#Balance Candidates Pack
1 messages · Page 8 of 1
Personally, I think Janus feel too squishy with the range nerf. I don't fundamentally dislike forcing a unit to risk its HP when dealing damage, but I also don't think that Janus have enough HP for that playstyle -- and, increasing its HP would work against its current identity.
Adding a modifier when targeting commanders is good; that change seems to have the least collateral while still helping to address the noob-stompiness of the unit. I don't really see a need to reduce the range on top of that, but I haven't done any real review of that change either.
Is the only reservation with adding commander-specific damage modifiers to the pack, that they are tough to get accepted into the base game? I know that was true as a general rule, but I also vaguely recall something about commanders being 'special' in that regard.
The Janus changes could be too much Devious, I think some of the other changes are too much. Needs more play from all types of players instead of snarky attacks on people or their arguments.
Seems weird that com-specific damage modifiers would be hard to put in, I'm pretty they have the most amount of special modifiers in the game atm, what's 1 more?
Janus comes up so much as being OP I find it hard to dismiss, if it is indeed OP and the nerfs make it unless maybe suggesting adjustments or a rework of the unit would be more productive than derailing the thread.
Janus definitely needs a nerf as it does stomp too hard in lower leagues, in return you can also nerf the damage of rocket bots to make the matchup a bit more even or just nerf hp so janus could 1 shot it if thats the problem.
Dragon is op waste of metal as it is, anyone who says its op just doesnt have air on their team. Saying scouting is not possible in BAR is just untrue, If you got an active good air players they will exchange hits and scout around in the meantime. Rushing 5x 5k metal units before afus? If you lose to that its really on you. You are not meant to counter that in a few seconds only when you see it at your frontline. But again, simple t2 flack + figs will demolish it. T2 figs are op at countering dragons, all you do is target fire them and the all-in push is done, you just need some t2 flack to kill some enemy figs so you dont get bombed afterwards.
With liche I dont know how much you can change, but If its possible to reduce the speed while its loaded to what it is now in the balance tweak and return it to normal once the bomb is released + double the reload time from vanila. Then you would have more time to react once it enters vision/radar but will still be able to get away from t1 figs if microed well.
chainsaws way better at killing dragons than flak, can react to 3-4 dragons with spamming chainsaws
the flack in this case is for the figs coz ur airs figs supposed to target fire the dragons, assuming its equal air
Yup chainsaws fry dragons
metal for metal do they do better than screamers ?
Screamers are a meme unit that shouldn't be built imho, like dragons or manticores
some people play maps where you don't have dedicated air player 🙂
Idk but that sounds lame and poor design of map to not include air/sea? you missing 1/3 of the game?
some lane maps include air from the start, other don't, most rarely see t2 air reliably built, so it's much harder to stop surprise dragon attack coz the best counter is not available on some lane maps, but all good Hornet aware of it and made t2 AA bots good against them
hopefully we can have it as a stand alone tweak since Dragons are already in main game, having a counter would be nice
I mean wouldn't we put that down to bad map design? Why should we balance these units around maps that intentionally limit gameplay out of the actual game, where we can't use all of the units? I would expect some things would be imba if there is a map like that
Assuming both sides are even and one side made 5 dragons, would that also not indicate a misplay of someone not making air as a preventative measure? it could also be like 30or howevermany bombers too which you'd likely die to as well idk
it's a newly released unit that still needs a moving ground counter, bombers get wrecked by mobile flak and they don't work against dragon which is interesting gameplay
Dragons are a terrible unit as is. If you die to dragon, it's a diff and that is all. It costs as much as like 15 bombers or something. Bit they're fun so I make them to meme. I do also like change to make the t2 aa bot worth building.
i do know that, but in that case rushing 5 dragons is a big investment into air as well, meaning you were either losing hard anyway or just didnt push when you had a chance. You should not be expected to counter something that cost 25k metal and a huge amount of energy and bp immediately just by making cheap units from a lab that you already have.
Also, non dedicated air players are definitely worse than air players who do it all the time. It might take ppl few games on a different map to get used to different conditions for air but most of the knowledge is transferable. Air builds on isthmus are tight coz its played a lot, by definition rotating air players on rotating maps have way less time to perfect the builds not to mention it being harder since you cant just try again straight away, you gotta wait few hours or days to rotate to that map again
they usually come from the other side of the map when someone got feed or had a free lane
with bombers you can still counter and they only can kill 1 afus, so major balance issue with a dragon that doesn't die on afus blast so it can kill 2 or 3 players afus plus doesn't have a good counter from ground, only chainsaw can work but they don't move unlike flak trucks
Ya..idk. if u have afus, you have income and BP to make chainsaw right?
usually yeah but can't help your friends
It seems like a skill issue, or the game was already so far gone it wouldn't really matter
Anyone have a replay of one of those ~5dragon surprises for reference?
are you comparing figs cost to dragon? and how many you need to kill a dragon and stuff?
Ya since t2 figs are the best counter. Another way to think about it is a dragon costs as much as a t2 lab and 15 figs.
i see
this may surprise you, but it actually takes some time and resources to go t2 air and get out a fleet of t2 fighters at short notice, particularly if there is not a tech player on the team (dragon rushes are only effective on games without dedicated air or tech players)
the time it takes to do that, even with spare resources and BP, is more than enough time for the dragon to wreck 1-2 bases
im not sure how that sheet helps, dragons user will have some figs with it, never going naked, at least he has something like 20 figs and a line of reinforcement
he will always have more figs that you can have, unless you predicted the cheese somehow coz it's impossible to scout
And dragons very easily deal with one-by-one fighters, even when they're not backed up. You have to have 5+ ready to go before trying to attack the dragon
Wow how surprising that is, thank you so much for this OP info, condescending fuckwit.
It may surprise you that if the enemy has dumped this much time and effort into this and your team has not, that's a failure on their part that deserves to be punished by this.
The sheer amount of time it takes to build up that many dragons is absurd, compared to the amount of time to build up the easiest counter to it.
The sheet is to present information and findings after some testing. It isn't to make or not make a point about it but to present data.
going dragons is basically eco going double air
if you go eco double air and go bombers they could kill like 1 frontliner and 2 backliners all the time and faster
I am talking about maps that have no backliners
No shit Are you following along with the conversation or?
if you have no backliners how are you making 4 dragons
🤣
you know how slow t2 air comes out on all front maps?
only person talking about 5 dragons is kcorp. I'm talking about 1-2 dragon rushes, just watch zow replays to see how it is done
link some replays plox
can't look through any to see if they have dragon rushes, am away from my pc. He did it in probably 1/4 of all his games for months though
na raikoh mentioned surprise 4-5 dragon rush on certain maps
what time period and maps?
ah okay. I've never seen that done on a no backline map, it's always been 1-2 that i've seen
i mean bismuth sort of has a backline, rosetta has backline, DSDR has backline
half of the rotation maps have a backline
Showing he clearly isn't at all and just wants to be a dickhead
if the enemy has no dedicated air player and gets stuck with pants down no t2 lab up for a while, and you went double air or eco air then yeah you should win?
they do, but many of them haven't (or hadn't) built up a meta to resist tactics like that. off the top of my head I remember him doing it on ascendency, nuclear winter, coastlines dry, bismuth, ditched, flats, hades ponds, and salmaikki. Some of those have air positions, some of them have developed an air meta specifically in response to these strats
seaplanes, t2 bombers, even t1 bombers will do a ton of dmg
air superiority is insane on big distributed maps for sure
but he's banned now so we probably won't see this exploited much, nobody else could really do it like he did
chills boys, the counter is already made by having AA t2 bots be effective against them in the pack
it's a nice way to finally make those worthless AA bots usefull without making flak more overpowered
do you focus fire the dragon or hit figs with a ST t2 aa bot
prolly the dragon xD
ya i would love to see that balance change come to the main game, t2 aa bots have been a worthless joke as long as I've played this game, idk why they haven't been buffed yet
so t2 lab 3200 metal, dragon 5100 metal, so basically rush a dragon instead of going t3 shiva?
dragon has good BP cost it just costs a fuck ton of metal
Bombers still needs skill to work, you can lose everyhing to some flaks
Dragon is a simple A move no skill needed and if you fail somehow, you don't even leave wrecks feeding
ye, if the match has been all on land, putting that power into air is gonna be a lot harder to stop
flaks are not useless against dragon especially if you surround them with t2 walls op
...
they're not useless but they're not cost effective, and it's really easy for the dragon to just back up and go somewhere else, their range isn't that big
i try making flaks trucks spam, it's total shit, t1 bots spam is much better
what?
flak truck moves faster, has more dps per cost,
flak truck actually s tier god unit. just kite backwards and fan out
yeah but a player is sitting there building up 5 dragons, not contributing
that does happen, but again, it implies massive skill issue
i can see it being hard to defend a 1-2 dragon rush on bot map
but i doubt the options/micro have been explored
same is true of any transition, including a normal t2 transition and a t3 transition. I'm not really sure what the confusion is, my only point is that in the right circumstances dragon rushes are strong and difficult to counter. I don't even want anything to be nerfed to address it. I am just saying it's a situationally strong rush unit, much like a tzar or something.
raikoh seems to be arguing that it's good and needs a new counter?
the number doesn't matter much and the counter is already made, im not arguing
a buff to t2 aa bots I think? which would be good for reasons besides just dragons, because they're trash units and both t2 bot labs effectively have no AA unit
how good does t2 aa bot ST have to be to be decent vs dragon xD. and isn't the t2 aa bot insanely slow so it's hard to cover flanks
yeah we can all agree t2 ST aa bot is good for game health while distinguishing it from shredder
The counter already exists, brain use and figs
can't send figs with your army into enemy territory where there will be static aa, you need to send ground aa with your attacks
i mean the idea is that it's a surprise
If only the dragon was an EXTREMELY slow moving unit and has to come to you.
- how viable is it to scout
- if can't be scouted, how crippling is it to one's build to do a safe half blind counter
- what micro/tricks can be used against it (kiting backwards, chainsaw / protect flak with t2 walls)
- how fast does it come out compared to ground strats (both sides killing each other)
plenty of maps have narrow fronts where you will have about 10 seconds between spotting the dragon and it being in your base. That's how maps like pawns retreat or salmaikki are
That's funny, Kcorp start finally playing rotato lobbies a little bit and he starts saying everyone else is bad 🙂
A narrow front for air?! What is this mythical map type
if you have a narrow front then it's easier to defnd against air?
I'd say it's the right speed just bad dps.
if it's a wide and shallow map then ground rush with flak trucks is strong right? and easier to get a scout in
So based on the simple test and data I collected, you should be capable of reacting to this on time with figs, unless of course, you are already drastically behind the enemy team, and can't even muster a single t2 air lab
it depends, if they have eco player with bp making dragon and figs you can't beat it reactively
not without a joint team reaction ground aa to buy time
but like the answer to bullshit often is just to push them
if your t2 push is already going by the time dragon arrives you win
do you not know dargon player has figs too?
I am not saying that at all.
yeah probably, but it will depend on the map. Sometimes a lane will stall or the best attack angle will be too porced up, an air transition into dragons while things are unstable can do more than the same cost in ground units
If they invested into the figs and dragons, it should be EXTREMELY easy to beat them with you just having to make figs. If they also invest in figs after making, they they are already so fucked on the BPC and resources they have spent making the dragons that the player reacting slowly to this should be capable of making enough to counter, unless, again, they are very behind on temp and eco, indicating that one team has already essentially won, and is making big units to end the game
what are you getting mad about kcorp, we're just talking about the comparative strength of certain attacks lol. Sometimes dragon rush is a wet fart, sometimes its a game ender, requires very good game sense from the person doing it to know when it's going to be good. Which is probably why zow (aka clyret) was the only player who's ever done it consistently in high os games
if only one player is doing it consistenltly you think the counterplay is well practiced/developed?
brewer's advantage
can this not be said about bombers?
by consistently I mean most of the time he did it, it succeeded. Like I mentioned he did it in probably 1/4 of his games (just my estimation, i haven't compiled anything). Since it was in rotation lobbies and happened unreliably, it was difficult to build a many-map meta to specifically counter that strat. If other people did it with the same frequency there definitely would have been a meta response
which would also wipe 1-2 players if no one has air?
yes of course, but bombers are easier to lose to sudden AA and if t2 bombers, the buildtime is higher
SUDDEN AA on front?
