#Balance Candidates Pack
1 messages · Page 9 of 1
they're not, the idea was to help uptake, but juno rework is doing that better now, so change will be reverted next patch
how are mines not powerful??
I think it was meant as "things aren't turning into porc swiss army knives"
@rare orbit two ideas:
- give Arm T2 figs ability to shoot ground (rather weak dps) to make up for being worse
- keep Liche as is, but give antinuke ships ability to prevent also tac nuke (so liche cannot shoot)
and while they are powerful they not very efficient, especially without juno rework, it costs 10s of thousands of E to build up that mine field and 1 juno kills it
Ive thought up a perhaps novel solution to the T1 AA ship / Nuke Bomber dilemma. Maybe, in theory in could work.
You could introduce a single pad air pad boat, that has for instance a chainsaw/Sam weapon system on board. The ship would be pricey. In effect making it an investment for a T1 navy that would essentially require the navy player to weigh the cost risk benefit against the threat of the equal cost risk benefit of the opposing air player going for the nuke bomber. It would also prevent the navy player from being able to spam these ships early to deny fighter screens to over bodies of water to deep into enemy positions. Also as it's an air pad you probably wouldn't want too many of them floating about anyway. If the airpad AA boat (raft) is too far forward ur air players planes would seek in out and thus risk being shot down by the opposing teams air pad boat/ fighters or other aa ships. So you'd need to keep the ship close enough to the navy front line to deter the bombing strikes but not so close as to endanger ur own fighters. The idea is a novel one and I'm sure has a few holes in it but it could work.
Another idea I had with respects to the ellysaw and riptide imbalance would be to recognise firstly that the main issue lies in the inability of the ellysaw to kite as effectively as the riptide, ultimately losing and sinking when maneuvering, turning or trying to escape. Perhaps the solution lies in tweaking the rear turret of the ellysaw to have an element of impact so that even though it is at a damage disadvantage while being persued it would be able to slow the riptides enough to give the ellysaw enough time to effectively either flee or reposition to effectively engage again.
Don't know. Just some thoughts.
Ps. I haven't caught up on the recent posts of this thread and apologise if I'm overlooking something.
would make everything much worse to try
preventing another unit from shooting is a very very polarizing mechanic
why we don't have mobile shield gens, yeah
are atomic bombers really an issue when the sea player has support ships? i feel like at that point they dont trade well enough with all the AA ships
the real issue is that sea gets t2 way later
so they are sometimes t1 vs atomic bombers
t2 ship flak is okay, expensive against nuke bomber. 1k metal and a nuke bomber can just kill one of them, although it might not want to trade the hp
generally the bind navy is in is they need 2 flak ship just vs the threat of nuke bomber
meanwhile nuke bomber goes and defends t3, kills com drop, threatens other stuff
Having tested the air rework with T1 figs hitting ground, I can confirm this idea is dead on arrival
100000%
I think we all still have PTSD from that debacle
it's okay for making t1 air attention more critical for plp to learn but it completely screws over larger maps
The other opinion floated around is the nuke bomber is fine and sea players should make aa and not over extend. And that losing 2v1 is a normal thing.
a unit powercreeping the shruiken for leak cleaning is also wtf
no other lane/unit can cross that many possible lanes that easily though, with that degree of speed and alpha damage
i know its in the emp rework but shruikens too effective against mobile aa assisting raids, such as aa bots and esp aa hovers
like 7 shruiken can stun 2 sweepers wtf
they're somewhat glassy I grant you, but vs navy in particular, very poor options exist to control even if you try to defend it specifically
and if you do, you're down in boats so far you die to your actual opponent instead
2v1 against a decent opponent yeah you you are catch 22'd
you are in a 2v1. you lose. it's how 2v1 works. invest equal metal into the problem and there's no issue
Kind of like the Tzar arriving on front almost, bit more sudden mind you...
I mean shuris need to get nerfed regardless, but that's a separate discussion
but you can't hope to have your own air assist enough to defend it until it's happened, unlike dragons which have a reaction time
shuris are fine, make aa. they die in 1 shot
if rotato don't listen to straight player then equally I don't listen to plp about navy who don't play navy at least 15% of their games. this is re: plp who say "just navy make aa and don't over extend"
AA bots possibly could do with more EMP resist, they are amphib after all
I'm not talking about the context of Navy, I don't play it
one option is to just reduce nuke bomber damage vs ship units
I am talking about the game in general, killing shuris would improve the health of the game greatly. I'd love to see all air emp removed
to 90% or something
that is what I've done. but it's the 'wrong' solution by BAR ethos
land can share t2 cons, navy cannot
i think it makes sense if normal bombers that arent torpedo bombers do less damage to sea units
i know they allready do but with damage modifier
Knowing roughly the timing's possible of that first rushed Liche coming out, playing more defensively and being where your airplayer can support you would play into the team play counter nicely
no, you'd have leaks deciding games too easily, econ is too glass to allow that, and some units too fast & unstoppable
shruiken should have fire rate and speed nerf
so that you have to react faster, fighters can catch them better and they can't just pew pew stun 5 grunts
That's much better than forcing core air every game
the game should have some comeback mechanics, and recovery from mild line failures
ah now that's a different problem, which the reworked banshees help with
Raiding is impossible on any role map with a non-moronic air player, they will shuri your raid.
the potential of shruikens is just mind blowing on anything besides whistler meta
and that
shuri mostly a concern of emp rework, and they are weaker there than they were
Whistlers are more or less dead atm, it's pure rocko with the proposed tweak on
they are weaker i still think they are too strong
note that on larger maps with dedicated air player, putting out nontrivial shuriken really puts the air player behind, so they die later to fig wars or early bombing run
In theory yes, in practice no.
if you swing a fight its often worth already
it is possible, even likely, but I have to do things in stages
Because shuri's don't have to afk, they can run into, emp front and back off. They still get value.
I mean, just swap shuri emp with some weak red laser and see how it plays.
if after milder shuri meta in place and they're still seeming oppressive, then more nerfing can be looked at, but it will probably mean some standardising of core unit speeds
if you successfully swing a fight or shut down leak the shruiken already mostly paid for itself
^ Shuris are also dirt cheap, it's absurd
core mobility could be increased so it's not crutched on shruikens goodness. shruiken also shit on 1v1 meta
note, I agree that core is too reliant on grunts and shuri, but problem is they -are- reliant on them, and removing that undermines a lot of core balance
i mean on 1v1 map you can defend blitz with incisior
yes, but that's a problem out of emp rework scope
and it's a gradual destination problem rather than full reset
and ticks with grunt (playing defensive for a bit)
I mean, I think laser shuris and non emp abductors are better for game health
Both constantly get way more value than their cost across a variet of game modes.
alternatively their lasers could do half EMP damage and gain some normal damage
laser shuris would be an abomination, they'd be skyticks 2.0
yes speed now they are the best gunship in the game
That's true I suppose
abductor... shoudl be mostly a stealthy transport, emp laser can be very very weakened
like 66% reduction on emp strength
Although it they were more fragile maybe not a big deal
t2 transports shouldnt be fragile
We aren't talking about HP, we're talking about their emp laser
well its impossible with t2 figs doing 500 dmg. you could put 4.5k hp transport and they'd still die pretty quick
a stealthy transport that can abduct idle units is already good enough
Yeah
either remove the laser and buff abductor hp, or keep a much weakened laser and keep it fragile
i think the original intent of the EMP beam of the transport was to give it a get out of jail card when it transports something important maybe if you reduce the rate of fire significantly it wouldnt be usefull for countering marauders and such anymore but still be usefull to make it survive an innitial threat
it's to enable it to pick a unit up, since you cannot load enemy units if they are moving
picking up units is pretty op mechanic honestly
don't send a gunship, send a trans and pick up thier t2 con, disgusting
lowish risk scumbag cheese strat
you can even send 1 shruiken to stun it lol
is 1v1 cor disadvantaged with weaker shruiken?
I mean there are def a few bot into shuri swaps, but also just as common to go bomber and hit E generation
also, the counter after a nuke bomber bombs ur boats is for u to get help from your air player with torps/shuris/ w/e, if u dont or get other help u have just lost 2v1. It's fine. Also, to bring it up again, torpedo bombers are also completely fine. nothing needs to change from vanilla balance.
they have issues both with free range, and sometimes missing things they should hit/wild overkill, both can be fixed at once to make them generally better but less OP with free excess range
ZK literally had to remove the role entirely as it was too broken
I'm not convinced my current torpedo bomber changes are ideal btw, they're not final by any means
They have a lot of downsides, none of which have been addressed in this thread meaningfully, which is why the changes are so damaging. Literally removing the unit is better than these changes.
what would you say the downsides are, out of interest?
