombers, abductors, dragon

tired tinsel
#

yeah thats an interesting idea

#

t2 aa bot just get 1 stunned by abductors i think
single t2 aa bots can be liability even if their hp and throughput got buffed

tame hill
#

t2 aa bots are hilariously shit

tired tinsel
#

yeah they actually have zero purpose

tame hill
#

also flak veh actually a bit op imo

tired tinsel
#

yeah super fast effecient 100% aoe

tame hill
#

they're actually better in every way than static flak, which is kind of dumb

#

and static flak is already very good

tired tinsel
#

static flak can be bombed

#

on big map a good air palyer can just bomb whoever is unprotected
esp with like seaplane gunships and active scouting

rare orbit
tired tinsel
#

plp are just not refined seaplane build or controlling them

rare orbit
rare orbit
rare orbit
#

'design by committee' really has to be avoided here

#

for sake of actually getting that data it could also make sense to trim out some elements, even though they're part of the picture and need consideration later. it will be impossible to get something everyone likes, including changing nothing at all

rare orbit
random forum
#

that one change i was asking for like 1 year ago to make t2 aa bots good and it's an organic way to make them good against dragon i think, many people been saying t2 aa bots are worthless

#

it's probably one change that would be pretty easy to try out and ask Zecrus to look at and merge

#

since Dragon already in the game

rare orbit
#

many of them are like that in isolation, some things already have been merged in, but I don't want to trickle bits in piecemeal, especially with things that interrelate

#

I'll look at breaking it back into pieces for testing reasons, although rotato lobby kind of missed the boat back when I was doing exactly that

#

it's only 'too much' as they didn't show interest sooner

#

(despite my trying to solicit testing, btw. as I keep saying this is in no way a 'strait patch' or anything like it)

random forum
#

Baron (warrior monk) tried to test the tweak making t1 transport not working with commander, the vote passed but it crashed lobby and he's probably never gonna try again to test the tweak
It's really not easy to test tweaks in rotato lobby, you need to be able to explain very quickly before the vote what is it most people need to agree to test it
Saying "whistler nerf" or "emp bomber nerf" is super easy to try but having big changes that doesn't help major gameplay issues that everyone is tired of won't be easy
You probably need to have boss and do dedicated try out lobby, like the AIR REWORK boys have been doing
So they talk to streamers, ask them to make a lobby, people join to try it or simply because there isn't any other lobby to play coz everyone is in that lobby already

cerulean tartan
#

We have people called beta testing leaders who can organise lobbies like these

#

For example Volshok was fostering some air rework lobbies

#

But for a tweakunits like this it's unlikely to happen maybe, idk I'm not familiar with how the the beta testing leaders test this stuff

wise epoch
#

You will still only get high os players to participate in that if the changes are limited to a small subset of this, OR if all the changes have a very consistent design direction, like "make t1 bots more asymmetrical" (just an example, I know this tweak doesn't do that)

#

Having a bunch of unrelated changes in random directions to address separate issues is too hard to communicate quickly to people joining a lobby, and they will get frustrated by unexpected changes, particularly if they have deep familiarity with the units in the base game

random forum
wise epoch
#

Plus, there are already lots of changes in this pack that can be (justifiably) used to write off the rest of the changes, like HLT buildtime buff, liche nerf, and janus nerf

lavish goblet
random forum
#

i think dragon doesn't necesarry need a nerf, just a good way to react to them which t2 aa bot could very well be the solution to

cerulean tartan
random forum
lavish goblet
#

How can you say that the dragon was op on open map and needed nerf, yet apparantly don't play sea, and then right after tell me liche is fine when for sea there is no real counter? It does the same as you described by the dragon on flats. I have to make 100 herrings and just die?

random forum
#

Few times i watched it, i don't think sea players can do much
Even on land map Blxsson is really good at sniping stuff close to the middle of the map and doing back without losing his liche then repairing it

lavish goblet
#

On land often you are spaced out for optimal trades, in sea is somewhat opposite

#

On land you also have more maneuverability to actually get out of the way and minimize damage

random forum
#

yeah, much better for land
also strait is very big map, the 2 air spawn are so far from eachother, it's kinda harder and more risky to do bombing runs, with the sea and very few land.
Blxsson been bombed on t1 so much before he has anything out and his team flamed him so hard many times, he kinda gave up on doing liche

#

dude was doing liche on repeat for weeks xD

lavish goblet
#

I don't understand why you can't imagine another sea map that could have this work or does it have to be strait and us non full game players who should just shut up and fuck off from any discussion or balance changes

random forum
#

idk, im not trying to not enter discussion about liche on sea at all
only pointing out, Blxsson can get away more with liche rush on strait cause the map is very large and t1 bombing run are riskier and harder to do, so he gets less punished, i played a few times against him on strait as air, was much much harder than when i played against him on rotato

#

and also don't nerf units if it's sea that needs more tools to deal with liche, coz no one will test that liche change ever in rotato

#

Indaclub also said something very true
You wouldn't nerf recluse cause it's very strong on acendency map with the super huge mountain, it's clearly the map design that can make some units much stronger

tired tinsel
#

yeah should adjust sea first

tacit igloo
#

Get rid of liche

clever lava
#

And just to go back to the Janus. We all know Janus pilots don't exactly hand break turn once theyve deployed their missiles. They're cumbersome and slow at best when turning and need support units to help coddle them back to safety. Reducing their range by 20% will essentially make those units Kamikaze units. Their reach along with their slow turning and mobility will just see them die. Hence the waste of metal. I sincerely hope that this change gets vetted sincerely and properly tested. I'm against it but will happily partake in any lobbies offering the patch. And I'll also voice my position on the air rework and say quite flatly. It's terrible and awful. Aircraft should not move slower than land units. And as air spawns are usually finite mex spots switching the eco structure of air to a more metal heavy one as opposed to its current energy dominate makes playing Air a bit unviable and heavy.

violet geyser
clever lava
#

? Of course it's wrong. Because Janus don't spin on the spot and accelerate at great speed out of harms way. They need a wide turning circle. And if you are playing someone competent they are pushing ahead to capitalise on the reload time. Needing the Janus to be 20% closer to most likely a rocket/grunt line. Will most likely see those Janus vulnerable also at the risk of the other units. Also assuming I use the unit this way detracts from the impact that this change may have on, what was it, 93% of the Player base under 30 OS.

vestal thistle
#

Who even decided Janus in suddenly an issue now, when veh meta is dead?

random forum
#

don't make it personnal choice peepoHappy

elfin frigate
#

IMO Janus noob stomp too hard. They can be dealt with with rocket bots and can be punished in a bunch of ways but nothing quite bursts a com like an early janus ball. No other T1 unit comes close to having an alpha strike as they do, they often kill without trading which ends up with 1 player with 5 Janus and the opponent with no units which doesn't seem to happen as often with other units even with large skill differences some trading occurs.

I like Hornet's change to reduce their range and damage vs coms, it makes them less oppressively com snipey and means they need to take hits to delete other units, i.e trade instead of free kill.

vestal thistle
#

If u Nerf Janus range it's just a pounder with slower projectile and worse CC

#

But ye w/e noob stomp unit = needs Nerf true. By this logic please Nerf shuriken, grunt,ticks,pulsars,rocketbots,tzar,salamander,Sheldon, marauder, razorback,demon,Shiva,orca,eel. I prolly miss other 100 noob stomp units that need nerfing but I'm sure u can address that in balance pack 👍

#

Noobs also lose commander usually to 3 llts very fast, we should go back to raghna's version of commander update so that llt bonus is removed and there's more room for error with commanders.