I crafted a dragon rush build several months ago testing it 50+ games, it is absolutely possible for teams to counter this given even standings by placing AA on time and reacting.
I only got killed twice by them and it's really not worth arguing that much xD
I'd go so far as to say it would always be more effective to have made bombers and fighters
because the single digit dragons number is simply not effective enough to eliminate enough players in a short amount of time
3 flak truck can handle a dragon. while zoning the fk out of t2 figs
ya know if I had seen [zow] doing dragon rushes I probably coulda guessed it was the same person as clyret, clyret spent 6 months in 2022 just liche rushing everyone to very great effect
and it's funny how everyone can see liche rush is very strong especially on maps with no dedicated backline to the point they've been neutered in this balance pack but dragons? no way
ask hornet
"and it's funny how everyone can see liche rush is very strong especially on maps with no dedicated backline"
na everyone say liche is just fine
liche is a powerful situational unit
like dragon
If I recall correctly from hearing like 50 conversations with hornet being asked about the ballance pack, I belive his response is something like "This is a HIGHLY EXPERIMENTAL test pack"
Some changes, are, believe it or not, not dialed in whatsoever.
so you think liches are actually bad because they're a huge metal investment easily countered by t2 figs?
on land only maps? yeah need a geo or good wind or poor metal map
liche's impact in the first 10 seconds is incomprable to a dragon
this is such a weird reaction, of course it's counterable if you prepare, everything in the game is counterable if you're prepared and develop a meta around it. The point is that it was highly off-meta and was a very risky strat to do (like everyone here has meticulously pointed out, dragon rushing means you're not contributing to the front for a few minutes), so people were typically unprepared. But I feel like I'm talking to a wall so I'll let you continue with your theorycrafting
Nah, liche is good and situational. Dragon is a meme unit for doing memes
And yet it got NERFED because of this?
Are you kidding me
A few minutes is quite an understatement
dragon builds fast if you only have the metal
basically you have no fus/afus lol so you better do a lot of dmg with the dragon
The main point was not that they prepaired for it, but they could react to it on time, at very fast timings, simply with the resources they had
It's not, dragon has a low buildtime for its cost, it's a very fast transition with money. Zow could make the transition in about 3-4 minutes
skinner like is THE strat bomber man i would count his opinion for something
i'm pretty sure dragons are not from the air player (typically have lots of bp but no metal, the same profile needed to make bp hungry figs)
they're from the eco player or some kind of communism
ya when he did it on my team i would usually pool t2 with him and feed him metal for the dragon
I've seen chisato do it, for example, but I basically never see it work outside of massive skill issue
or an overwhelming eco advantage
In this cast, Raghna takes on rAndy in a 1v1 match that goes beyond all reason!
If you have a replay you would like me to cast, post it in the comments, email me, or contact me on Discord.
For those that don't know, Beyond All Reason is a free-to-play, open-source RTS game based on the legendary Total Annihilation. It uses a variant of the S...
like this game, dragons were okay, not very good at killing tanks but they did suprise and give randy 1 reclaim field. but he was way winning beforehand
it moves so slowly
is it possible to micro a dragon so it doesn't get in dgun range of a com?
while killing the com
yeah it is, but you have to be really careful with the move commands, and also watch out for height variations in the terrain
Also, I don't think Amojini's comparisons to the Liche are fair
also because of the aoe of fire, you can kill cloaked coms while staying safe from dgun, but the margins are very tight for that
People complain about the Liche because it delivers impact very quickly
I'm not sure I'd even say it's OP, but the main issue is that sea players don't find it fun because they have no personal agency in whether they get bombed by a liche rush or not
it has moderate risk if enemy is t2 air but unlike gunships it's not a dead unit even then
since you have the hit and run factor or suicide it for a big impact
Dragons give much more time for response
And the Liche is almost entirely an issue with the sea interaction specifically because of the high metal cost and density of navies
the only oh shit moment is when dragon reach your bp/lab or eco
Liche-land interaction is perceived as a none-issue
or maybee if they surprise kill your backline squishy units (sheldon/sniper, etc.)
they do, but the difference is that you need to have a response ready in force. If you build chainsaws 1 by 1, or send figs in 1 by 1, it survives and keeps killing. With liche a couple static aa or a couple figs will get the job done. They're both situationally strong units imo, easily countered by a prepared enemy but powerful surprise attacks in different ways
solar maps and metal heavy maps are bad for liche. ground becomes very strong quickly before you can scale e. and arm solar + a solar scaling is oof
that is an unusual and massive level of skill issue
the liche is legitimately difficult to respond to, because it can dip in and out, so you need to be pre-positioned
1 liche trades with a chainsaw unless the liche is leveled and healed
why are you sending in fighters in one by one if you can't cope
You can literally kill liche with like 6 t1 aa that's slightly spread out
honestly what liche does is it punishes enemy air jerking off and staying t1, or bombing run without crippling enemy air player
nettle?
they should just potshot the base at the edge of the nettles once then fly elsewhere. or if not worth then go elsewhere
Considering a similar case as presented, with no aa prepaired beforehand, the liche, in this case two liche for the same cost roughly, would likely be able to slaughter because it would kill any AA coming up much faster than the dragon can
everything is a skill issue when you look at it analytically. In reality this strat regularly owned 40OS avg lobbies. I wouldn't throw "skill issue" stones if you're not at that level
aa units have to kill their current target before retargeting
so figs can draw aggro from nettles
You admitted above that they didn't know about that meta and hadn't adjusted to it fast enough, is that not indicating an actual skill issue? It's not an insult by any means.
naval nettles have 107 vs 95 dps for a land nettle
It's reductive, every attack is counterable by a prepared enemy, using that logic every single strategy that succeeds is a skill issue for the other side
not really
I don't think most of you have ever actually tried to kill a dragon lmao. They're pretty damn tanky
anyway I don't think anyone's arguing dragon is actually op so there's no point in arguing about it. It doesn't actually require much more investment than a liche and has a similar effect and niche as liche rushes, being more effective in some ways and less effective in others
Like yeah, it's correct. But it's also useless
Yes, however the dragon gives significantly more time to do this
looks like a dead liche to me
amojini stop trying to be reasonable we're physically incapable of letting things go 
Reasonable? in what world is that reasonable
yes but if you are navy hiding and you get nuke bombered your lane dies anyways. it's a reasonable trade for the air player to win navy lane saccing 1 nuke bomber
that's the best case too, flying straight through the nettles without targeting them
real liche player is gonna pick on the edges or just go elsewhere. your opponent can just omega greed because you hella not pushing 6 nettles down and no t2
on amphib map, ground and navy aa units cannot move freely in all zones, and liche is strong af cause it is very effective at impacting (threatening) every theatre
it's also expensive af and dies to like 700 metal investment distributed over time and space
liche player always makes the choice
sure, that's why it's a good unit and not a bad unit
IN what world is an air playing flying this into 7 perfectly spaced and prepared nettles on the sea/land. There are value targets even if it does this where it can instantly pay 2-4x it's cost to make in a couple of seconds of being in vision.
We're arguing whether the liche is more generally useful and flexible to rush
The point is liche doesn't need to fly over 6 perfectly spaced nettles to die, it could just fly over 2, then 2, then 2 while looking for/moving to targets.
that's not true for dragon
It is extremely so because it's influence can be felt immediately. In the earlier cases where the player has no air/ no static up, this would likely be even worse for that team because of it's speed to remove players from the game, cheaper cost and even more figs following it than if you made a dragon
if it flies over 2 then 2 then 2 then it's bombed 3 targets
Not if the space it flew over doesn't have targets
are you suggesting scouting targets with the liche itself?
aa needs to kill the unit first before retargeting they won't instantly shoot the liche
For liche you need to have proactive scouting and constant air superiority over the entire path and time between every single target
No you don't
not when you hit the frontline army
290 speed flying janus
what happens to your dragon if you don't have air superiority? dies to t2 figs
dragon is only worth discussing if they have no t2 figs or you have air superioty
The liche is unique because it's also made with ARM which has at least 30s faster timing for lab on wind maps. The air superiority doesn't yet exist before it can have an impact and completely win a lane
you can blind counter a liche build just fine doesn't mean it isn't a crazy unit that can exploit small eco / fig positioning missup
god this is so fucking dumb I'm not even going to bother
I know it sounds trivial "oh just do this to counter," but it's really not true of many situations
eg. the pond communism situation that straits players were complaining about doesn't really have a counter that lets you win, per se
the best you can do, consensus seemed to be, was stall with assistance
it's just a generally optimal move with no major weakness (since it is one of the most important early game swings). anyways not the strait thread
and race to copy the strat on the other side
flak surrounded by t2 walls, dragon wins with 20% hp
flak with no t2 walls, dragon wins with 80% hp
if the dragon flies directly over the flak to shoot over the wall, dragon wins with 55% hp
Lets remove the Liche
Let's remove air
Let's remove mobile units from the game
BAR = Build Afus Repeatedly
With that said, though, let's not let this thread get too off-topic 🙂
We have a memes channel for that!
Lol
Usually what happens on these maps is the first team to go air wins 😂
Hmmm I think there may be an example in the 1v1 played by raghna and rompy on feast. About a week or so ago. Should be easy to find via the replay filters
Lol I only saw u post this now. I made my suggestion to this game before I saw this. High Five! 👏
Also we mustn't forget there may be plans to get the dragon built from gantrys in the future. 🤷
Let's remove all units from the game 🤯
That also means balance is indefinitely solved
Minor buff turtle
Minor nerf salamander
Average nerf lich
Minor buff dragon or major rework
Major buff (?) Archangel and equivalent
Minor nerf Janus
Minor buff hauberk
Do eeet
$unit hauberk
Unable to find a unit named 'hauberk'
$unit halberd
Close dang
why so defensive 😉
Man halberds need something, I don't think I've ever seen them used well.
Pretty much unless vs ships due to low range and speed and on land they get outranged by alot of T1 units that also kite them, and they are dgun food
extremely op in T1 phase on semi-naval maps like ascendancy
1 of this in enemy backline can kill the entire back
Don't they just get dgunned for free by com drop?(which is fine, just asking)
ive gotten some really good usage out of them but 50% of the time they just get D gunned, if theres no commander at your base a rushed halberd will wipe your base in t1
other hover units are propably more effective but halberd will win most 1v1s on land if they are in your base and have to be killed by a unit you make quickly in your lab
if they are out on the field they get outmicrod sure but if theyre in your base and you need to kill it quick its pretty effective because it just doesnt wanna die in those situations
1 halberd at the front to draw fire, 2 mongonel to snipe buildpower lab and llts, maybe an AA hover if there have been shuris on the field
Just played around a bit with he sea units. Per metal the Cor seems quite a bit better in direct fight. The Despot is so much better than Dreadnaught and for not that much more cost.. The sea would deserve also some balancing no?
the main complain ppl have is that arm battleship is a bit too squishy compared to core one. The weapons are reasonable, one on hand the lasers can have huge impact, on the other hand 2 dual fire plasma cannons do quite the damage (great visuals also). Then there is skater herring. rest ok more or less.
yeah in higher lv games its just gonna get transport dgunned most of the time. not to mention it takes a long time to walk (maybe transport?) might as well use medium hovers. it's good anti spam tho ig
yeah I think the price difference is very small considering how much better the cor is
hornet's patch makes the arm battle ship have like 180 more range?