The only attack boats(sounds like a familiar argument no?), the require a lot of space to use which is often limited or non existent, they overkill units like crazy and have a really low fire rate, require constant micro to get value from, they die almost instantly when contested by enemy air....that's all i have for now..
they only affect 1 sector, long time from shot to impact, overkill, can hide near terrain depends
they have soft counters in plats perhaps
almost all engagements come from beyoond visual range so they just miss a lot esp on small, aa boats
eh you have the magical t2 scout skill isue
its reasonable micro ask to control the scout with the torps i think
you can kinda use naval walls to buy time. protect your more important ships with body block, retreat etc
I don't disagree, but the ideal solution to a lot of that, is actually turn them into T2 torp gunships
another often overlooked one, is you cannot attack from land->sea with them b/c their attack falls on the ground, which invalidates them as a sea counter entirely in many maps.
that one is somewhat true from air view, but anything right on the coastline is fodder for snipers et al instead
the extra range thing though, means they drop too soon and on land, which is useless
I could maybe mess with the projectile arc to try and drop it forwards on to the target more
also, my single favorite response by any dev, ever
my two cents on shuriken - with emp rework on they definitely not op, they glass cannons and die to aa super fast and easy, the emp not lasting a second is a big thing, EMPing a small fleet with 15 shuriken is still difficult, even if you focus the 2-3 aa boats, you lose most while doing it and cant emp the rest. A Shuriken has to stay on a unit to keep it stunned which means you get 1 less shuri to emp the next unit and to even EMP aa boat fully you need so many shots already. To someone who said shuriken are dirt cheap - they are not, air is mostly on 4 mexes on most maps, to use shuriken for impacting sea you need over 1k metal worth, which delays ur t2 and you likely gonna be behind on fig count so you will likely lose them anyway.
Emp rework nerfs all emp already and i know some rotato ppl dont even like playing with it coz it makes emp too weak. Abductor pretty much the only reason to go arm air at some point in the game.
How long for a unit to be able to fire again (50% emp) like t1 AA bot for example?
if i understand it correctly units get slowed proportionally so 50% emp means -50% attack speed, so even at 99% unit can still shoot just reload will take 99% longer
"A unit's weapon will gradually slow down until reaching 50% of the EMP bar, after which the weapon no longer fires. The unit will gradually move slower as EMP increases until being stunned at 100%." this is how it worked at some point not fully sure about current
So they stop shooting at 50% but stop moving at 100%? That explains a few confusing things i've seen. I think i'd prefer both stopping at 100% as units being able to move and not fire feels inconsistant
Ya I agree. Shuris are not op at all and all points @autumn marsh made are on point. Shuri usage is an air diff waiting to happen.
i played only 2 or 3 games with rework but the time it takes for units to be able to move properly again and be able to fire looked higher than the 7 secs stun, probably closer to 14sec or whatever to have a unit able to fight again, so idk how shuriken are weaker
reload scales until 50%, movement until 100%. It does -sound- on paper like it should be unified, but then you have high reload units basically unaffected by emp, as the EMP decay takes place during their reload period anyway
it's also one of the ways the real stun cap was able to be lowered, a soft disable period taking some of it instead, and removing that zone probably means the stun has to rise again, which A: goes back to unfun mechanics, and B: unbalances everything within EMP rework, all over again
trying to make that mix of burst & continuous sources, beams and suicide units, all behave correctly despite all going through the same algo, is very hard to do
note that I can't make the 'weapons disabled' effect part of the EMP bar, as I want to, while the mod is a gated option
That makes a lot of sense Hornet, ty for taking the time to explain 🙂
herring is one of the units that sort of counters shruiken? why? because it has 70% emp resist
it makes emp too weak for the nonbroken units like webber etc
webbers were always slightly more effective in EMP rework tbh
possibly a little too much so now, as they had a base game buffs under it
I'm going to look at beam weapon balance again, trying to sanity test some sort of automated testing setup, but alas not possible rapidly
the emp firepower is reduced. So even if you consider that the new bar for stun is at 50%, they do roughly 78% the emp they used to (with partial stun)
it seems like 1 second of full stun, followed by 20 seconds to drain from 100-0 bar
that's 10 seconds of weapon disable, plus 10 seconds of fading 100% attack speed slow
20 seconds of 100% movement slow fading
some people hold that the 'soft stun' is still a full stun effectively, which ... varies a lot by unit, really
it might be the whole overall decay time needs to be faster still
on plasma units it can be really big. they can't dodge enemy plasma
Ya its just related to reload speed. Hits some units harder than others
that's why the 50% zone exists, as a standardiser
otherwise it would be erratic as all hell
isn't it just a multiplcative attack slow?
effectiveness depends on the units base reload time, eg if you stun a basilisk without hte 50% buffer, you might as well not bother
it's not proportionately more reload? additive?
in effect but not mechanic, that's not how the engine does it
you'd expect 25% emp to be a 50% attack speed slow or +100% cooldown
it's time since last shot, which was a static. the reload time is ramped while stunned
it doesn't effectively make the last shot have happened more recently (and it can't)
that's fine tho, so it will fire when the emp fades enough that reload time < time since last shot
indeed, but if the reload time was long enough, that doesn't matter too much as it defrosts through the reload time
tzars were one notable example iirc (and of course, antinukes)
i think that's a reasonable quirk, seeing that emp full disable can last 11 seconds if you can stack it
so something will likely fire immediately after going to 40% emp if it's been full disabled for a while
49%, but yes. problem is without the buffer, that happens at 99%, which is enough for some units not to really notice a stun at all, esp if they're buildings and don't actually move
alright thx for the numbers, so i guess looking at it, it's stronger for shuriken
i tested spybots and they also looked much stronger on everything but huge t3 units, like krag/demon/razor
they shouldn't be stronger, vanilla 100% emp worth only gives 38% emp bar now (if you consider 50% full weapons disable). though you get partial value
How about one small buff to Pawns to improve its chances against Grunt - give Pawns greater sight range - like 510 - so they can actually decide on time whether to engage. Grunts having greater sight range as well as range makes then still very much better
Armada can and should mix in a few ticks. Cortex has no ticks to mix.
pawn already better in raiding and map movement
Cor has no ticks so grunt is also the vision unit
The recent changes to pawns and grunts has made the matchup much fairer already imo
Imo pawn and grunt masses should be reduced by a factor of ten, so every janus shot flings them into the backline
Nerfing janus range to 360 is too much- 370 should be fine- also pounder range should prolly be increased to like 350- also if u give units higher los ex. jug- and add other vision buffs- then spam should have less uses- currently spam is only way for proper vision since seismic sense is weak and radars get junoed
it was pre rocket bot meta, the idea being they couldn't entirely free trade with llts
you can make air scouts for vision and they dont even need to die
scouts for vision feels so bad to do- what build t2 scout and land it on ground as los?- literally nothing has as good los as the t2 radar air- and its only 1200
giving jug better vision seems reasonable since its so expensive
and its tall, it seeing 900 is reasonable right?
Lol i did decide on making Titan have 1200 los and Jug have 1500 : )
What does Jugg fail to do, that giving it 900 LOS will now be able to do? and what might that horribly mess up?
Provide massive nigh-indestructible los support for its minions. It’d effectively be an aura in a game without such.
I actually really like that idea, seeing as currently the only consistent way to get vision late game is with spam, so this would allow jugg to provide vision and also be a meat shield for any other number of units like shivas and catas without having to resort to spam
The only "bad" thing about it that I can think of is that it would be unexpected and unlike other units, so it would be unintuitive to play against juggs with high los for a while
for example, coms would have to cloak way in advance to try to d gun
I do think coms should be detected by seismic sense also- should be ways around dgun- yknow I have made a tweak package In "other mods" if u wanna see all my suggested tweaks- would be fun if HOrnet could take a look also
its just gives it a steady floor case. and add some stability to vision besides spam war
artillery unit is weak without vision,, but this is the ultimate unit
I just don't think juggs main threat is its weaponry. That's there just to be annoying and project power, a bit so you can't snipe it with impunity its real threat is you know its going to die and kill all the units you used to kill it in most cases
Also, there's already a huge amount changed in this balance pack and getting what's already done, tested and refined is probably worth more than adding more units imo. It's already met steep resistance due to the sheer qty of changes in it
When it comes to balancing the devs seem to prefer major changes- even tho smaller changes might be sufficient
it better be its weaponry
i'm not paying 29k metal for a phycological impact
many cheaper better units for that
Exactly, there are many cheaper units for that much ranged firepower, your paying for HP & Explosion on death with enough firepower to not make it too easy to kill it
t3 units you are paying for use and repair, poke, and resistance to catapult
catapult is the reason why t2 phases out
indeed, but vision in all aspects of BAR is bizarre. you can see an approaching tick at same distance you can a juggernaut
jug being end tier it makes sense it should be able to see though, but not have built in radar or anything
false, least to achieve the need is usually best
problem is there is a lot of stuff that is wrong by a non trivial amount, and/or ancient 'because it is' balance that hasn't been questioned or updated in some cases decades
they are if they're also jammed
the difference between a jammed unit being spottable vs an invisible one that isn't but isn't under radar, is a weird BAR area out of scope of this
(IMO though siesmic should act as radar for anything on the ground in all cases, no matter why it can't be usually seen)
If u make com detected by seismic u can get it both pinged by radar and by seismic- when it comes do doing too much u can look at ex. the mauser/quaker balancing- which changed them into a weird state which I believe ended with it being reverted- U can also look at stiletto nerf- which made it literally worse than abductors- the only "slight" change ive seen recently is perhaps pawn speed buff- tho would be better if instead nerfed grunt speed
I'm not going to start fighting main game balance choices in the pack. most I might do occasionally are seperate tweaks to test 'what ifs' eg halting comdrops, making artillery more into artillery less skirmish, etc. stilletos were very OP and needed change, abductors also are but that's an emp rework question
Halting comdrops? How so?