1050 vs despot 1030 or something
which should be pretty strong but it's still squishy and not accurate
yeah not a fan of that unit
technically true xD
if com / com drop defense wasn't so ez i would think it would have a place on hover maps
I dunno, do you even bother with the halberd
I've barely ever played ascendancy though so I find it hard to say
i think it's the supplment to medium hovers to deal with spam attack
arm veh and hovers doesn't have an answer to mass spam
it's worth using on some of the super cancer flooded map permutations
when hovers are basically the only way to move across the map in continuous fashion
yep there will be maps where hover good if other units are restricted enough
there's no map I actually like playing on where hovers are good
I feel like the speed of regular hover tanks will almost always trump whatever the halbred offers unless it's a really small map
few seeker opening + the utility of the rocket hovers / cons are not bad
probably always trasnporting the halberd. then its good
13k energy + 75 per shot phew
that's the same energy as a fucking starlight 🤣
meh, but if you're air-transing anyway, in most situations you can just drop a land unit
That's a mad cost for such a niche unit, you could probs halve it and it wouldn't be op
they shoudl reduce the e cost of some of the hovers
like why does a bird eater have higher e drain then a geothermal? (99)
It's like a really expensive llt, that is only good in a small choke
eh i think it's like a t1 sumo
it probably would be too strong with 350 range, just e cost reduction to it and birdeater and maybe com trans speed nerf so it isn't so free to just com drop dgun
halberds stats are really good it just needs to cost a bit less E
has the potential to cause a lot of damage if it drives up the shore to harass land and goes back to water to get repaired by com
the higher HP a unit is the more usage you get out if by repairing it constantly
The DPS of the halberd is literally that of the Sumo and the range is actually higher then sumo
I just cant, I've literally never seen it used well, and when it dies aggressively it leavess huge wrreck
it needs a specific map for it, being transable helps a lot. the e cost is crippling, but unlike a turtle it comes out of t1 lab and has utility on water
from the sheer stats it looks allmost OP,
it is quicker then a sumo
only costs slightly more metal then a sumo
it has more range
it can traverse land and water
only needs t1 lab
it has 1000 less HP then sumo
it costs 4K more energy then sumo
yeah but like all sea units bar the ones you dn't even really make slaughter it
it's only for river and spotty island maps where boats are restricted.
sumo is like a support unit for your arty/spybots, or to save your base
the fact you need constant aa with it or it will die to com drop dgun
It might shine more in smaller games like 2v2 to 4v4 where there are fewer coms around with channels of water that aren't suitable for boats. Like I said, niche.
give it airdrop
If it needs to be airdropped to be useful then it's kind of bad right? and you need to drop it with aa so it doesn't get shuried or com dropped, and you need some scouts or something to build radar to avoid coms and at all these extra costs and risks you might as well have just gone salamanders
since grunts can't shoot over units, adding 1 halberd to a few medium hover tanks is pretty saucy
it can shotgun enemy bases like salamanders for good dps
also vs grunt spammas, adding one of these to a vehicle player's army is pretty amazing
the fact that transport can pick it off from water is pretty unique
assuming you have enemy air zoned out you can pick it up to evade enemy riptides after you trash their base
niche but i think it has some use esp if hovers get e cost buff
unique doesn't equate to useful lol
didnt everyone already agree that liche being good against sea is just an issue of sea lacking tools, not liche needing nerf as its already hard to accomplish much with liche on land if enemy is slightly aware? why continue the liche discussing if hornet is already working on sea changes
its "op" but 1 stout/janus can kill or nullify it easily, in sea its even worse because riptides are most broken dps unit in t1
also classic case of energy stall t1 unit
I think that's actually useful. Can drop a water base, escape frigates or enemy hovers, drop on water then walk onto shore
If com was pick up able from sea that would change navy a lot
Basically costs a geo thermal in e to build and 96 eps to fire lmao
We were just arguing about the comparison to dragon. In higher os land I think liche is powerful but niche so yeah best to start with sea only changes ig
It's real good on high wind maps if there is slight eco or skill diff on air
T1 bombing run can counter it but it's a risky play. If they spread their shit and build aa and you delay your t2 mexes for it, it's easy to fail and be in a worse spot
Even more powerful is a player (esp with geo) taking advantage of being slightly winning (ie. Not under pressure) and nuke bomber rushing as the non air player
Ships just simply need a heavy flagship-cost AA boat that's just Screamer/Mercury glued onto an existing boat in place of their normal main cannon and it doesn't need to stockpile ammo.
T2 Support Ship for both Arm/Cor are good, remove the Anti-nuke and energy generator, plop the heavy AA on it.
Longbow/Messenger missile ships are another option that practically don't need changes, use the same model just give it Screamer/Mercury attack.
no, the issue is with T1 navy, not t2
For fighting back Liche and other t2 air with t1 navy? I might not be following the conversation properly but at that point you need frontal swarm of t1 navy AA screening your main fleet if you aren't going to get t2 ships vs enemy t2 air. Even then you'd need at least twice the cost of attacking air units in your own AA ships to catch most of them if they don't stack up and chain up their deaths, it's so pathetic how bad naval AA is.
Navy suffers greatly from bad naval defense options against submersed, water and air units.
Even t2 constructors can just make defenses equivalent to t1 ships. For AA you get crappy naval version of flak turrets that are just straight up worse than just making a t2 AA ship. Cortex gets the floating discount Bulwark meme that is the Devastator and Armada gets a stationary Ellysaw frigate with Gorgon.
Your only reliable hope is using sea-planes but even that's a losing case of throwing t1.5 at t2.
tbf you are not supposed to earily counter t2 air with t1 ships, the t1 sea aa is more than sufficient vs t1 and t1.5 air.
I think what sea needs is an eqivalent to the t1 land AA you can build with regular coms, there is no bomb resistant aa battery or a long range t1 AA for naval
i dont think t1 aa built by a con would do much, since it would cost at lesat 800 metal for long range aa, which would kill a liche yes but it would never be built in time once the liche is spotter as it requries so much bp to do. And it would die insta if you have to fall back from the position as sea is very dynamic
if there was a good and easy t1 counter for the best bomber in the game that would be busted
its just a possible counter and thats what matters
it would be usefull to place them at your own base
Armada's Skater is ok since it's stealth and lets you surprise enemies that only use radar for scouting, but other than that navy AA is a deterent not a defense.
if i am not completly wrong most of the time its cor that complains that liche is too strong in sea so herring aa should be made to match skater aa range
you mostly hear about core complaining coz arm usually lose before that 😛
Does Karg have increased BP cost?
or wins 😄
corkorg = {
energycost = 550000,
metalcost = 25000,
buildtime = 485000,
selfdestructcountdown = 7,
},
corkarg = {
energycost = 50000,
metalcost = 2200,
buildtime = 425000,
},```
why does karg have buildtime of jug? @rare orbit
Internal name of jugg is karg
You can't put t1 aa in front your fleet while fighting
They will die
Jug is actually "korg" internally, but the point Jagomu was making is that both karg/korg have about the same buildtime
Devious null understands what i was trying to say
we noticed because BP was pulling 1m/s instead of 10. Probably an extra 0, honest mistake
oh actual typo heh
lol yup
the point is not to have a counter just something you can brute force use. remember this aa ship doesn't protect land or do anything sea wise, nor is it effecient at killing t1 figs. or shruiken
i believe herrings are pretty ineffecient aa
cost 1.65x as much as a crossbow with only 1.1x the dps
in a fair amount of cases sea cannot get t2 lab as fast cause they have to build it themselves and they are a frontline position who has to put their metal in ships
esp on a more open map like hellas or w/e
on land your t2 player can help you against enemy t2
but navy doesn't have anti-air aid besides a very on point and properly eco'ing air player
yeah thats why i suggested more static naval AA wich is equivalent to the land static AA, someone said that it wouldnt be effective enough to counter liche
what i said is just an answer to the "that wouldnt be effective"
Ya floating chainsaw seems fine, or chainsaw boat, it'd have to be very expensive. In which case I doubt it wojld get built because it would reduce frigate count. Maybe worth /affordable if you are way ahead of the other sea player and need it to fend off enemy air for Last bit of push. People already don't build many herrings for this reason
Check out #1186850950770610207 message -- would be good to have a sea player weigh in, but just moving the existing T2 flak ship to T1 and replacing its weapon to match the Chainsaw (with no price changes) seemed viable during my synthetic testing.
I did say "viable" rather than "good", to be clear 😛
I think its at least better than the current options of "die" or "die"
Yeah for sure.
yeah thats what i said aswell it might not be a comfortable counter for liche but better then nothing
That's the right idea for the t1 aa ship its not the most cost efficient but its a viable choice esp if you are expecting air
and t1 maybe shouldnt have an easy counter to liche
Better than making 5 herrings
Ya it doesn't make sense to me to make some sort of cheap aa that counters every plane in the game, I think it should be expensive.
1 ship to take out is much easier than 5 though 😛 chainswab boat wouldnt kill liche before it drops bomb on it so in the end you still -1k (and i assume a lot of e) and liche still alive. I think the best way to deal with liche sea balance is to slow liche down once its loaded so you got more time to split and fire off more shots at it. Im just not sure how much that can be done to begin with. any floating static t1 expensive defence its just not viable to begin with due to bp limitation on open sea and you would never invest in that unless you won the sea anyway. Likewise to have a chainsaw boat that cost 1k metal means u 3-4 frigates behind as it would likely stall ur e building it
1 chainsaw trades with 1 liche unless liche is leveled quite a bit
manually target the liche so it doesn't waste shot on fighter
you could kite backwards with it to make sure it dies.
i mean there's games where you make 5+ herrings. just make chainsaw ship instead now
it also is good vs anglers since it can actually range on them. just put frigates in front of it to block the angler shots
you are stuck in a catch 22 vs a good sea player but that's the nature of 2v1
if you feel like you are stronger then you could find a way to spare 1kmetal to have a decent answer to liche (as opposed to your push being full dead)
mobile chainsaw is i think a pretty useful ship (tho bad at killing figs/shruiken fast)
If you're up against a liche, you're already essentially being 2v1'd -- at that point I think it would be a choice between building 3-4 fewer frigates, and having half of your navy nuked.
Sure, it isn't a position you WANT to be in, but its still better than letting the nuke bomber run around risk-free
Why ships will have a mobile chainsaw when all other unit types don’t have one
esp since t2 air can collapse your position AFTER you win the sea
Ships already have a mobile rag when no other unit type has one?
mobile rag
that's a bit generous
Ships are just different, the different factories don't all need equivalents
navy has no tac launcher, no shield, no chainsaw, no mercury, t2 navy con can't build tracer, nuke
i bet you want to give mobile chainsaw to t1 ship right or t2?
My idea (which needs testing) is to replace the T2 flak ship with a T1 chainsaw ship, essentially
Mostly because asking for a whole new model is... unlikely... to happen in the near term
you still need flak tho for all the other air units no?
Ahh, but there's a flak turret that can be built on sea if needed. Not as nice to have as the flak ship, definitely, but I think having the extra versatility in T1 AA is worth the slight reduction in versatility for T2 AA.
I do admit that I'm not a good sea player myself, though, so I'm open to feedback for the sea-loving people
but then sea has no flak ship
t1 aa ship has to be a bit in effecient making a lack of a t2 flak ship kinda bad
also in late game maps not having a flak ship option sucks against mass air
All im saying is that t1 sea should not be able to counter t2 air alone
I don't think anyone is proposing that T1 sea should counter T2 air. The goal is to allow T1 sea to throw metal at the problem; we don't need sea to be able to trade profitably T1 vs T2, but if they are willing to invest 2x or 3x as much metal as the opposing air player, they should at least be able to hold back their T2. Same as for any land player.
yeah so some weaker mobile chainsaw
that isn't exactly effecient but allows sea player to not just roll over and die when t2 air comes out
was thinking like 180-200 dps bit less than chainsaw range, 400-450 metal. small enough dps in singles that air player could pull back their weak aircraft and repair
speed about 50-55, not particularly fast
hmm maybe it has to be more expensive and 1k metal aa ship
probably has to be, to justify having range that can hit torp bombers and liches
and make the single target weakness more pronounced
the fact that it is a 1k metal investment means there should be holes where gunships can try and hit
that way you can't just spread a bunch of 400metal mini chainsaws and call it a day vs seaplanes
and as a slower ship it's vunerable to getting sniped
I could see that, but I think there's value in testing with fewer simultaneous changes first. I want to see if we can get you against Blxssom one of these days to do some initial testing
then leave nothing unchanged coz thats how it goes now. Liche 2.2k metal, we are talking here about it being countered by single ship chainsaw that would at most cost 1k metal. Thats already less than half the investment.. atm the liche rush vs sea is a pure air skill issue, its very easy to counter with t2 figs, even with t1 figs if need be. Clearly u both need t2 lab and figs cost way less than liche so by defaul you would have the figs to shoot it down if the skill is similar
That doesn't match what I've observed so far in the vanilla game, and the liche still traded favorably during my breakpoint testing even with multiple Chainsaw ships.
But, I'd be happy to review a replay or two showing a sea player who is able to (even inefficiently) kill a liche while on T1, if you provide them?
on the flip side though, the removal of the flak ship would make sea weaker against gunships and as a forward air defense
I don't know if that would be OP or UP per se, more that it would have larger implications for the flow of the game beyond the liche interaction.
I'd rather suggest that this t1 naval option be added without removing the t2 flak option, to avoid unintended effects.
the fact is liche applies pressure everywhere else
liche is held back by arm t2 figs being dogwater
it's not like the map is a narrow tube
I'm honestly not experienced with tweakunits patches to know if we can add a new unit, I've only been using them to modify existing ones so far. Anyone know if thats possible / I would need to do anything special to add a modified copy of a unit?
its air skill issue / air not getting t2 on time, or air not respecting it and not crippling their opponent air if they do t1 bombing run
with a bit of ground aa you can easily nuke the front army and fallback to friend aa vs t1 figs
only cause nighthawks are insane bonkers unit they fly so fast and deadly they can chase through most aa without giving a shit
with t1 figs there's only like 8 speed difference if you aren't literally on top of the army defending it hard to catch the liche
Yeah but people can't fathom how to counter a liche rush on air when lab + liche is 5.4k metal, and alot of people make fusion right before it so it's 9.9k metal investment that is not on figs. Can be easily countered by wind spam + t1 figs for early.
Also strait has crazy wind, these mfks make fusion and still opponent air can't figure out a way to counter liche
ye
fusion is better than wind in some cases
because wind takes ton of bp
I've said before I don't even think the liche is op per se, I think it just puts players too much at the mercy of friendly air making mistakes and is therefore not fun
The amount of time I've comm dropped the geo tech spot because enemy air was making t2 mexes and fusion while I was spamming figs on wind is crazy
real
It's like they have 5 figs early and u have no idea how to exploit it
if it's just that the geo player should react and make nettle or sam 1 shot the trans
t1 fig com drop pretty good tho
at least that you can do something about yeah if air is eepy
I've fucked up as air and gotten my team liched
which is skill issue on my part admittedly, but also quite demanding to cope with
its more sound to rush liche from a geo/eco player not air player. or boost the air player
but you can force it, and if they stay on t1 you can get some friendly ground aa to play around
it is exploitable, ofc its exploitable if you know exactly what they are doing
liche from air player is extremely meh yeah
With coop you can exploit a dozen niche units, like tzar which didn't see much play until mausers got nerfed and coop kept getting popular. Doesn't mean tzar will need a nerf
yeah so just talk about non-coop
since there's a million things that are really good with coop
ye hence why my take is that I don't think liche combo is op, just not fun for sea
the threat of getting your leveled destroyers one shot no wrecks is crazy
i just reclaim my destroyers and go t2 air or something as sea if my air player suck
Liche shud remain untouched it's high risk high reward unit, t1 armada air already sucks, if u Nerf liche, same people will complain about abductors 1 week after
abductors are op, only thing shit about arm t2 is their fig
you can use abductor with 1 fig to tank to stun flak truck or chainsaw
Arm fig to core fig disparity isn't big enough to offset the advantages u gain by proper micro of figs
it's a huge difference. at t2. arm fig more expensive more bp slower i believe
around 40% more cooldown on attack
Fig to Fig is more about exploiting the targetting of figs, it honestly shouldn't matter if the attackspeed difference is high. But maybe needs testing I haven't seen too much of t2 fig cor vs arm
definitely doesn't happen much in rotato, but happens a lot more in straits
Testing shud include how well the figs perform for protecting bombers and defending against bombers
it's not so bad in small engagements, like 5-10, but it's very brutal in large fighter exchanges
Depends alot upon maps also, alot of maps have reasonable positions for air spot and alot don't. So you end up micro'ing land + macro'ing t2 + making ur own figs. In these maps fig to fig is mostly about macro
ye, especially on lane maps, which kinda jars me
arm t2 figs are better vs bombers but in bigger numbers of 40+ they just start losing to core t2 figs, the 40% faster reload on t2 core figs is massive, what it means is your figs shoot second time .4s earlier after first shot, and each shot takes out an enemy fig so the snowball is very quick in a 5-10 second fight
thats one of my points, that 1 chainsaw does not kill a liche to begin with, and liche would just target fire the chainsaw, 1 tap it and live, so theres not much difference this would make for sea's defense vs liche. And ppl who say they would get more than 1 chainsaw in anticipation for a liche are just dishonest. If it costs 1k metal you just have no metal to invest in super expensive aa at min 10, even more so the liche can just 2-3 of ur frigates/destroyers and the sea would roll you over anyway if you invest in the 1k chainsaw ship so early on
catchin a liche with t1 is nearly impossible if someone with skill controls it. What t1 figs do is delay the liche bombing coz the air needs the figs to clear t1 figs before he sends liche in. t1 figs are visible on radar so if you hold a group of them 5-6 behind ur ally fleet (hence you can be on both seas with 10 figs total) they will either be visible on radar and the liche wont come or the liche enjoyer will have no radar and send the liche in which then dies to the figs. Theres so many ways to counter the liche by air and most air players have enough figs to do so its just ppl not knowing/not scouting and very poor positioning on the figs they have so they cant respond in time. The only liche that is hard to counter is the coop liche. The geo going liche is a troll, it should be pretty common to scout what geo is doing anyway at 5-6 min and if he goes liche the front should get rolled coz of lack of t2 anyway (again skill diff issue)
I think your point misses my core strategy -- a hypothesis may or may not be right, but the only way we'll know for certain is by testing it.
If testing shows that an idea does not have the intended effect, then I'll make adjustments and test again. My personal belief is that theorycrafting is only useful insofar as it results in new ideas to test, so I don't tend to give much weight to specific numbers: they can always be changed as needed.
Maybe the damage of a Chainsaw ship needs to be increased/decreased, maybe the cost needs to be increased/decreased, and maybe even the idea as a whole is non-viable for some random reason, but the way we find out is by testing.
never knew the justa was for justinas
its justa5 where 5 is S and Justas is short for Justinas 🙂
I do understand the testing strategy I just question the whole idea of giving sea something extra in hopes to counter liche without it breaking the game in other aspects. The fairest thing to do would be to give them static t1 def like sea chainsaw etc and then leave it to players to either use it or not (which i dont think would be used but who knows). In otherwords, the only way to make this viable is to make the aa sufficiently good and sufficiently cheap but in that case it would completely fuck the air interactions with sea in all other ways.
See, that sounds like a hypothesis to me. I guess we'll need to see if its true during the testing 🙂
I can approach the liche issue one of a few ways, all somewhat wrong.
The rightest by BAR ethos is holistically alter liche ability globally, and we've seen how that is received, despite it also being same the way dragons were 'fixed' when Zow exploited them. (The idea of the changes seems more the issue than the exact ones used, which as said were super experimental)
The lightest is give liche reduced damage to boats, until navy is reworked/rebalanced, which is very much something I want to do one day, when time allows.
A T1 'heavy AA' ship would fully shut down seaplanes, basically, and mess with the later stages of torpedo bombers, especially if they're altered to be less abusable
A static chainsaw structure for sea is probably the least wrong option, presently, but is naturally somewhat limited with regards to keeping up with fleet movements, meaning any push sets you up for free deletion unless you porc creep or go heavy sea air yourself (at huge investment). Therefore, it doesn't really solve the problem.
Probably answer is to.make it slow
Remember it's weak to shruiken, and perhaps with enough puffin you can snipe it if it's not in the middle.of your fleet
The best approach is just to go around it
Seaplane gunships are not always meant for killing fleet, they kill land and your bp/tidals
With some really good micro atm puffins can torp herrings taking minimal dmg
Sabres more versatile and have lower BP cost tho
I'm kind of leaning to a hybrid solution, potentially. Reduced damage to boats, reduced speed (to let T1 figs still catch rushed liches), making chainsaw sea buildable. liche probably still needs more BP cost too.
I will rough out a 'chainsaw boat' in stats, there's a unit I could use as a role template, but I could easily seeing it being gamebreaking
(this will be an extra tweak rather than part of the pack)
Has to be a weaker chainsaw for sure
IMO the AA hover already fits this role, it just needs lab investment first
And slow, vulnerable to going around and dying to ships (but it has range)
a few of them roughly equate to same effect, with less range
Aa hover cost a metric ton of e, not actually that good dps
A plat has half the dps and smaller hits than plat (one shot shrui)
it is costly, but also evades torp bombers entirely for that
Plp sleep on the plat, is has a ton of other utility
agreed, it's why duck is in amph lab, platy is sleeper OP
Yes it's a niche answer tho hover lab has a high BP cost
It's really good the best hovercraft but it takes finnese
alas so, cross labbing costs a lot for sea
ikr
Plat is not an oppressive unit but has a ton of potential
this is the other reason I think a static solution is flawed. sea fundamentally cannot invest heavily in a not-dying tax, esp one that may never be needed
mobile would have to be really expensive though, would have to ensure a liche kill for the boat cost, meaning very good range/dps stats (also liche speed nerf required for this aspect too)
Doesn't a chain saw trade with a liche?
probably make the aa ship not get 1 shot by liche but have lower dps then chainsaw and slow
not quite, and only if chainsaw shoots liche first and nothing else, and the chainsaw is the first target in range
Just manually micro it
eg the chainsaw is already dead to enemy boats, if it's leading
Chainsaw range is a lot better than other aa
Okay to trade 1 hit for the liche with the 1k invest
Or at least 80% kill it and force it run back home
Just gotta try and design it so it's not a binary interaction, liche cant one shot it, but it doesn't automatically make.liche play or seaplane play impossible
it should survive a direct shot probably, otherwise liches can kill it then be back before a replacement arrives
Yes as a t1 boat it can benefit from t1 ship liche nerf dmg
liche should maybe be able to (survivably?) shoot a boat lump too far ahead of the AA boat, would depend on range
Well naval player splits and their destroyers are not getting one shot
will need to live draft that I expect, hard to predict real gameplay interactions, esp when possible other friendly figs and AA boats feature
So that's already a world different than vanilla
rarely possible in time, although hoping slower liche allows this, if player is superglued to minimap at least
Make it not "free" to position the aa ship
If you suspect you presplit until you see liche elsewhere, or scouting
You can use a spread line formation
that leads to setting yourself up for defeat in detail, very hard to not lump boats when fighting other boats
The match up is a lot better if lich doesn't one shot destroyers
That is the most toxic thing
Well if your enemy sea opponent is strong or even then you just turtle up
This is only if you are ahead and want to keep pushing
if t1 figs can catch liche then its useless at the get go, Is it possible to have it slower while its loaded and then restore speed to normal after bomb drops? so you can have more time to split when u see it coming but its not a one way trip for it either. i personally dont see the advanced t1 aa static def plausible in any way, not likely even in base at 10 min mark as it is too expensive and requires too much bp to come up in time for anything really (liche and sea planes included). Likewise the chainsaw ship would have to be significantly priced to reflect the range and damage at t1 (it can also be used to zone out figs in the cove for example of isthmus) so the bp and e cost on it would be quite prohibitive as well to make without knowing that liche is coming.