too many maps decided at start by the air player going taxi service
Yes but how fix
seeing how gameplay is played out without that, is worth an experiment
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That change is bad dude- literally removes comdrops from the game
they exist at T2 still
it's a least wrong way to see impact
what is a better question is how to make comdrops less OP
and that is a very long discussion ending in nerf dgun
By nerfing com speed- increasing speed change by the gadget
not possible via tweak, but is a good option, as is reducing trans hp
Not possible through tweak but possible by the devs
well yes but we're not going to do so randomly. I might do something as a midstep though
which is changing the slowdown to look at a customparam, which a tweak -can- then change
and then when an optimal number is found and not too many people militant about it, maybe look at changing base game values
What change default trans speed?
for comcarrying yes, once a good value found
we're out of balance pack scope entirely though, so probably best leave that one there
ya agreed, let's leave the com transporting to a different pathc
there are alrady too many things in the patch
yes and no, balance is holistic, but it does make it harder for newer people to understand the changes
I'll go through and segment / document it more later on to help that, now things are getting towards stable
Imo pounder should have same range as brute
it would be more OP than most T2 cor vehicles if it had the same range as the brute
Compensate by nerfing dmg and reloadtime
impulse too
stouts dont care bout impulse- thugs dont either
how could a grunt or pawn ever kill a pounder
Never i hope- tho nerfing dmg and reloadtime would balance that anyways
if you're nerfing dmg and reload time u should just make those attributes match the brute. and then change it's hp to the brute's
give it the same impulse as the brute too
Huh u wanna remove pounder from the game
pounder with range of brute seems like an outrageously bad idea to me
just think for a moment about how the pounder commander interaction would play out
Would be same as for stout except worse because pounders are slow
no it wouldn't they have different projectile velocities
No, this is a very bad idea and let's not spend more time on it.
It would be better than janus?
if u see any major brute vs brute in 1v1s, you ll often see pounders added in. Pounder shots slow the brutes meaning ur own brutes will land all shots with full accuracy
also its vry good dmg on its own
Pounder imo is in a really good spot. It feels good against both some bot and some veh comps without being op as it has been in past years.
only reason people think pounders are bad is because they run them into a commander and eat dguns
Yeah like every other veh they do kinda need vision support and good decision making on movement micro but that's veh for you.
They also feel bad against something like Janus whistler but that's just not what they're for.
in other news, fighters feel bad vs flak, plz buff
pounder should have ten times more impulse
Pounder has rarely any uses- if anything perhaps speed from 40 -) 51
pawn shots should have pounder impulse
impulse is generally very mixed use in game partly as units have such variable mass
I'm sorry but that take is not correct at all, pounders are extremely solid units in their niche.
If other person has good micro then pounder is dead to thugs/janus/stouts e.t.c. -good feedback tho
it's more for fighting other tanks (in sparse numbers mixed with mbt for impulse) or grunts / huge blobs of scouts / pawns though not really great against rocket bots/missile trucks/janus/thug. it even fares pretty alright against fiends for being t1
It’s ideal niche is not skirmishing it’s defending
You want the enemies units to run at a pounder
if u make a forward lab, pounders come in very handy to defend against anything except commander. on maps like flats n forests where people spam 100 grunts per player, u can mix in 5 pounders with your own grunts and deny almost all the pressure. if you want to cover 1 side and push another on 1v1 maps, pounders are the best unit to hold a side with minimal micro along with llts. pounder+brute/ pounder+incisors/pounder+grunts compositions where u only make 4-5 pounders beat their mono-spam counterparts in a very convincing manner.
even in skirmishes, the units have to drive into you, maybe at an angle. where pounders will get shots off and the impulse+aoe will slow down most units to 0 acceleration.
Monospam pounders are trash but theyre never meant to be all purpose unit like medium tanks.
Pounders see a ton of use, what do you mean?
On glitters almost all vehicle ppl are armada- which i assume is because Janus > Pounder- what im curious about is where u see any regular pounder use anyways
would like to see a small pounder range buff even if its liek 15 range
so you can try to actually get away from coms and not just be d gun bait
tbh it should be, just as janus shouldn't be free com killers
T1 should struggle with coms
centurions need a snappier turn to catch spam though, iirc they're sluggish due to waiting for animation
Unreal Janus fear in people when the best meta unit is a straight Janus counter
if you get caught by a 45 speed cent that's your fault
plus its sustained dmg not burst
You planned on improving Maces and Centurions already some time ago, will you do it directly in game? The mace is quite a bit worse than Thug and while it costs marginally less than Thug in metal, it's actually more expensive in energy and BP. Centurion costs too much metal imo - more than medium tank
maces are buffed in base game mechanically, eg they actually shoot things now
stat wise they are a bit weaker than thug and probably should be, as they have centurions too
centurions are just too expensive for what they are they need like 50 metal price reduction
is this currently changing anything about gunslingers?
because i think one way to buff them without changing too much would be by making them radar invisible
so they can move in and out of units sight range to get their shots off
the ideal role of the pounder is to make 2 of them as quick as possible and then you murder all light tanks with them the enemy sends at you
you can actually keep both pounders alive with your com and kill blitzes worth double the metal and eat the wrecks
gunslinger is already op i dont think u need to buff it any more lol
against what?
u ever play op isthmus lobby? early gunslinger kills all t1
yeah thats true
just need someone to micro it properly it heals super fast so taking some damage is not a problem
and its fast enough to not get cought by t1 anyway. Its a niche unit but very op niche unit
been a while since ive seen that happen but it felt impossible to kill one time i played against that
actually its not quite true that a gunslinger kills all t1, a whistler ball will actually counter it even in the weak state that whistlers are right now
ive done that before the gunslinger has to walk so far into the range of the whistlers that it would die without spam support
yes, they're lightly improved
outlier map with extreme choke, gunslinger is also 'skill expression' unit aka how fast can you click stuff, so lobsters get better value
if you dont send pawns or grunts at it thats allso impossible to achive
it needs the Xp to be OP
Pounfers see a ton of use in 1v1 and small team games. They also see use for narrow Wolverine/Pounder lanes, like the 2v1 lanes of Sector 318.
Contra and 8D were also doing a pounder banisher pushes for a bit. It's common to mix in a few defensively if you're vs a massive swarm, it lets you out trade well.
Although atm all we see are rocketbots, but that's beside the point
well if front is so bad that they dont kill a single whislter sure, but with propsedunit rework whisler no longer track missiles so gunslinger just dodge all
Pounders are insane at what they do well, but they match up horribly vs coms and janus balls. So in large team games they look kind of dinky.
pounders loose against most stuff you will encounter in 8v8 but against small stuff they win extremely well
they are not a heavy investment either so making them early can be incredibly good the only drawback is that they are a bit too clunky to catch leaks
If you have a chokepoint there is no drawback to pounders. In the first few minutes they just win against everything
a very op composition is pounder + starlight
They actually beat ALOT of T1 stuff and if you micro them heavily ground targing it effectively extends their range quite significantly. I've beaten poorly microed janus and rocket bots with them by doing that before. It's why you'd need to be very careful about buffing them because they're a nudge away from being too good. I think with the janus range nerfs in this balance pack they're in a pretty good place.
Pounder + Banisher is better than Tiger + Banisher imo too.
yeah i think the units that desperately need a buff in cortex vehicle lab is incisor and rover
theyre not really worth using in my opinion, rover is the best spam cortex has but even then its way worse then a tick
sometimes youre forced to use incisors for leaks but i hate using them
no incisors r gud in small team games
same dynamic as grunt i guess but they feel kinda awfull
they are better at being microd but are worse at catching leaks and going all in
i would take blitzes over them any day because i wouldnt use light tanks as actual fighting units i just want a firefighter for catching leaks
and rover has the targeting issue ofc
the slow rate of fire makes the incisor unable to kill lots of small enemies quick and the pounder is too slow to catch them, when it comes to killing blitzes and pawns the pounder is better then the incisor i dont really have a use for it
placing pounders beforehand in strategic positions is my solution so the leaks run into them
but that doesnt work against hovers
incisor good mobile point and click damage
Incisor very good
The only thing I don't like about them is their LOS, 273 vs Blitz 299, with Blitz being faster and more manoeuvrable it makes Blitz a fair bit better when reacting to a com, but hey bring a scout.
@rare orbit what data are you looking for before next iteration/steps for this pack
pounder should range match starlight imo
Perhaps pounder range 330 should be reasonable : )
time, mostly, I'm doing too much at once currently. also torpedo bombers are in a very hard place to balance as a unit, to the point they might need a full reworking
that said I would particularly like to see more higher level games using the pack, and/or smaller games, eg 1v1 to 4v4s
maybe you could simply reduce the torp bomber projectile lifespan
we noticed the puffin if you overrange it at max range the projectile will miss
so you have to manually attack move or select target when it's a bit closer
not only that, such "ideal range" torps can be timed out by fast boats by running away
iirc that's partly as the puffin has much worse torp handling though, with T2 torp handling it would still hit
puffin has no problem HOMING, it just times out sooner
I'll look into it later, I thought it was much closer to the T1 handling though
torp bombers overkill a lot so they don't exactly scale
prolly just a toning down on the lifespan mb
that's something I want to fix too, along with the free range resulting in land often blocking the shots too
however due to the water effect I can't do conventional retargetting with them
overall they're rough to use and rough to recieve, in different ways
i dont think t2 torp bombers need any nerfing, they super expensive as they are and need direct line of sight of the target to actually hit it which is not always easy to get, in fact buffing them with some aoe damage so you could set target location in fog of war and do at least some damage to big ships like the flagship without needing direct line of sight or radar with 3 pinpointers (since theres usually an op ship jammer somewhere around so that dont work anyway)
Problem with the torpedo bombers is that its hard for sea flak to be able to hit it
'it depends', the unit is really weirdly placed as it depends on your trivia tax & apm, but also on the terrain layout and boat positioning as to what value you get. could be nothing, could be infinite trade.
big open sea is great for the torps but its pretty rare on the maps to have that, alot of the maps have some kinds of islands that make the torp micro difficult to do to get any damage. Sea flack deals with them just fine, Its pretty hard to micro the scout to be in front and stay in front but out of range of the flack ship and provide vision for the torps to hit anything
Torpedo bombers are not OP. They do not need to be nerfed at all, as they have many drawbacks already that have been listed before.
I'm trying to fix the drawbacks too
I can appreciate that, but I think it should be left alone in favor of
the other changes. Less is more sort of thing
as it stands it feels too inconsistent a unit, depending too much on micro and/or terrain to get value from, and doesn't scale as it should
on overview, eg orbital level overview, that might make it balanced on average, but it's a bad feeling unit from both sides of the coin, and relies too much on the apm/trivia to get the higher value from
it might be too tricky a one to try to balance right now, maybe, no point tarpitting over it
Ya I really like a lot of the other changes and I think trying to do this too will snowball
ye but buffing it anymore would make it op too tbh, as you say its a apm/knowledge depedent unit, making it stronger with less apm might just make it too strong for high os ppl. As it stands now it can 1 shot a flagship cost for cost if microed well and vision maintained. It takes around 35-50 torps to one shot flagship depening on flagship experience and if u core or arm so its cost efficient most of the time for core at elast
depends on the change. one possibility is rework the whole unit into a much better T2 torp gunship
as it stands right now, it's -only- strong for high OS people, which is bad game design
idk i just dont see it as a gunship, gunships are slow and low ranged, t2 torp bombers are used in low numbers since they are super expensive and its hit and run kind of attack, gunships would just die to figs and to sea flack, wouldnt be much of a need to build them when you can make cheaper regular gunships that can be used for land as well. The power of torp bomber is its speed and range with downside of needing vision to hit.
the seaplane versions work well enough, and there's no reason they couldn't be suitably statted to make their specialism worthwhile
I agree it'd be a different unit though, but as I said somewhere before, zero K had to do away with torp bomber as a role as it was basically unbalancable
I mean right now you're almost at the point that liches are objectively better than torp bombers, unless you're specifically doing the micro abuse
torp bomber can't have aoe, it has range, mobility, and among the highest burst in the game per cost. torp bomber does have some counter play, like moving your aa ships back and forth to make ranging them harder, moving damaged and critical ships inside the ball to protect them
and simply your positioning when you expect torps
naval walls can be used to make a fleet harder to torp
equal converted cost of torp bombers one shots an arm battleship
at low micro plp can't abuse the ranging that well, at high levels you can hopefully ask for some figs or do other counterplay
puffin doesn't have full overrange you have to manually aim it, and enemy fast ships can dodge a perfect overrange by running backwards
Huh how effective is F-moving (fight moving)?
for t2 torps its fine
for t1.5 torps you may miss the first shot as it will fire the first shot at max overrange
you can just move them in a bit farther then a move
nice
give pounder indirect fire and lrpc range
But dont forget the t1.5 torp gunships usually face off vs t1 fleet, they would pretty much die vs t2 flack ships and that puffin requires so much micro, at least it can land in water and be invincible to air, whereas t2 torp gunship would be pure air unit likely unable to land in water hence just die to figs/flack
hence it'd have to be a different calibre of unit entirely to be viable yes
yes
angler is faster, longer range, hits harder (worse handling), but cannot hide from t2 fig
angler not nearly on the top list of problematic units
since it takes time to do it's job, doesn't scale that well with numbers
8 puffin can cleanly kill isolated flak ship ok with real good pullback micro
but in a real situation you can pull the aa ship back into the fleet
the nice thing is that the projectile travel time gives some split second to take mitigating action and punishes angler for flying closer since the torp won't instantly kill the aa ship
well the torp micro you still need to pay attention to the whole map, its very apm taxing and forces you to focus on that particular sea a lot which means u are exposed to attacks elsewhere
8 puffin is 2.3k metal vs 1k metal flack ship, not exactly viable. Not to mention you kinda need to have air superiority as well to use any kind of gunship or bomber unit
btw when is jugg buff?
unusable shit unit 30k metal cost and loses to titans (ITS NOT EVEN CLOSE)
already done in the pack, it's cheaper, and the lolcannons cost more so the use window where they outscale titans is actually present
they probably need some dps too, but that's something I prefer not to change unless critical, more for people to relearn; price is much safer
titans are absurdly good though yes, and only real weakness is to something core barely have
It's not about head on battle, puffin can go anywhere (mainly for maps with multiple sea or multiple players sea)
Puffin totally dumpster sub harrass, and com. Can snipe rez subs and mexes but are way faster
No one try the style cause it's very micro intensive and you have to think about how to transition and defend your base
For example vs enemy t2 push having to make 2 aa ship delays their push making it viable for me to reclaim seaplane lab and make my own bship or mines
I have a tweak if u wanna try it
Ye jugg buff is great
The unit it still weak its just cheaper with hornet patch : )
thus cost for damage is improved, and people don't need to relearn unit capabilities
it probably does need more, but the 'jugg tweak' that's been floating is really overpowered iirc
also doesn't solve the bigger issue of no window where juggnauts are a good investment, especially as dgun is a thing
Lol ye I have solutions for that in mind aswell
There is one way: making jugg normal death explosion kill commanders.
Were that true, dgunning a jugg would kill your comm. Which would make dgunning a jugg a last resort thing instead of the go-to.
dgun immunity would be the obvious, but probably not something game would accept
How about make seismic detector able to see coms?- Idk if I mentioned it before
seismics are a rabbithole out of scope of thread really
they need a rework from ground up, and yes I have ideas, but it's enginebound code so I can't do it
there are no mobile siesmics in any case aside from the commando with the pack
explosion killing com seems okay
that means 2 juggs can't just be double tapped
so there is a way to not get the jugg dgun
it's not like removing the mini game to not have the jugg dgun will make the game any better
sure jugg could use some small buff to fight other t3 and spam but dgun immune is missing the point of the unit
immune is too far but an assured kill on any com that does it, is probably worthwhile
jug not scary without a tac nuke
commander surviving a jugg dgun is awesome thing to do and have, then the commander is 10k hp
it probably makes them too fragile in larger team games, they're dgun magnets, and already overpriced for their stats
in lower skill games it makes it better floor
if enemy throw away their com recklessly, jug pretty scary with only 2 coms left
being able to be multiply dgunned is just daft, arguably, they shouldn't be -that- clumped to start though
dgunninng juggs is fun, avoiding dguns is good gameplay
the problem is the reward for avoiding dguns isnt high enough, and its very easy to do
yeah basically the unit not good enough for how slow and expensive
I'm not against dgunning being a thing, just that it shouldn't be a free delete. a behemoth makes more sense to be deletable safely, as they should be walking hardpoints with much more support
juggs are amphib and potentially have to operate without much help
why is it not a problem that titans can be dgunned?
much cheaper unit, for one
and generally better overall while it is alive, and more of them in more places for the metal
juggs needs support like any other units...
need juno/grunts/airscout spam and AA bots to kill comdrop
all those units unlocked at 40 os
this is the actual reason, jugs suck, and can be dgunned
they dont suck 'because' they can be dgunned
being undgunnable wouldnt make them not suck
it's stupid thinking you can play the game without unit composition, it's the whole point of the video game
yeah they are so bad they are not good even if undgunnable
it just makes them feel worse
I don't disagree with that either though,as said? but for the ultimate war machine to be 'lolnoped' survivably, is a bit rich. they should be a huge threat especially in smaller games with fewer coms, where eco is less exponential
best to focus on making the unit actually scary
reward plp for escorting it, screening for coms
just make them a little better at fighting
dguns are never going anywhere, you're barking up the wrong tree with that. Juggs just need a buff straight up
tac nuke very on flavour, decision making
if thor has emp missile why not jugg
not saying to remove it? just that it should possibly assure the death of the com in the process
they kinda only good rushed super fast coz otherwise they get smoked by other t3
thor gives a tactical advantage to battlefield by emp, jugg could as well
it does make thematic sense
it's pretty much the same arguement as tzar tho
if you make tzar a real fighting unit like other units you are missing the point
jugg is just a t3 tzar
jugg wouldn't even be that hard to fix imo, biggest problem is it's slow as hell and its arm cannons suck ass, it can't even kill pawns reliably much less anything with hp
yeah some small buff like that would be nice for that huge price
why was the stomp removed?
idk, predates me. I think it was buggy and more threatening to your own units than enemy units
#corelife
could jugg explosion be made to be like before com rework com explosion with max range dgun you live but right next to jugg you die
tzar bullies tank balls and t1
jug doesn't bully shit
Give them flak shoulders and watch the world burn
jugg slowly turns at the tank ball trying to decide what to shoot at
the issue with stomp is that it would kill every friendly base it walks through, huge griefing potential for something that could be unintentional by its user
I can see eco jugg stomping on someone elses e converters in the backline of isthmus already
shame it can't be an ability toggle, on/off sort of thing
Already happens with walled ageos, this is just the next evolution
I feel like making Jugs trade 1 for 1 with com on Dgun is a good solution for competitive play but kind of a disaster for the health of the game overall. Its going to be a real feels bad for newer players and just general pub games.