I kinda dont see any way to boost sea without making it op vs air nor to nerf liche without making it useless. What you could perhaps do is incraese liche health and reflect that in incrased price and bp cost so it wouldnt come out as fast without nerfing damage or speed.
For the part of reducing its damage vs ships -> the current sacrifice of liche is that it takes away the wreck, if you drop a bomb on 8 frigates and drop them to 10%, thats just a buff to the sea thats using the liche, you still kill those ships but now u can reclaim them too
you can guess based on enemy air opening armada / player name
it's an option if you winning sea and have some resources to spare
yes i think it makes more choice. If you work together with your navy ally you can get wrecks too
if you target wounded destroyers it leaves no wreck
not sure what happens when you over kill a unit with 10% left
when you are randomly bombing someone without navy support they should get the wreck/rez
liche just needs increased bp cost
for it's utility/speed it's bp cost is pretty low. strat bombers on the other hand are cheap resource wise but take a metric ton of bp
yea but thats not the right way to judge lol, if you winning sea and got resources to spare then invest in 10 herrings and u will kill that liche if it comes lol
2100 metal is different than 1000 metal
liche can threaten everything on the map and defend com drop and amphib
how can you not understand it should not cost 2.2k for it to be defendable in one area
im fine if t2 ship would be able to defend liche for 1k but not t1
if t1 ship can defend a t2 unit that is 2.2x more expensive it just breaks the game lol
they make that ship you just nuke their base instead of their army
as long as it is slow and not very mobile
idk i would prefer to just increase liche bp cost and price and in return increase its hp
i think that's a nerf. more hp is a drop in the bucket against t2 figs
the unit has 290 speed, and aa tries to kill it's target before switching to lich unless manually targeted
You have plenty of play to thread gaps in the enemy aa
its not for vs t2 figs but vs ground aa so it wouldnt die to whistlers 🙂 the key point is it needs bp cost increase and metal cost increase and that has to come with something extra for the unit
liche is a surgical bomber, you dive in to elimitane targets and hopefully get out
highly mobile units need highly mobile counters, liche should be counterable by air, and T2 air should be better at it for sure, but enough T1 should also be able to
the unit is like 5x faster than whistlers, by that time t2 should be out on the map, potentially killing the whistlers
as you cannot always 'catch up' with an optimised T2 rushed air build, as you have very patchy scouting available usually
the thing is the "hard counter" cannot be a mobile force. otherwise the unit has absolutel yno where to run
t1 air is able to counter it already, i explained before how to do it, it is definitely possible
when the hard counter "shruiken" or "t2 fig" is super fast, the aggression becomes useless
it just means the fig handful dies to a few T2 figs, then liche comes in
because no matter how much you surprise the enemy shruiken or t2 fig can zip back and delete the leak / nuke bomber
thats not how it works
only real counter value is that it gives you a drop more time to split
t1 air is a skill matchup
playing around friendly aa very good with the liche
we are assuming eqal skill on air here, so liche by definition will cost around 15 t2 figs, so if the lab is done at the same time you can defend both seas from it, even if you choose to stay on t1, you will have around 50 t1 figs vs 0 t2 figs
@rare orbit how useless are t2 gunships without air control? the reason for that is t2 figs can fly anywhere on the map in seconds and they delete t2 gunships
that's the problem with super fast hard answer units
the liche is held in check because t2 fig is so insanely fast and deadly
liche vs t1 figs is like shruiken vs t1 figs but more impact
yeah t1 figs can kill them but it's very viable to run away and t1 figs melt to enemy aa
so even if the enemy has more fighters doesn't mean you can't sneak around and get first strikes
sea builds 1k aa ship, that slows down their transition by 1k metal, then you find a weak spot somewhere else and maybe kill thier geo t2 lab or their front army
theres no way a liche lives if you keep your t1 figs behind ur fleet and f move to liche when u see it. If liche dives for a kill it just dies, t1 core figs are faster than liche and arm just a bit slower so the only way it lives is if it turns around before t1 figs are in range
yes, if you are hovering the correct army it dies
but you can see where the t1 figs are on radar likely
what im saying is you can be hovering both
yeah you can do that
against that the liche player should just slow play it. if you made that many t1 figs your t2 lab super delayed
and that just solves the problem, I explained the radar thing before, letting ur figs be seen on radar prevents liche from diving in
no its not, coz you did not make the liche urself
i played vs blxssom liche a lot and he makes it and sits with it coz he cant do shit with it without losing it for free
if ally has friendly aa like skaters / whistlers that provides a very good staging point for the liche
you can't keep t1 figs anywhere near those things, so you get pushed back
and the key thing is if i am close to him when i see the liche with my t2 figs i can just dive and kill it coz i catch it and i have more figs
ofc t2 figs are very good
yea but i keep my figs behind ur fleet, you got radar with ur fleet so i only need to see when liche is coming, no aa is killing me
even the t1 figs the t1 basic aa like skaters and nettlers are dogshit vs big numbers as they 2 tap them so you lose around 1 fig while flying through
so you have 10-15 figs on each side?
skaters are not dogshit vs big numbers xD
1.4 sec cd, vs cortex each one kills a fig every 2.8 sec
they are, you need to compare the numbers and the price
and im not staying over skaters or any aa anyway, 2.8 secs is more than enoguh time to fly through them so i still lose 1 per skater
the speed difference between liche and fighter is very small
anyways i think there's a lot you can do with t1 figs but yeah needs some good control
people say that geo rushing nuke bomber is throwing, but it's a valid move if front is stable and you have a navy lane you need to deal with
core 3 faster arm 6 slower, hence u can run away from arm but not from core, and even to run away from arm you need to be able to turn around before u in range or u dead anyway
well ofc you aren't going to fly head on into an area with t1 figs
you are one of the best t1 fig micro'er btw, most air are like asleep even at 30 os+
it is a valid strat but geo is very very scoutable so theres not much excuse not to see it coming and its also a skill difference on the geo players if one is doing it and the other cant kill him for it
well it's just another option to convert your front advantage into a different advantage
yea but thats by it self is skill difference on front then 🙂
or maybe front went well
in practice yeah but what about other maps with geo. people bad at scouting what can you say
idk i think 5-6 ducks also make a big impact on sea so liche is just one of the options
lmao no
ducks take a while to do stuff, they are a good annoyance and can save a lane. but no-wreck killing destroyers, the impact of the liche is like 10x faster on arrival
the thing with ducks is you dont know how manny are coming 🙂
they cost an arm and a leg in metal
they are a good unit to win a reclaim fight tho
so does liche if it gets shot down 🙂 tbh i find sea ship micro to be best if you keep ur ships in line formation so it should be liche proof anyway
"liche proof"
and liche damaage to subs is nonexistant
unless its in shallows it dont reach deep water
i think on isthumus you should be able to nuke amex with a nuke bomber underwater
not leaving wreck op af
that would require to raide them up from the depths 😄
i mean u can kill it without leaving a wreck if torps as well
supreme straits are very shallow sea suprrisingly
yea but deep enough 🙂
tilt your camera its not deep the amex top reaches almost the surface
yeah but its the exact depth that matters 🙂 if t2 ships can pass there its deep water
aoe is calculated by distance
whether the nuke bomber can splash the amex
the damage falls off rapidly for liche from the epicentre
ima just test it
it might be like 10% per circle
bullshit it has 65% edge effectiveness
hm so 5% 😛
just a casual 128 aoe
coz it wont kill a destroyer at the edge
yep
if you ground target the amex you can 1 shot it, does 5300 dmg
should be able to dmg maruaders too if you giga chad
yea but marauder kill liche well enough and usually u shouldnt ground attack with liche, but set target and fly over
i mean you can bomb the water
and soften the marauders up as they run through the sea
if you land a direct shot you can 1 shot marauder underwater. most of the time it does like 50%-70% dmg
sounds like too much effort 😄
oh less work than trying to make static defense that is zero impact on the rest of hte game
and moving cons and bp there to build it
depends where u are and what u can do 🙂 hlts are op vs marauder as they build fast and do decent damage and are tanky you can reclaim them later if u want
Hlts?
im convinced u are trolling now
im not actually 🙂
ok bye
it depends how many maruader u trying to defend at that spot, if 20 are running in and u got enogh res and bp for pop ups then they will do better
but if its 5-6 marauder and u not floating in gold and bp then hlt is the way
heavy laser turrets for those who are unfamiliar 😛
thats a mistake ppl keep making when reacting to different things, like starting t3 gantry when marauders land on geo sea when they dont have the metal for it 🙂 different situations require different solutions and the most efficient might not be the best due to time limitations
overwatch or beamer?
beamer
most plp call the area control turret hlt
Oh
Bro who refers to the beamer as the hlt
its called heavy laser turret in game
yeah beamer is okay ig
ye
maybe it used to be called that idk, im sure i remember beamer being hlt and the overwatch is one step up
Overwatch u gonna die while building it, wouldnt not recommend 😄 does shit damage also
266 for beamer and 215 for overwatch dps wise
balance pack version a little faster to build, but in rotato land that apparently can be Huge Buff Zomg
most cases I see them built (in any game) it was after lane already won, one way or another
beamer spam good vs salamanders too
Overwatch has its uses mainly to zone out the rocket bots and whistlers while u build gauntlet behind to take out the t1 arti
buts its not a turret that serves another defensive purpose, its zoning out tool so you not meant to see more than 1 really, the beamer is the power tool cheap and high dps to take out stuff thats close
indeed, but overwatch rarely able to be built before being dived ~80% finished
even in an otherwise won lane, it's a 'dive me pls' button
it really depends when u building it 😄 early on theres not many things that can dive 🙂 I would assume you build it pretty early like 2 llts into overwatch, otherwise you dont do any defense and focus on units
it depends on the map i guess
I've begrudgingly accepted that sometimes it is the right move against rocket bots
but yeah, you need defenses so you can build your defense safely
vs rocket bots alone u can do beamer, it has 5 more range than rockets
it's also the OTA buildtime value, for 'some reason' in history unknown it was hiked up
beamers are underused imo, they so good
so what do u call a beamer? a medium laser turret? MLT?
😉 I would prefer if they had same generic names for all factions
now its called beam laser turret and twin guard laser turret or smth for core
it has same function so call it medium or heavy w/e, and the overwatch and its equivalent zooning turret or smth
beamers die too quick to rocketbots
having 5 more range means nothing bcz it eats a volley from 7 rocketbot and vanishes
hold fire micro with rocket bot 👌
if you aren't doing claws you are trolling
rocketbots a little too good currently tbh
suggestions welcome as to how to redress that, but without overpowering/differentially overpowering janus
which is hard as janus already oppressive in most strata
Yeah pleaaaase Nerf rocketbot so meta is Janus stout 24/7
that's why I'm not touching it, but otherwise it's just rocket central even on lanes that are meant to be veh centric
Every lane which has space for veh maneuverability is still played as veh
maybe top strata, seeing a lot of rocket danmaku in places it really shouldn't be atm
Yeah well if nubs gonna make 150 rocketbots then let them make what's the point of balancing around new players doing suboptimal plays
Rocketbot spam is more of an issue of thugs/maces being ultra niche i.e only usable when lane has highground to low ground dynamic
Yeah so just make the AA ship for sea a t1 not chainsaw, but 400m aa ship with higher single target that struggles with many units, win win
Also on the janus / rocket bot thing, who was complaing about janus vs rocket bots wtf, isn't it more an issue about core vech vs janus being completely out classed?
It probably has to be a heavy 1k metal ship so that other units can exploit the places where it isnt
nah it doesn't have to be, or you should just give the t2 flak ship since it's basically a chainsaw already
Na but it has superior range and can actually range angler and nuke bomber
If air vs seaplanes is as easy as making 2 400m ships one for base and one in your army that's pretty ez
If it has 1k+ range it has to be one expensive ship
They are quite good but like a lot of the dmg is dodgeable
Are thugs viable on more open ish 8v8 maps?
Thugs are not viable on maps like flats even a little bit
Not that wide
Example of map?