Seems like it could easily combine with some early banshee snipes into a cheesey snowball too
Sounds both potentially interesting and horrifying
I mainly see it as an issue in 1v1s where you invested everything in the ultimate unit, then lose for free to an arm com under a pete
and yes I know they need support, but that's not always there, especially via sea approaches, and super especially at lower OS strata
in larger team games the home side still has huge edge as they control the com wreck
top level players are going to blanket junos/spam and notice radar gaps. like we said jug isn't good enough a unit even if dgun immune.
in average lobbies plp flub dguns on t3 units all the time
if you lose ur jugg in 1v1 to a com hidden under sneaky pete you deserve to lose that game imo
behe buff
behe should have intrusion detection system, 3 pinpointers and radar built in
Behe is already good if used
pack has buffed them indirectly, by making lolcannon cost more
do lol cannons counter behe? 3x the cost, would have to hit every single shot for 2 minutes to kill it which doesnt happen, so at best 4 min shooting at it at the cost of 10k metal for the shots in addition to initial 60k price 🙂 Im sure behe would kill the lol cannon
Eh idk I think behes are fine rn. Should have spam with them anyways
the point is more that the window where behemoths and juggs are a good option is now open for more than 45 seconds
i was kidding 😛 both behes and juggs are fine
Ah lol
im not sure there is a window its not a good option, juggs are the ultimate unit that kill literally everything on the land bar from air and behes are just frontline tanks
by the time you've built a jugg and got it to the front though, usually you could have had a lolcannon up, or most of one
Behemoth most powerful unit in the game against big targets- destroys pulsar easily in 1 shot e.t.c. -demolishes packs of even like 4 thors lol -so ye making lolcannon cost more I guess is a buff lol
that is not true, you need 8 afus to just fire the lol cannon, its an all in play that early hoping it wont die as it has to be on a spot that forward enough to be able to do enoughh damage to justify it.
that depends on map, even a not forward one is enough to completely ravage any defending positions and let your front steamroll through. it doesn't have to hit backlines to be worthwhile
there is a window for juggs, it's just very narrow, and they're a high risk of metal donation unless you use them just to grief the front lines, which they're slow at, and blow up your own lines when they die
Most good players will also be prepped for a lol and will have forward emp launchers to deal with it. Juggs just feel like the odd child out, in the vast majority of games, I'd rather have behemoths or Titans
how early are we talking, with roughly equally skilled teams the team that goes lol will likely lose vs team that goes jugg, it is map dependent but if there is no abusable spot on the map that reaches the opponent eco, you just shelling worthless bases, it cost 4.8k metal per minute to operate in energy and as Volshok mentioned if its on an effective spot it gets countered by 4 emp silos so not sure its a good investment. Juggs if microed well and not just sent across (like they mostly are) to get dguned will eat titans and behemoths for breakfast.
jug stats are not very good for cost
What would you like yo change specifically? It outrange titans, thors and behemoths and is amphibious, its price is fine
give it tac nukes. a jug needs to feel scary and alter the battlefield. And can give it like 2 more speed.
34 vs titan's 46 is a lot
it's the slowest non behe t3 to force project
tac nuke is 4k right? so a jug with 2 charges can't kill an afus unless it uses flanking dmg lol
i like tac nuke on jugg idea, it would just be cool
you don't know if it's gonna tac nuke your shields, your backline units, etc
the shotgun attack should also be less ... advisory
it's tac nuke range can be like 1400-1500 or something
Ya the shotgun attack feels a bit of a meme, especially compared to the titans primary
for current stats, it's a lot nicer with cost dropped, and lolcannon price hiked, but actual stat changes are also a way to address it
depends if we want people to have to relearn the unit capabilities & responses to it. cost is a much safer stat to tweak whereever possible
@glad lotus
Putting feedback here so it is written down.
Siegebreaker has a really awkward interaction when it tries to fire at max rage if the target is close to the max range. The turn speed forces it to take a wider arc and end up way too forward, so it ends up firing at something like 800 range instead of 920.
This would probably be fixed if it was allowed to turn in place.
Slow turn speed, move speed, and not being quite as good as starlight is probably fine otherwise. Just the awkwardness of how it turns around ought to be fixed.
Oh, actually, maybe give it a more Cortex-y beam. Like an orange-red beam like the Jugg or green beam.
interesting point on the arc, although halting it to force it to turn in place would help too
the convention is usually for high power lasers to be blue, cataphracts, bulwarks, also blue on core, but agreed it's not the usual associated colour
I'll have to playtest it some more but the starlight has a very tight turn radius to the point where it can turn in place. The siegebreaker was very awkward to use if you couldn't just F-move it.
In terms of the laser thing, maybe the rapid fire laser could be a green one like the mammoth? I feel like it needs some unit readability in terms of visuals or sounds. Most other units have unique sounds and firing patterns so that they're easily distinguishable without getting a full visual on it.
Idk how to explain it but it just kinda makes it to max distance but at an angle, pauses for half a second or so, then moves slightly forward in order to fully turn towards the target. This happens a bunch with the overcharge firing mode.
In regular firing mode, the red range circle also mismatches the actual fire distance, and combined with the beam being the same color and sound as overcharge, it's hard to tell what's actually happening. Might also be a skill issue here.
same colour intended, sound I can certainly alter. not sure on the 'hopping' though, will look
Sound would be nice actually. It's very hard to differentiate between a long fire laser shot that was interrupted and a short fire laser.
Siegebreakers can't be transported even by t2 transports. Is this intended?
Expensive t3 units don’t have to have better stats for cost
They will still outperform based on high dps coupled with high health pool
A jugg on 10% hp still does 100% of its dps, whereas the same metal cost in (say) shivas doesn’t because multiple shivas die reducing dps
@rare orbit This might be related to siegebreaker issues but the salas are really, really struggling to hit stuff occasionally when things are moving fast or they're running past something. It looks almost like the same issue where the turret doesn't turn all the way before it fires the first shot. We've noticed a similar issue with grunts trying to hit ticks.
I'll play test more or try to get a replay
oh wait is that the deal with salas? that was a big reason why I've been thinking they're bad, I'll have to try them again after the fix
12k metal flag is imba you are obligated to build them once you pay the upfront gantry cost
Cheaper flagship in gantry is pretty bad idea imo, coz as sea you want gantry anyway, and now its just lets you build op flagship for far less and allows massing them much easier. Should definitely go back to t2 shipyard
arm flag is good enough to want to rush for
cause the battleship is crap. against better players flag lets you fight sea and is more reliable
I mean, if you're amassing them ... you have sea fully won and should be able to do so, no? force projection doesn't scale with more flagships, you want to transition to something with more reach anyway
usually you'd be better just building a pile of naval engies and dumping a rag on their coastline
12k flagship is kinda dumb
encourages you to mass them
well, you can easily get multiples if the situation calls for it
Is that the case even in the balance pack? Because afaik the armada bship got a buff.
still kinda bad more so due to unit design. they are good power for BP but not for metal/e
Arm bs is fine, it has more dps than core at max range, core laser has lower range than arm cannon so you can micro them and trade decently well
The problem is sea can go for both flagships and t3 interchangably without any cost of reclaiming lab etc. Also 12k metal is way too low for the utility of the flagship, u need 3 shields per 1 to hold it off, and this cheap swarming makes it impossible to defend, thus anything in range is dead. Rushing 3 flags for 12k each is not that hard and doesnt take much time with sea eco (talking mostly about isthmus and hellas). The normal counter to flagships are torp bombers, but they can barely trade well with 18k flag. And you are wrong about force projection. You park 10 flags on the isthmus or hellas middle and no t3 will pass through that land bridge.
And im not saying you shouldnt be able to mass them, im just saying dont give such a massive discount to ease the massing
utility wise, flagship is like small ragnarok, they provide massive area denial with practically no counter
if anything, they should be more expensive or have some sort of weakness
right now, if you tech to like 4 of them, they essentially deny entire coast of sea on side they were built on, with essentially zero counter
Yup, flags are very oppressive to land. You make a base within 2500 range of the beach....well gg! Another unit sea has that you can do little about is here to remove your base!
They are used because they are safe
Not vulnerable to dgun mostly, not one shot by torps, doesn't get empd by air
And get value even if your lane is stalled
Even though to build one and a safe escort Is pretty expensive
U usually end up killing or forcing front gangbang while their eco scales up
I am perpetually confused why people think a late game lost sea shouldn't be a hazard to the wellbeing of your coastline
if it is ignorable or trivially retakable, as a limited space arena, there is literally no point in winning it aside from metal, and maybe an assault vector
and again if people are building mass flags, that's huge economic investment that isn't scaling, porc, or land/air assault units
sea also cannot make plasma shields and flagships are about the only thing that can weather lrpc potshots for any length of time
I can maybe see flagships costing a bit more in the gantry, I'm not hard set on 12k, but not too much more as it will make the first one too expensive
every single flag should not pay an anti rush tax though
you just make as many flags you need and then reclaim the extra quickly
boats are metal storage
sure, but 17k each is still much too much
yes the downside to sea is that it doesn't actually win or threaten the rest of the map
if you make too little ship your push fails and feed, if you make too many you are slow and poor
you can't tell me that 3 vanilla core flags are same game worth as your building a lolcannon would have been
flags have very low e and bp cost. that's their secret sauce
no one reclaims their flag, but in theory
Flags delete bases. Often only takes one. They are totally fine as is. Idk why we would buff them. They deny t3 pushes alone, kill every porc in the game etc etc. And the only real counter to them is a 13k metal unit you need a 10k metal lab to produce
the first flag is more expensive, not less
yes
and again if the sea player is being left to spam the damn things you have to ask what else they could have won with
it's more expensive to rush but once you have a gantry why make marauders which can be defended by good players when you can just make flags
reach, flags are eventually hard limited
it depends on map
indeed, as much sea does, for better or worse
@lavish goblet we need to make a good sea map and save our collective salty arses
hellas is a fun sea map but kinda lacks variety in ways to endt he game
literally flagship and try to porc the front to stall
everything is just a path on the way to flagship
You can always just make t3 or t2 air after winning sea?
not even close, flagship once built does not require you to have an afus to shoot, lol cannon takes forever to build, requires 8 afus to operate (2.4k metal per minute) AND can be emped. Flagship is immune to emp which already makes it strong. When you say first flag is expensive that is not true, the gantry cost has no impact when you on 120 m/sec at least and you can reclaim it to scale after making one. 12k flag is absurd. Just move it back to t2 shipyard and leave it alone, it already got buffed with the way it shoots and now requires a lot of investment to survive against. And yes losing sea should impact the coastline and it already does, but there is no need to give discounts to t3 units for absolutely no reason
as you said, T3 units. it's in the wrong place
maybe it needs more cost when in gantry, that's fine, but it makes vast sense for it to be there on several levels
flag is not comparable to lol cannon
so if you reclaim first t2 lab, gantry is 5k more metal
so your first flag ship is 2k slower, 2nd one 3k faster. But it is clunky since you have to reclaim your t2 lab which lets you react to stuff
personally I think it's funnier that the siegebreaker is awkward
t3 gantry is also quite a lot of bp to reclaim and unreclaim
tridents very good for sea meta
seem very strong but another specialist boat you have to micro
needed a way to deal with amphib / battle sub spam
I think the flag out gantry is good but I still feel that the essential balance of the arm and core navies needs addressing before worrying about the top of the cake.
yeah arm t2 ships sucks so I'm trying to avoid situation where i have to use battleship
1 battleship into flagship, etc.
arm battleship a lot better in pack though, surely?
uh no
battleships shouldn't be in a ball they are in a line
oh you meant in balance pack
with the 1030 or w/e range they should be pretty decent but weakness of fragile
As i said before arm battleships require micro to be good, the balance patch does help a lot with that, core despot only out dps arm dreadnaught in close combat, keep ur distance oyt of the lasers and you gucci
Whats the reason behind the move to gantry?
probs because it's a 18k metal unit would be my guess
yeah it's good with 1030 range, worth the weakness
it's a T3 unit, just lives in the T2 dock as we don't have a T3 one
detaxing and splitting it makes sense on many levels, but it is possible that they're too massable now, I'll try a +2K price increase to each in next pack
I think the whole thing is that arm navy requires heavy micro to be good. And it's more fragile and weaker than core. So you can have a player much less skilled than you getting harder hitting, easier to use, only insignicantly more expensive units than arms units on the field and just stomp you.
It's not balanced and has nothing to do with "it just requires more micro to use your weaker, more fragile units". That's not cool or fair or balanced. Especially if that rationale is coming from someone who always chooses core when they play navy. ( I'm not saying anyone here has said that). But that's the only response I hear when it comes to the reasoning of why arm navy has to suck. Why should arms navy be defaulted and predisposed to lose sea, just because core is stronger and easier to use.
You've got despots and riptides just trashing everything. Even their subs hit a bit too hard or are too tanky but I find the eels change has been a good one with respects to that dynamic.
I like dreadnought, more than the despot. Sure it may take a bit more micro to bring it about to broad side but you know it pays off if you do. The ellysaw just sucks broadside or not. Mean while the riptide and despot can sail circles around you faster speeds, firing at you with omidirectional harder hitting weapons. I used to play navy all the time. It was always my first choice. But now I don't like it because I know I'm most almost certainly playing against a core navy because if u don't chose core you lose. I'm literally begging for you guys to fix and balance the arms navy. Why nerf it. If cores navy units perform well it's fine because everyone's winning right. . If arms navy units perform well it gets nerfed. Sorry I'm ranting. It's just such a frustrating thing for me this navy roll over. But I'm looking forward to this balance patch tbh.
arm navy just requires different playstyle but its not weak by any means, core focuses on riptide as main dps, arm focuses on flank damage with dolphin/destroyer and cheaper and faster subs are op too. And i cant really say that arm requires more micro than core to beat it either. Its just different micro, if you play arm like you play core you will likely lose. But Ellysaw is dog shit and shouldnt be part of any arm build really
if thats the reason then increase the price to 15k and at least double the bp cost to make one to be in line with other t3 units, coz now its 175.3k for hydra as 18k unit in vanila version but 630k for 20k behemoth or 555k for 29 k jugg, so should be at least 300k bp for hydra if not 450k even since it has massive range.
I'm not nerfing arm navy though, and very agree it has issues, especially ellysaws
I think that the two navies are too similar.
I understand that balancing navy is tricky, but Core and Arm navies are so similar that it's hard to even know what the difference between units is (which are almost all 1:1, with minor number differences), unless you play navy all day. Scouts are the only ones that are more diverse.
they're really not, but I understand why you'd think that from a distant view
however that should be more clearly indicated/enacted by the game, fully agree, they look too similar so people assume interchangable
If you build more than 3 dolphins playing arm vs core solo you may as well sink the dolphins. Because by that time there are enough riptides to deal with them. I think dolphins are great flankers. It's just the proliferation of riptides almost as rapidly is what makes any dolphin you build a coral reef. They are great in team navy matches. But 1v1 core will out scale you with a better unit. You get 3 dolphins out. They get 2 riptides out. It's a tickets.
I keep feeling the answer lies in replacing the rear turret with a missile launcher. Pops up just a tiny tiny bit and then fires with slight tracking. This would negate the range complication of where the turret is placed. Giving both weapons equal strike distance. It would have to be a fast missile and hit like it should for its class. The same as the plasma shell.. Ah wait.... Then u have the distance disparity from the turret on the bow of the ship unable to range the target at the back..... Hmmmm maybe u could make.... Hmmmm argh this damn dilemma.
I think giving early arm navy some missiles or tracking cannons (like their t3 hovers) would be an interesting change and should push players more towards a skirmish/hit and run style of play. And it should also allow for less heavy speed nerfs on cortex t1 navy.
I can assure you dolphin is an integral part of arm gameplay at t1. Generally on a relatively high skill sea battle on open ocean, a core sea guy will not attack into arm at t1 as one mismicro and ur fleet will get deleted. dolphin is fast but you need to get a surround with it, it takes some skill to engage favourably but its not terribly hard. And arm can switch to subs really fast to shock and awe and win the sea while core is going t2, just need to get ur timings right
I think in general the playstyles of two factions on sea a different, core is more of a brute strengh while arms is faster and relies on flank damage/swarming. just ellysaw needs kind of a rework of somekind, maybe make it bit weaker, but faster and more manouverable so that it could utilise the flank damage as well. Might be interesting to replace the back swivel cannon of ellysaw with a low range weak emp turret. With increased speed and emp rework it would slow enemy units to aid the flanking with like half the range of the current turret. Not sure how the balance would work out there without making it too op
I think navy is the reverse of land balance. At the highest levels arm sea is equal to cor sea (at T1), just like cor land is equal to arm land at the highest level, but falls behind at mid/lower levels.
T2 I think arm has some serious issues. I like dreadnoughts a lot more than despots, but they are undoubtedly worse
New flagship post buff for armada is not so badly taxed
Imo stuff in the gantry is prone to reverse tax. Stuff is very cost effective but with upfront gantry cost
If you keep it in t2 you can increase BP cost
arm navy t1 can be strong on open seas
it has a lot of going for it but it has a significantly higher skill floor
in small lane seas just go core
what made me get better at arm was realizing that dolphins are like zerglings in starcraft
they struggle to trade cost effective but that's because you shouldn't try to fight fair with them
dolphins should be threatening backstab, clearing out enemy trying to control vision on the map
the key maneuver to amplify your advantage is to cut off reinforces / hold units back with a backstab before running back and ganging up on the push near your base
the difficulty is dolphins cost 175 metal and they drop 100 metal
so they are like zerglings that you CANNOT lose (unless you get the wreck). so being active with rez subs is very important
I mostly play arm sea nowadays, I still mess it up and lose ships all the time
A bit of a necro, but could we have a look at this:
https://discord.com/channels/549281623154229250/1091213958796550144
It's just funny that almost every ARM con is cheaper and additionally faster than the CORE equivalent.