More open but not huge travel distance. Pawn retreat I believe
Pawn retreat is rocketbot spam ye
I like them cause they can bully a com while controlling space and giving you some defense against charges
Thugs also not viable on low metal maps like pawns retreat
Just making a few
U need high metal map and high ground advantage like bismuth south lane
U can usually kill every veh opener on bismuth south with thugs and establish mexes advantage against rocketbots with thugs bcz of the hill
Very narrow and Niche lane
Huh
Bismuth south has a hill
So you just hide behind the hill when rockets come?
No u stay on the hill
Thugs same range and rocketbots bcz of high ground plasma adv
Really it's that close
U just straight up win if the rocketbot guy tries to push uphill
The hill blocks most radar vision too
Watch any of emre's games on bismuth south ull get the idea
Emre is the underscore named guy ingame
Wouldn’t Bulls deserve a bit of hp buff? It’s strange it has less ho than Tiger, certainly does not look like that. It also looses to Tigers per metal (3 Tigers vs 2 Bulls)
Bulls have insane AoE and dps advantage against tigers + more range , they are not used in the same way
I like bulls. They're "tough" to get because at that stage it always feels heavy on the economy. But they deliver if you commit to it. It's a directional play. Not all units can be ubiquitous and homogeneous in their availability. That's the risk
Lol. Would you like some salad with that fried ticken.
I like the HLT suggested change. I think being able to use them more efficiently would add a healthy dynamic. It would certainly balance out or alleviate the(current situation of) janus and rocket presence
We must consider a maps like 8 horses and similar styled maps. Introducing hard core T1 AA ships. Would essentially cut off the air player and the air player of won sea Lane will effectively have a field day of air superiority and destruction. The entire map meta could change to push out t1aa ships while air spams bombers. Air or sea would would need an effective response to these ships.
True, Tiger should be more raider, bull tanky front liner. And yet the Tiger wins per metal in direct contact. Bulls are great, just the hp being lower than Tiger is a bit unexpected
@rare orbit can we get .8b with fixed karg BP?
bull is an aoe kiter with better range
tiger is a high hp pusher with mostly st dmg
honestly tiger is a bit underwhelming i feel like the stout does 90% of it's job with better dps per cost
already done but not released yet as I need to test some liche stuff still
people react badly even when things are explictly tagged as 'super experimental ultra test' changes, so need to try to get closer to final first
Thanks!
True, Tiger dps is so low. Tiger could get a bit more dos and Bull more HP, the looks is now confusing to me Tiger has big cannon and Bull big body, yet the values do not correspond really
salamander is a better raider due to higher dps per cost and emp immunity, and less vunerable to dgun, tiger is only for brute force pushing and being a mobile defensive line (t1 medium tanks are pretty fine at that role)
Or you need something that breaks LoS, like mid Koom(move def helps too)
Latest, with fewer typos and a better liche nerf
buildtime = 77400,
energycost = 66000,
weapondefs = {
arm_pidr = {
damage = {
lboats = 2810,
hvyboats = 3350,
},
},
},
Again, I'm very aware special damages are not the ideal fix, but is the least wrong option presently possible, with the least balance collateral. Actual numbers for speed change and build/E costs still highly debatable.
Objectives are: help identification of liche via approaching radar dot, and allow T1 air to interact with it. Delay arrival, and help allow counterplay to the free delete / instant lane flip that's the result of from-the-fog liches striking boat balls that essentially -have- to exist in most naval maps, then them getting clean away to flip more lanes elsewhere, or be eaten to turn into T2 figs, preventing any air counterattacks.
From the number I assume it will still kill frigates but leave a wreck now and wont 1 tap destroyers, takes around 1/3 more bp to build which equates to around 10 sec delay and will die to t1 once spotted on the map coz you got no figs and enemy can run you down to your base, a.k.a. liche useless, no point going for it. Would be nice to test it to see how bad the numbers reflect on the game but not sure ppl will want to 😄
This is not a complaint from my side coz its just a tweak, but why triple nerf? As far as I recall, the reduced speed was already tested and it was pretty shit with it to begin with, and now 2 extra nerfs. I dont have a clue about coding tbh but is it not possible to tweak the speed only when its loaded and fire state is 'ready' or smth so it goes back to full speed after bombing?
Definitely not by a tweak, and it would probably be still difficult with full changes.
Actually someone proposed here or in another thread to give Tigers Gauss cannon - since it has low dps, low AOE it would benefit from quick shells at least.
It is a good idea no?
I reckon for the potency of turning a 10m hard-fought won sea lane, where the sea player had to execute strategy, micro and macro constantly against their opponent to perform said t1 aggression, into a hard lost lane that requires help to avoid immanent death within approximately 3 seconds of seeing a stray radar dot approach your ships, having it catchable by t1 aircraft is probably ok and won't reduce it's impact too hard. It seems you can still completely change the lane, but now they have a handful of 10% destroyers leftover and they were likely able to spread out in time to react and not lose 8k metal in one hit. Sounds super potent to me still.
Also, this is an experimental patch, and still likely to change. The whole point of it is to test these changes and see what fits right.
what you will get now is the good old torp bombers wrecking you again, 3 of them 1.2k metal, minimal investment and your hard thought sea is still in the same position. But we can test this tweak today and see how it goes. the problem is to find equalish skilled sea players to last 10 min and equally skilled air players to make this somewhat of a test rather than just one air 3 fusion t2 the other on a-solars and t1
It's not the same position, as the torps take time to kill the ships and have counter play in form of supporter spam / walls to block shots
Absolutely true too, the lack of skill in positions can sway this heavily either way. For me though I think currently it's too strong vs naval, I think after this it's still good vs naval though.
I don't understand why the t1 figs should not be able to catch such a potent unit easier.
make seaplane lab as cheap as a tick so there could be seaplane fighters hiding anywhere, waiting for the liche
you should be able to build 30 seaplane labs for the cost of a frigate imo
as a decent air player i can tell you even now air vs air liche is barely viable on isthmus with equally skilled air players and assuming t2 cons are at the same time. its super constly and puts you on the back foot for a good part of the game regardless if you do damage or not (which you wont do much damage vs equally skilled air). t1 can kill it now, just need to have a good air positioning. Also if we scout air or geo as arm, just use line formations for sea, too many ppl put everything in a nice tight ball and then cry that it got liche'd, even with this nerf 1 way journey to souch a ball would end ur sea if most of ur fleet die and leave wreck field for opponent to reclaim and recover 🙂 will try testing it out today in the higher lobbies for the sake of it
You could just increase the velocity of their plasma weapon. But I agree they need faster/more accurate shots. They're pretty pitiful at guarding long range units from tick or even infantry bot spam they just miss so much.
Maybe more of an issue with ticks if so many units need faster shots to even hit them though.
Slightly off center here but a thought occurred to me after watching the rompy raghna 1v1 a while back. LSD discussing the op repair power of the air repair pad. Then him also saying he literally never built them. Which I could also agree with. Which led me to think, why was the aircraft carrier replaced with the support ship. They both provided anti and 300+ power. Any repairs are being facilitated but rez subs. The aircraft carrier was imo infinity cooler than the current "fishing vessel" that replaced it. Also the aircraft carrier provided the air repair pad. So the removal of the aircraft carrier then necessitated the introduction of a naval stationary air repair pad, which again, I never build. It just seems like a superfluous round about that didn't actually solve anything, provided an actual disadvantage to not having an air repair pad organically built via the AC and introduced a structure more unused than the land version of the air repair pad. It seems like a strange succession of decisions than ultimately didn't provide any value to the game. Or did I miss something?
nature of air combat renders repair pad rather useless most of the time, it only really works for gunships in theory but by that point people are likely forgetful to even make it and if there is one on the map like it used to be it only made things worse coz your units by defualt would go and use it when dropping below 30% or w/e which significantly impacted bombers. Basically stuff just dies too fast and health pool of air units at early enogugh point in the game and later your eco just too big to bother with units flying back midway to repair
Few more isthmus games with latest patch:
https://bar-rts.com/replays/4f4b5466d9d1779da862cbc9eaf20ddc T2 AA bots
https://bar-rts.com/replays/b8505466b84d01788b38e6df5502fda8 Angler play's from Justa5
https://www.beyondallreason.info/replays?gameId=805a5466ed9887a83bfd0de21ea1e90e Banishers
https://www.beyondallreason.info/replays?gameId=746154662f46db517d5ed17c1ff99377 Lots of Salamanders vs Jaguars (feels much better imo), Seaplanes, Siegebreaker
https://www.beyondallreason.info/replays?gameId=7d6b54669830d3137fe6dd860ce9c96e Liche (gets ripped apart by t2 figs, nerfs maybe went too far?) Depth Charge drone carrier, Anglers, Cormorant, Banisher, Siege breaker, Gunships, Marauders (eventually)
https://www.beyondallreason.info/replays?gameId=f078546655d536c56d4c1338855e1e33 Liche, Drone ship
https://www.beyondallreason.info/replays?gameId=5785546693a0b68dcedc6a7419edb4c4 (didn't catch much of this one)
I know this. I play air predominantly too. Which again runs my thought process along the lines of " why replace the aircraft carrier at all" at least it provided the service we never used to begin with, but at least it was there on a recognisable and awesome ship that exists in the worlds best navies. It just seems like it was replaced with a ship that does less and you were then awarded with a extra structure you will cost you something to never build.
I think the point that I'm trying to make is where as I was on board with some of the expanded sea pack, which may have got my vote. (I don't like flame boats or electricity boats. I guess I'm old school and I'm pretty sure the inventor the a boat that fires electricity wouldn't live long enough to get a job Promotion. But I know u need a way to deal with spam. But they're still a bit clown ) anyways... I digress, what I'm saying is where the pack may have gotten my vote, indivually I wouldn't have voted for the support ship. So bundling up lots of changes and wrapping a bow around them and asking people to vote yes or no is risky and a reckless. I think each change needs to be very carefully vetted and considered. Bar has the most amazing pool of user testing availability and I think it's very important to listen to the community about push back on nerfs or changes. Rather than make one faction worse to suit the other rather make other faction better. I know it's not that simple. But from the sentiment I got from this thread is that the was a general negative response to the liche nerf and yet it still got triple nerfed. Are polls put out? Are the results of these polls made available. How do we know we're not just replacing aircraft carriers with fishing boats.
@rare orbit few games on latest pack #1186850950770610207 message
Unnecessary liche nerf
thinking too hard with the liche
its completely fine if it cant oneshot frigate balls from full health
its hugely expensive, if it cant instantly win a sea with a single bomb it becomes a massive, very vulnerable commitment
it would still have a big impact even if all it does is leave frigates on 5%, forcing a retreat to repair/reclaim and rebuild, it just wouldn't instantly win the sea
the rest of it is fine, its not too strong in any other way, if anything it's mildly underpowered
Ya agreed. Also, after playing a lot of not sea over the last few days, sea does not need to be buffed at all. It's already extremely oppressive for a million other reasons. See: missle ships that 1 shot your eco, crazy jammers, basically incontestable underwater eco, flagships. I used to agree about torpedo bombers being too strong. Nope! Leave them. They're fine.
its interesting that almost all of the things you mention are things about sea that i consider to be barely competent at their jobs (other than jammer ships, those boys are strong)
Don't agree at all. They do crazy damage in 1 shot and destroy bases and there's little anyone can do.
well, what can you do vs a missile ship, is there anything you can make to reasonably combat it?
I've heard a liche is pretty good against them 😉
sure, I am more thinking tac nuke, air units, basilica i guess maybe? emp missile, pulsar, missile trucks
removing some of the time aspect from gaining or preparing with those, they can do the job to varying effectiveness.
Ya they do kill them but they have already fired their missle and no more base feelsbad.
yes, but on sea you do not have any option other than a flak ship
I think flak ships are fine. They completely invalidate torpedo when moved kinda close to shore. Any terrain? Ya torpedoes don't work either. Have a jammer? No torpedo hit. Spamming scouts into a big ball of ships for vision? Hope you have vision right when you are targeting or gg.
Jammer + snipers, starlights, tachyon, any other land artillery can be pretty good at dealing with them, especially if missile ships are hugging the shore. Ducks also work pretty well.
None of those prevent a unit with 1550 range firing its missle and killing your base. Or worse, 3 of them one shotting anything in your base.
i would like to sell you unit called titan
Isn't that a completely different timing?
yea titan might be bit much for cruise missile ships so lets go with banishers for them my personal favorite agains them would be starlight but they where denied earlier
range is to low tho?
if you are not fighting the ships in far in water sure but if they are attacking longer in land then no
Banishers have like 800 range
yea but with their mobility you are not gonna hit them with cruisemissile ships
not useless, just not able to instantly flip a lane / win a game. it has a role but not as cheese rush / free win button, hopefully
thanks, will review in a bit
reason for the liche nerfs in general, sea aside, are to try to prevent 'backline tours' running ahead of T1 figs. it's the whole reason the dragon was nerfed, as zow (while smurfing...) was able to get high value from a rushed unit. sauce for the goose has to be sauce for the gander.
there was negative response (/strawmanning) to the super alpha testing nerfs I'd used, and had to leave the pack with longer than intended due to IRL stuff. the idea of liche not free deleting sea / free backline touring, wasn't objected to other than at rotato level
which is ... interesting, as rotato lobbies tend not to even have air players half the time, hence the wailing when someone dared use dragons
liches are in a very weird balance place to begin with, so they're hard to alter, but they are very undercosted in E and BP compared to other bombers. As I said, the exact numbers for speed/E/BP cost are very debatable, but even with the speed changes, T1 figs still need to be in position to catch it before it's back somewhere safe
well after playing few games the liche does seem to be not very impactful, its much safer and impactful to go torp bombers instead, half the price and longer lasting impact as way better micro potential. Once liche shows up air shows up so you might land 1 hit and damage the ships but thats about it. Then i come with torps and win the sea. Its kinda high risk high reward unit and now the reward is very little as you got to time it super well with ur sea player, the ships gotta be stacked somewhat so u dont just damage 1 destroyer and ur sea partner needs to hit hard before the ships get repaired.
Also torps are always the counter to liche, to support sea, but your air player might be bad, which is what it is
the only thing that deals with missile ships from land is tac nuke launcher and lrpc's, You need scout spam for both to see when they come and hope they dont move too much or just hope u land ur tac nuke well. lrpcs are a bit expensive as well so not applicabale to all situations.
i think the only liche problem became when blxssom and fruit been abbusing noob air players with it, its by no means a super powerful unit as it is in vanilla
90% of the time for a missile cruiser to hit anything that matters it needs to come in range of shore defences
I've successfully defended myself against them with a single t2 arty
The liche isn't a problem when it's made by the air player, provided both air players are competent, it's the ease with which a player from another position can rush one to have a massive impact on a sea lane with (relatively) minimal commitment
But yes, when a sea player manages to get a 2k metal artillery piece in place to hit your economy it's effective. Why the fuck would you think it shouldn't be?
It's a massive commitment of metal, almost completely incapable of defending itself, very slow, and has pretty terrible DPS.
The counters to it are many and varied, you just need to actually deploy then
Oh ya the poor sea player with 18 mexes. Right. Really hard.
Not every map is strait, stop confusing map design for game design
The whole issue with sea is that most of its tools for impacting land are pretty terrible, and all competent sea players switch out of boats as fast as they can get away with
I have never once been hit by a missile ship and thought 'man this unit is overpowered' even when I was trash at the game
Every single time, the problem has been my own play, not the unit
t2 arty does not outrange the missile ship, Im more talking about front getting missiled and spots like pond and geo, if sea player pays attention and has a scout fly over once in a while there no way anything but lrpc or tac nuke that can take it out, excpet ofc amphib unit commitment which is highly unlikely to work at that stage
that is true, im definitely not saying missile ship is too strong 🙂 i think the 2k cost is massive and its only usefull if theres valuable targets stacked up and you still got to pay some attention to it otherwise u will lose it
idk why it feels like everytime ppl are talking about cruise missile ships it seems that they are always shooting in shore line and by doing so nothing can shoot back at them
Lrpc and tac nuke both arm pretty reasonable as counters, and they are far from the only ones, a simple pulsar and two snipers under jammer deal with them pretty easily. (The pulsar is built a little ways from the shore, to push away other ships, and the snipers delete the missile cruiser when it tries to shoot the pulsar, because it has to get close to the shore to do so)
t2 popup arty actually has identical range to missile cruisers, while being incredibly hard for them to kill, meaning that with micro you can force them to either spend all their time microing their missile cruiser, lose it, or back off
I mean, yes and no, torp bombers are better consistent dps vs sea, as they should be, but lack the alpha of the liche, and obviously, the ability to hit things out of the water
well if the point was to nerf liche rushing to impact sea then its really done, i do not think anyone will rush liche for that purpose, and for rotato lobby this will not make much of a difference since they dont really play water maps frequently
snipers die to missile ship so easily though, if you kill one sea will know u got snipers hidden and will just juno you and kill the snipers followed by the tachyon and ur base. Also i assume thats for geo and pond spots, but for front you dont really have an option of keeping snipers under jammer or t2 arty on the shore 😉
Honestly the problemIi mainly find is spotting the ships, not shooting them
Naval radar jammer can sit safely back etc, so you end up with t1 air scout spam as pretty much the only option.
I do need to try a patrolling t2 scout just on the edge which should work
spy bots gremlins beholders
i mean mostly juno on repeat will deal with the issue but thats also costly
most of the time you dont really need to spam scouts, just put them on patrol on the shore and replace when they die, or if you spam you also need to rally them in a zigzag fashion so they stay alive for longer and provide more constant vision
provided they arent microed yes, but snipers just on repeat back and forth orders will require a significant amount of effort to kill.
if you are assuming the sniperrs arent microed, then you should assume the missile cruisers arent microed, in which case they can be dealt with with a single ambassador
I feel like the Arm Air should be buffed, rather than nerfed
Hornets are better in the pack, liche still very good in previous role, just not so 'free delete sea'
banshees much improved also, which helps arm air viability greatly
Yeah I like what you did with the Hornets and Banshees. But the Liche is made more expensive so it is technically worse on land also no?
arm air is bad purely due to t2 figs shooting 40% slower than cores
everything else in arm t2 air is good as is
slightly worse, as it should be. it's a flying tac nuke that can outrun T1 figs and shoots for free.
balance there is super weird partly due to arm wind OP, gives them a T2 timing advantage all else equal
i like the gunship rework that has been done
ideally I'd like to find a balance point for arm T2 figs that isn't a mirror of core, but that's probably not too possible to do
it really doesnt, wind eco as air is super risky, you still need aolars or fusion, you dont make many windmills and if you do u buy the con for it
arm can get T2 air lab out about 30-40s before core can, on high wind maps
that doesnt make up for the fig disadvantage barely at all
I know, but I'm wary that if they are made truly symmetric, then arm can get a head start on fig snowballs
I -think- meta would resolve, eg players would drop enough T1 AA to tip scales back again
ideally I'd like to find something asym that results in comparable effectiveness, but that boils down to sym balance anyway so might as well just do it properly
making arm figs slightly weaker but cheaper and swarmier, like seafigs, is something I want to try, but AoE weapons will affect them moreso than vamps
Straight sea has a billion mexes
That's prolly a factor
him complaining about underwater eco is insane too
like, naval fusions exist, thats about the best you can say for them
if nuke bomber doesn't one shot destroyers if you don't want to leave wreck you can just self d your destroyers
while the liche bomb lands
complaining about virtually unraidable mexes is insane?
liche/torp bomber kills t2 mexes xD
they are very easily raidable, and I do it every time I lose sea
the land t2 mexes are the one you want to disrupt, unless you can do it very early
dont forget tac nuke and arty
tac nuke to kill a t2 mex is lol
ya tac nukes are easy to build and practical for this use case said everyone ever
they are easy to build, being similar in cost to a tzar, and nobody complains about that
how much does a tzar cost to fire?
but they are not a tzar
tac nuke costs like what 500metal to fire
they arent practical to use to kill t2 mexes, i will agree
crazy thing is juno costs like 400m converted to fire
its oof expensive
doesnt make them not easy to build
they are very powerful, and very effective, peoples biggest problem is remembering they exist to make them atr a useful time
will be fixing this with juno rework soon
do you get a notification for tac lanch firing?
only when your stuff blows up
you get a notification if you see the launcher, same as nuclear silo detected
500/15644
that's about 750 metal converted
1900 metal converted to build
it's good for sure, but vunerable
emp launcher is the OP one with ridiculous range
emp launcher one of the most OP things in base game, rarely built though
emp launcher is even better in certain ways, I agree. But tac nuke is THE last word when it comes to porc wars. Emp launcher is much more generalist, its pretty much always useful
tac launcher you have chances to snipe or push into it. emp launcher can simply emp their lab xD
and on specific map it can influence both sea at the same time
62% more range, 163% more area
yah, emp launcher is very very good
so is tac nuke 😛
you have to place it in a bit more risky position
which is the main risk of tac nukes... they are an investment you have to defend
until they are loaded 1-2 shots then they can help defend themselves
defeinitely underutilized outisde of high os
yes, those things are true, and they are still the last word in porc wars, even if EMP is able to have effect on other things more
liche change been reverted since hornet agreed sea was the issue not air?
35 speed nerf is gigantic
since the boat dmg nerf (which is huge for navy) and bit of bp cost nerf
sea / air interaction is the issue, and as I said constantly, that change was temporary/testing
the speed might be a little too much off the top, unclear yet
liche back to normal then in the pack?
needs to be enough that it's wary of T1 figs
i only suggested -20speed nerf xD
-20 makes it parity with T1 figs so they can't catch it, iirc
it's already similiar speed
i think boats is the only mandatory fix, and bp increase
similar irrelevant if it can run ahead of a conga line of T1 figs trying to kill it, while it drops unmissable tacnukes for free over your backline
it's not gonna get PAST your figs. it's mainly an issue if there's an air diff for what ever reason liche will destroy your team
its strong when there's skill diff or no air maps then you can swap into it after you are doing a ground push and winnign to attack from 2 vectors
same logic as dragon AA not being too good, T1 has to have some answer to it when rushed still, even if not optimal
also on high wind maps very risky to do t1 bombing run because if you don't cripple the enemy air you can get counter liched
I agree speed might be a little too slow now, not seen enough replays where it features yet
if enemy player is decent with t1 figs the liche is trying to wait and bait enemy figs into friendly aa
and strike various frontlines and retreat back to friendly aa
we gave op feedback but it didn't matter, very sad 😦
feedback was considered, like I said those changes were temporary
I'm still trying to differentially balance remember. OP lobby is not the one true experience of the game that everyone has, and 'git gud' is not the answer
the boat damage reduction in some cases is a buff, as it can leave wrecks. handline and delayed arrival also needed
the unique speed also lets players ident it from radar dot alone, if it's T1 fig speed exactly, you can just troll players into fleet splitting with constant T1 fig trickles and pick the boats off
it's okay, you do your thing, that's alright, hopefully all goes well
if you want to help with the process you're more than welcome to, replays with pack on greatly appreciated
it's not a buff not one shotting is a massive nerf, and in the case where you don't want to leave wreck self d
you can self d your destroyers then cancel the ones that don't get hit. it's all in your control
hopefully yes, not seen enough replays yet / people haven't had time to get used to changes
I also haven't had time to do much with the more productive parts of that whole discussion, eg trying to break the pack back into parts and explain what each section does & why
I still kind of feel that boat was missed and it's a little backwards to U turn around for the sake of the stragglers, but if it helps get useful feedback and changes then, whatever works
about the liche, you had the perfect in game situation happening, having Blxssom spam liche on op lobby for weeks, then realize it's not op at all and stop
perfect oportunity to make the right decision but apparently, it's more about emotions than real balancing
it's about the alpha damage potential of liche, esp vs boats, compared to reactables such as dragon
potential value is obscene and it's too hard to catch for the damage it does
Bad wind maps
liche is fine issue is with ships
And it's easiest to counter when you purely do that
yet that cannot be handled via the ship side of the coin, without disrupting all other balance
as said, it's a 'least wrong' solution
Special ship dmg
tac nukes cost nearly 1 amex to run, its like 7.3 metal per sec i believe so cheap to build yes, but maintain - no, it should have on/off button tbh
Like 1.5 rattlesnakes
can't give ships bonus v liches
Oh that's fine
Can't you set max stockpile with them?