And Core Veh has no stealth scout in T2. Any other T2 land factory has it...
would agree, it's not flavour, it's just core tax
veh stealth scouting is an odd one though
I'm not even sure it can be balanced via extra hitpoints, there are almost no cases where surviving a shot more would be meaningful, aside from maybe super early if it lets them tank a tick better, -possibly-, but unsure that would result in even worth whole game through
A solution could be:
Give the CORE cons x% more BP per metal than ARM.
And x = ( Arm move speed / core move speed - 1 ) * 100
So basically: arm moves faster but core builds faster when it's there.
Sounds fair.
Yeah...
I mean if CORE gets its siege breaker, than it still has the disadvantage of not having a Tick nor a Gremlin.
What can we do there? More vision for its radar? Dunno if this could be a thing.
I've proposed similar before, somewhere
unsure on that one, maybe rascals getting much more LoS?
Rascals need a turret that turns as fast as the one of the Tick... But it won't get it, I know...
Rascals getting more vision is a nice idea. It could make Core even more favourable in high OS 1v1s though. It is an edge case scenario (1% of the games?), but these games are important so I fear this solution will not be accepted.
bots are usually the reason core favoured 1v1s
maybe a rascal los increase possible, but unsure if it'd be enough to offset the lack of stealth scout even so
I also would rather a stealth veh simply because it doesn't obligate spam, which is both a tax, bad gameplay, and arm have all the spam counter units
would have to test
indeed, and silly cheap cloaking compared to spybots
And skuttles...
Liches do a better job in 99% of the use cases... But that is another thing.
Is it possible to make a unit/projectile that is unkillable and uncontrollable after it is launched and gives vision? A bit like a fink shot by an lrpc
a camera cannon was something I was thinking about a while back as a possible spam solution, spy satellites another option
but there's only one of me, alas
approximate depiction of my workflow
If satellites mean constant vision I think it would be op.
LRAA would counter them
Yeah, you need more minions 😉
easy answer is core veh just getting gremlins too, or similar, but is a little too symmetric - however, few better options exist
legion bypass it somewhat with drones
A suicide drone launch, like swarm hosts in SC2 would be nice, too.
would turn into cancerous play probably
Finally a cancerous unit for CORE
Yeah
So why don't you just put the higher BP cons in the pack? (I can calculate the according BP and write the code, if this helps 😉 )
And will we get any of the changes in a mod? I mean there are MANY mods and the most commonly used ones are yours (at least in my experience). The tweaks should not become a permanent thing. It will just open a gap between the old game and the balance how it is supposed to be.
I know you have a high quality standard, but I haven't seen much change for many units so it seems as if most stuff is good enough.
Has a place in 1v1, diving expanding cons is common and important
of course, but the difference is about 1 tick shot or so usually, which isn't enough to be meaningful, especially considering the lower speed & BP into the mix
if veh scouts had tick turrets that would be super op
pack is basically full, and it's hard enough to get rotatos to try it as it is
I need to go through and document it all in sections again, as people who are new to it find it overwhelming,even though most is lightest touch possible
however some parts still experimental / unfinished. torp bombers I need to solve still. once done it will be ready to be modoptioned yes
cons should be in base game (and yes I know in theory whole pack should)
Is there a real chance that this will get there anytime soon?
Trying to read through what's in it is difficult, I'm not sure what goes where and what changes stand
The flag is essentially a win condition. Not entirely but it has the power projection to win a game. And no win condition should be able to be built from t2. That's my rationale as why it should only be a accessible from a higher tier. Irrespective of how much initial investment cost is.
This is exactly the fixed mindset of faction choice that defines imbalance. I don't want to "just go core" on erobos lakes, 8 horses, etc etc etc. Unless you are looking at coral reef or caldera, which are multiple player and open plan, you are predominately dealing with a fixed sea lane because you are playing against just 1 sea player. Folsom dam. Another example. Dolphins will not perform or scale fast enough to make the difference. They'll sink, and give that large metal dump directly to the factory making riptides.
Building dolphins on eight horses. Crazy idea. The just go core for their air and just go core for their navy is no way a game with multiple factions should be balanced. It's funny like I don't even consider looking at the second tier. Because at that point the composition is about maneuvering you're navy correctly and finding weakness. In T1 is just a roll over. Which inevitably ends up as the... "just go core" imbalance.
How do we enable the new pack? Is it just the tick box in options or is it still just a code?
The faction ideology isn't applied holisitcally and is by no means the default answer to justify imbalance. If that were the case stormrbinger T1 bombers would be much faster and so would thier fighters but the difference in air factions is also silly. Core bombers and fighters build in practically exactly the same time. Fly at the same speed and hit twice as hard or fire twice as many missiles. If it were truly the embodiment of the ideology, arm fighters would fire faster and be more maneuverable and the bombers would also have that same advantage. Etc etc. The difference between riptides and ellysaws sees no real idiological identification is the ellysaw at all. It's barely qualifies as a frigate, its more of a heavy corvette. But having a light sub, light corvette, heavy corvette and light destroyer, up against a heavy sub, heavy frigate and heavy destroyer and marginal cost differences hardly sees the arm faction enjoy any ideoligcal advantage. Yeah.... Maybe deploying emp mines would be something. But keeping ur units of the sea bed is the aim of the game in T1. And ellysaws and dolphins are just cannon fodder most of the time.
core and arm air difference is mostly in t2 figs, everything else is somewhat balanced. Arm get faster bombers and better gunships + emp, core gets faster figs and heavier bombers (also 50% more expensive at that) plus the dragon. theres only a couple of units in each faction that supposed to fill similar role but are way worse than on the counterpart faction, namely t2 figs, pawns and ellysaws to name a few. Generally in team games there shouldnt be much of a problem, good players play with both factions in the same game, you use whats best for you not what you got available. Only really a problem in 1v1s where core dominates
check the pinned messages here, all the changes are there
half the messages dont have any values its just "nerfed" "buffed" "changed"
most of the changes the actual value doesnt really matter though, you just know what and how it has been changed and then test it out and see for yourself
I will do once last parts finalised, needs a lot of digging to find the old values now though
pinned posts explain it in sequence, but without that info. I can't put it in literally 1 post though as there's too much text now
a faction that has advantages around intel and harrass is going to be worse on a narrow lane map. it's not just the dolphin, the skater is insane unit but it's not very useful on a narrow lane. eel is also good too
It's like how grunts or bots are bad on a very narrow choke
it's more that maps mostly favour core sea
but it is valid that arm is harder to use, yes
Maybe skeets should get the emp beam. Like an aquatic shuri. 🤔. Or emp blast like the twilight.
Which hornet knows is another one of my favourite subjects 😂
ellysaw should possibly be cheaper, but on open seas would make arm very powerful
on open sea you prefer dolphin
ellysaw is just when you need to pump to get meat to break pushes
or cleaner way to kill mass destroyer
yus, but it removes the downside arm have on such maps
arguable if that's more of a downside than arm have on more closed seas though
Not sure if I posted this here yet, but the Siegebreaker can't be transported even by t2 transports. Is this intended?
I had an opportunity last night to play around in a lobby with banishers cranked up a little bit based on some previous discussions and comments in this thread.
I started with the current balance pack banisher changes, which includes recharge decrease 7.5->6.5
I also upped burst to 1050->1100 to one shot pesky 1060 hp units
and i upped range 800->925 (just shy of starlight at 950)
it felt like a step in the right direction, and helped them tussle with other units during that t2 stage but still falloff against t3 like vanguards
having range be 800 is definitely too low u right lol- oh ye the pesky fiends have huge 1060 hp for some reason u right also xD- the buffs on banisher would be huge with that not gonna lie -perhaps op ; )
!bset tweakunits ewogICAgYXJtY29tID0geyBtYXNzID0gNTAwMSB9LAogICAgY29yY29tID0geyBtYXNzID0gNTAwMSB9LAoKCWNvcmJhbiA9IHsKCQlub2NoYXNlY2F0ZWdvcnkgPSAiVlRPTCBHUk9VTkRTQ09VVCIsCgkJd2VhcG9uZGVmcyA9IHsKCQkJYmFuaXNoZXIgPSB7CgkJCQlyYW5nZSA9IDkyNSwKCQkJCXJlbG9hZHRpbWUgPSA2LjUsCgkJCQl0dXJucmF0ZSA9IDYwMDAsCgkJCQljdXN0b21wYXJhbXMgPSB7CgkJCQkJc3BlY2VmZmVjdCA9ICJyZXRhcmdldCIsCgkJCQkJd2hlbiA9ICJhbHdheXMiLAoJCQkJfSwKCQkJCWRhbWFnZSA9IHsKCQkJCQlkZWZhdWx0ID0gMTEwMCwKCQkJCX0sCgkJCX0sCgkJfSwKCQl3ZWFwb25zID0gewoJCQlbMV0gPSB7CgkJCQliYWR0YXJnZXRjYXRlZ29yeSA9ICJWVE9MIEdST1VORFNDT1VUIiwKCQkJCWZhc3RhdXRvcmV0YXJnZXRpbmcgPSB0cnVlLAoJCQl9LAoJCX0sCgl9LAp9
This is just the banisher change with The commander transport change since my lobby was running both)
If you want banishers to be stronger, you should add the tweak that makes their overkill missiles track to new targets, like karg missiles
Not sure where else this would fit but @rare orbit thoughts on giving the Incisor a minor attack speed and turret turn speed buff? Something like 0.65 reload instead of 0.77 and the ability to track targets as fast as blitz.