Liche to ship dmg is already a big step
from watching replays where players panic split fleet just due to a radar dot, I really feel it needs a unique speed to mitigate that / aid blind identification (entirely aside from the backline fig race issue)
I can try it with something closer to T1 fig, but I easily imagine that is exploitable, forcing degrouping and letting the boats be picked off
I think radar speed identification is super niche compared to speed for practical uses
This is only strait meta issue
Especially for air units within 25 speed
You can’t nerf liche only cause strait sea meta
Abductors remain untouched somehow on this patch too
emp rework addresses them
Yeah u have to try liche on other map, there are some good wind rotato.maps
Liche needs to be fastest bomber by a margin it’s a premium unit
I mean is armada biggest aircraft
it isn't just a strait problem, I actively use pack in other lobbies, and liche abuse seen there too
It's the most expensive arm unit air unit, the counterpart to dragons. On the vast majority of maps it isn't an issue at all
Watch Blxssom replays where he tries to force it on every map and see how it pans out. * On high OS rotato
Ye if you mean defending against t3 on lategame it’s good yes , like rapiers and cobras
When uncontested liche does more dmg and can fly between holes in aa defense much better than strat.bomber
Ye hornet got cooked many times on rotato and flamed
indeed, but that's high OS, and game does not just exist on high OS
Cause wind is shit. Arm Solar wind asolar scaling is shit
Cause liche rushing all games
top kek
Yes, but that means that there are counters.
disproportionate, and the unit is still anti fun eg instant lane death from the fog from somewhere you didn't control. like a comdrop or something.
Diagonal front maps = more surface area for liche
I don't feel like Liches are an issue outside of straight. I feel like for every "Liches worked well here" there are 3 "going Liches was a throw"
You can notice air player being afk and opening arm and split your ground forces
they are much more an issue on sea maps, rotato lobby by definition will not see that
yup, liches, as I've said on strait or any other map, are just a diff. if air player makes it, or if geo then it's just double air and hard to deal with
and 'sea maps' does not just mean strait so can we not trot that one out again please
ya rotatoes basically cant help missing the piont, they're hard-wired
Liche is just unit to abuse air diff?
nah, you can do that w/ any air units
It's supposed to be hard. Nuke bombers aren't supposed to arrive with sandwiches and muffins and stop for tea. It's supposed to suck
Lmao we are not hard-wired
Yeah but liche is the most mobile and good at killing armies at the same time
🙂
Rotato skip all sea map so pretend those don't exist
FN, Erebos, and Glacial see a ton of play
Which one of us plays in primary in rotation lobbies? #1241514360367747112 message
no other unit in the game can literally remove so much so fast. it should have a role, just maybe a touch too good at it with insufficient risk for the effort
if rotato played sea you'd have Vanaja there, you don't, therefore it doesn't :P
I have been
That air player has put everything on the line for that rush. And as 1 air player has so much responsibity. That opportunity cost can either pay off in a single lane win or some dividends or it can go really badly. For the whole team
Today
It's not meta. It's high risk at best
"Tons of"
ANYWAY, back on track, I can try just the ship DPS reduction, and see what that does, but I suspect not enough to not make it oppressive given the lane switching abilities
and the reactive splits sea players have to do before even knowing if it's a liche, is its own problem
That's fair. Not a ton of play, but they are played Along with other maps that have naval. 8 horses, Salmiakki, pinch point, etc. saying my we never play sea is simply inaccurate
Why a t2 expensive atomic bomber shouldn’t one shot t1 units it’s design inconsistency
it doesn't have to be a rush, but it is more effective in those cases yes
Never play sea recently
why do skuttles not do full damage to boats, same logic
They play it less than before it feels
even pitbulls and vipers have boat damage reduction
Cause destroyers are basically t2 unit cost
I agree, as said so many times, it's not the ideal fix, but it is the least wrong fix
Imo is a sea rework issue and not a liche issue
and only one of these is possible in the near future
as said it's an 'until better solution possible'
The damage reduction to boats sounds like a contained and reasonable change that doesn't affect Liche behavior otherwise, I think it's fine to try
I mean, the vast majority of my games are in rotation lobbies, and I've never felt that they are oppressive.
We can argue and go back and forth on whether it's problematic otherwise aside from that interaction but I honestly think this particular damage modifier change should be pretty unambiguously okay
It's true that straits has many features that make it ideal for liche
But liche against navy one shooting destroyers is good no matter the map
If we leave liche as it is but we nerf a bit damage vs boats could be ok
Something that rotato might accept
Destroyers are the critical units that impact land, 950 metal, leveled up, reinforce slow
this is what I'm leaning to, but, I do see issues with sea players basically hand wringing at every radar dot on the minimap in order to not lose lane 5s later
You work hard all game to keep your destroyer alive then liche deletes the lane
Also ok with that. The game I watched with the current rework made turtles look like a better use of metal than Liches
the speed change really helps make that dot unique, and less likely the liche can free escape
I mean, show me a rotation lobby game where that liche damage to ships nerf would change things
Play some eight horses
other way to go to this could be just buff t1 navy aa damage and leave liche alone
You've not enough horses, but enough edits
I got some ideas
Erebos is the only naval map I feel like I consistently see liche
neigh. ironically never seen, as no air player until game already won elsewhere
which tbh, is a fine instance of liches being liches
FN it isn't as common for some reason
No cause they haven't cooked yet
I mean boosting sea is the easier way but fuck boosting very boring
T1 AA would have to be insanely oppressive to ward liches enough, and would kill seaplanes entirely
1k metal heavy aa ship that is slow... seaplane fan go elsewhere
Hit their base as their ships are protected
anything like sea reworking / liche interaction, is getting out of scope really
Plp forget seaplanes can just go elsewhere
well atm its something like 20 shots from t1 aa boat you could buff the number so it would go down to needing like only 15 shots and you would make this only apply to t1 AA ships nothing else
Also , minelayer building dragon claws ?? Do you know how broken is that ?
in tests so far, not seemed so at all, but it's a flavour change more than a balance one
if we can keep to one storm in a teacup at a time please I'd appreciate it though
if we go in order of least disruptive changes to most, herring seperate aa range and buff it's aa dmg by 10-20%
makes sense that herring is same or slightly better aa for cost than skater, since it's slower, currently it's 210 vs 150 metal same dps
The Whistler treatment
herring is just slow (more vunerable, reinforces slower) and expensive for its role
the added radar was great tho
allows you to run a herring + riptide formation without crashing into the enemy blind
this is probably only way to make herrings viable AA while not OPing them vs boats
Also sounds reasonable considering how much of a Whistler in disguise herring are, really 😛
can u? O.o how you do that
i think u right click on the stockpile
this the only change im asking for
same way stockpile on anything else, right click the stockpile button
right/left click on stockpile count
can hold shift as well
I was explicitly trying to avoid it as it's against BAR ethos, but unfortunately is the least wrong fix possible, and the perfect idea of sea reworking cannot be enemy of the good options now, etc
see i didnt know u can limit any stockpile, I feel empowered, like my os just rose by 5 😄
it's as if OS doesn't correlate to game knowledge, or something
ProTip: Limit your antinuke stockpiles to 0. That way, your team can't complain that you didn't build an antinuke, AND you don't need to pay for ammo! (Message sponsored by your neighborhood nuke-rusher)
On a more relevant topic, its always seemed weird to me that some Sea players will build antinuke ships (with 0 stockpile) for energy generation, instead of underwater fusions. Just kinda sad that the sea fusions are so bad that its viable to do that...
it's viable as a step, but sea fusion is really bad unfortunately yes
@thick tangle
it's only 97% as effecient as fusion
not so bad
just it require more bp, doesn't build as fast
Yeah, I get that -- what I'm saying is it just feels really weird (from a thematic point of view) to see it work out that way. I don't think its necessarily imbalanced from a gameplay perspective.
underwater it should be more efficient if anything, when running. more buildtime makes some sense
but they're bad to scale with, comparatively
Apparently it'd just 3% worse, they produce 1100
I'd take all that if the dragon wasn't nerfed because of a or a couple of open all front only maps, it seems like a double standard and quite bizarre the reasoning I've heard for the dragon nerf
ye, dragon is meme only unit, if u die to dragon u got memed on.gg coulda happend a million other ways
But one good player rushed them on one map and it was OP, where have I heard that argument shit on before....
underwater fusions r harder to scout n bomb
Are they? T2 scout planes have sonar and you can bomb underwater fusions with regular T2 bombers.
💀 Minelayers being able to build the best t1 porc with good speed + jammer is crazy broken i dont understand what tests u have had to not realize this
ye i just mean its harder to scout n bomb comparatively
A better solution is to give your anti nuke to your eco player to pay for the ammo
This seems way stronger in a 1v1 or other small game scenario than 8v8, and their bp is pretty low, it takes like a full minute to build it doesn't it? Why does it seem so strong?
ITS A MINELAYER LET IT LAY MINES
@vestal thistle it is possible to use t2 bombers vs uw fusions
It’s just that core fusions have a lower hitbox
Only in fairly deep water cases is it not possible to use t2 bombers to kill uw fusions
I don't think he was saying it's not possible, just that it's harder, and it is, marginally. The thing that makes it harder is knowing that you 'can' use T2 bombers to kill them. It's the exact same set of units used to kill land eco though.
Would love to hear some reasons why the minelayer building dragons claws/maws is crazy strong. I don't think it 'needs' it but the use cases seem niche if potentially strong. It's hard to sneak stealthy units into backlines/bases yet alone stand there for a minute in a location where building one would deal decent damage.
Its faster than cons so it will reach frontline faster so the popup building will barely be slower due to lower BP.
It has jammer so you wont even be able to tell if a side of the map is being fortified despite being under your radar coverage (especially in 1v1s since radar are your main info to react to things)
It can lay mines before making the popup so u cant even be rushing the popups to get flank dmg and kill it.
The unit already is cheap+has jammer+has a juno attack to kill mines+is very fast
You might struggle on E to build mines early to defend the popups in most maps but those are really good points, especially the rushing them to build jammed defences.
why give it the best defensive building
popups are pretty cancer atm 25% dmg taken oof
maybe nanos should keep a shadow in fog of war after being spotted
It's the only defence you can build that is stealthed, anything else would pop up on radar after the minelayer moves and reveals the defence and the fact you have mine-layers around, assuming you're under radar.
inb4 mine layer becomes t1 commando
to be serious it hink there's enough ways to porc in this game
don't need a stealthy swiss army knife of porc
personally I think the commando should be able to build AFU
bigthink
I'm not sure broken, but I would absolutely shove a minelayer in pretty much all of my vic opening orders
paradrops into your base and begins charging his ulti
it's just so nice to have an early popup with cheap-ass bp
for a funnier idea, the commando can start an enemy controlled AFU
someone is going to be AFK enough that they don't notice
why would you need mines to defend the popups
choice said you might do it to stop units flanking them.
thats only for 1v1s
maps r usually wide enough that no porc can defend vs medium tanks except mines
@rare orbit please pin this
excellent work, no notes
the idea was to help utility/building of it, but it is valid that on long maps where front is far from lab, it could get a claw (or claw BP started) at the front relatively faster than current options. I'll likely leave it off, and use the stuff I'm doing with juno rework minesweepers to make them better units
i think with juno rework on the minelayer automatically is a better unit coz it makes it that much more potent to just trans with ur marauder or w/e u got and kill the mines infront of ur path. And it being stealthy it should not be able to build any static def as I would assume it would be too impactful on 1v1s and smaller games in general where map control is not a straight lane.