That is kinda scary in 1v1 where incisors dominate
Hmm. Good point. What about only faster tracking though? Would that also be too strong?
Watching a lot of team games where people try to use them and the spend a significant amount of time not firing at anything because they move and turn faster than their turret does.
that is my feeling too at the moment I feel like incisor is actually better than Blitz
to similar note.. the arm bombers really need a buff imo. Cor is so much better. Check this replay - in the very beginning the cor bombers do very nicely, while towards the end you can see what a piece of crap are the arm bombers..
This map is a fun one but if you don't have air You'd better win in 5 minutes or less
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I don't remember the last time I saw anyone use them effectively in a team game. At least not against an opponent of similar skill. But idk about 1v1 so I'll take Volshok's word for it.
Incisors optimally trade very well against blitz, pawn, and grunts so they're kind of at the top of the basic unit food chain. I don't personally like them because they're hard to mass and don't have much firepower, but I'm not that good at 1v1s so 🤷
🤔 Maybe that's just me and others trying to use them ineffectively then. I'm trying to think of them as highly micro-able raiders similar to the blitz, and not something to just slam directly into other t1 units.
yeah they're not very good in team games imo, they're just particularly good at controlling space against the other basic units, which is kinda useless in team games when there's a coms building llts all over the front like 45s in
Long range t2 units are supposed to die vs vanguard yeh. Starlight sniper amba arbiter
Yeah that’s intended as a good thing. It’s strong when it should be and falls off afterwords
Incisor good? Just cor vec kinda in a sad place
The patch I posted includes the whole hornet changes so it includes the targeting decorators for alpha killers
Cortex vehicles are getting better with the additions to t2 but t1 is still kinda sad and half the t2 roster is mediocre imo
the t1 veh's still seems kinda niche too. just on choke maps where the wolverine and pounder shine
lack of ranged control like janus hurts
i mean incisor fufills the other 1v1 role
Core T1 Veh is strong in 1v1, and fine in 8v8. T2 in 8v8 is where it falls apart. In 1v1 tiger spam carries a lot of games
Brutes are better than pounders I think, in both formats. Lashers and pounders categorically worse than their equivalent. Artillery is meh, I don't know if it makes a big difference.
pounders good just niche. i prefer stouts over brutes because they have better dps per cost and speed, even tho less tanky
Tigers and salas are super strong for what they are, but the other t2 vehicles are mediocre.
Pounders are amazing in a lot of situations, wolverines are vastly superior to shellshockers
stouts way better than brutes imo. my core t1 veh buff idea is just give brutes like 15 more range, let them always get first and last strike in a skirmish to account for worse handling
I think the lasher/whistler balance isn't as bad with the hitbox changes
Stout mobility is nice for sure, just depends on the fight imo
brutes having low dps means they take more time to kill stuff when raiding / getting repaired
slightly lower speed makes them worse at running down backline units (unless the durability matters more)
brutes just get dgunned like it's nobody's business
imo that's the big problem with core t1 veh in team games, they have nothing to fight com
mass brute solves all problems
Idk I found the extra survivability of the brutes to outweigh the other advantages of stouts. Although really the differences are pretty small.
Stouts are prob better just because of their handling, yeah
stouts have slightly less hp/metal cost but repair slightly faster
Pretty sure they have better turning and acceleration as well, no?
Maybe give pounders a 2nd fire mode? Make it longer range, like 380 (same as janus) or 390, way lower fire rate, lower aoe, lower impulse. Basically, anti-com fire mode.
and speed, and turret rotation speed, and dps per cost (same weapon as brute, but cheaper)
yea idk I think pawn and grunt need to be buffed and/or com needs to be nerfed, and that's a huge buff to pounders. pounder is op when meta is centralized around pawn/grunt/com threat balance
just feels inelegant to have pounder do something else too when it's really op at a specialized role that's just not useful anymore
I'm not sure adding another unit would be an elegant solution either.
True. my opinion (other than nerf com) is to buff brute a bit then so it can fight com somewhat reasonably without getting instant dgunned, 15 range or so is very little but would help a lot when trying to micro around coms, and makes it kind of interesting vs stout, would probably hugely buff brute in the matchup specifically, but not much elsewheree
balance pack does that
core generally have very slow turret speeds, comparatively, which IMO is questionable as it's a non-stat debuff, quite a large one in some cases
it isn't something I can change via tweak though
Yeah. Unforunately, slow turret turn speed inversely affects performance based on player skill. The more either you or your opponent micros, the worse it performs.
also try the slower transport tweak instead, not disable
I’ve tried both
Personally disallowing just feels cleaner to me
that can kind of be a skill differential balance option, but does result in a lot of core veh especially paying an 'anti rush on specific map' tax for the whole game
looking at you, poison arrow
There is already this concept of “heavy units can’t be transported” and it’s reasonable to include a commander in that distinction
it is, but some maps air players need to move coms, especially in smaller team games
being able to do so, just slowly, is a nicer fix than no transport at all
Yeah and this penalty kinda sucks. I'm glad for the work being put into t2 veh though. With the tweak pack that lab feels pretty good actually.
How about slower transport + it only takes 2 shots from a fig or t1 AA to kill, instead of 3? And/or boost build time of T1 AA so it's more easily buildable by t1 cons.
I want transports to be better, not worse. Nerfing the transport as a whole makes hotdrops even less viable.
indeed, I personally dislike options that make a unit that's good, worse until it's no longer good. the result is a lot of units that just feel 'meh'
it's needed in some cases to be sure, but usually only if a unit is overstatted or has an insane power spike window without much counterplay. liche, for example
the issue is the com (in general somewhat) but in transports specifically. nerfing all transports just punishes their use and utility in all cases, not just for coms
boosting t1 AA build time would harm all offensive air, and make the banshee even worse
maybe brute's turning rate and accel can be increased so it can avoid dgun range better?
keep the speed similiar
T1 medium transport? Just so that it's more expensive and slower to get a com drop?
unlikely to be viable, would seem needless and probably break a lot as the mass values for units are all over the place
it is a possible solution yes, but one probably that won't be accepted
Need is a very strong word
Ya idk what need there is? The rotato 🥔 have been playing with it off for some time now...any feedback there rather than hypotheticals?
If we were gonna add a transport, I'd want it to be focused on hotdrops. So faster and tougher, but can't carry heavies like the commander at all. Then the normal transport can be balanced seperately.
Adding a unit for the use cases discussed is a bizarre thing to me. We already have 2....
T2 units don't count, and we can't have commanders be both transportable and not transportable without 2 transport units.
They don't count?
Last thing I want is to remove even more utility from T1. T1 already kinda sucks.
I don't understand this point either, t1 Trans is used a lot for things that aren't coms
The primary use is commanders.
removing t1 com trans makes gunslinger drop, proxy bases, halberd/sumo drop better
yes, because commanders are the 100x best thing to trans with them. but sniper trans, flak truck trans, laz trans to suck metal over water, is pretty good
nano trans, t2 con trans for macro
Ya it is. And it needs to be removed from the game.
It’s not like the play patterns don’t exost they just don’t happen until t2
Was mostly trying to offer a way to give t1 a way to do com drops still, but delayed. Really though I think you guys are right, com drops are just way too good in team games and there's very little defense against them at t1.
that's 8v8 format and usually only a subset at that
it's smaller games usually where air has to multi role hard and support front, and/or move their com to distant mexes to actually build them in a sane timeframe
other trans usage is still good players just haven't incoporated cause it takes effort
If both you and your opponents have to transport a t1 con or use an aircon, it's still a level playing field, no?
it is, but it can make fronts a bit fragile if the other side didn't go air, and air can't get com there PDQ to help stabiilise
personally it think it might be worth trying and seeing how badly things break
actual data is usually nice, but metas would take a while to stabilise into useful patterns again probably
I always felt that the Dragon's Maw was better than the Dragon's Claw. But after playing around with it a bit I am shocked ho much better. The Dragon's Claw is a joke, check this out - I have tried 5v5 (expected Dragon's Jaw would be in advantage due to aoe) and I gave the Claw quite a few shot advantage - still the Maw decimates it! That is imballances AF no?
the maw needs clear line of fire, does splash and friendly fire. the claw will make impossible shots, is hitscan, and will arc selectively to nearby enemies
The Jaw is also not pictured here.
There are plenty of other ways to do this. trans abuild turret, buy a constructor etc
I agree it's worth trying, ideally with a slower transport rather than none at all though
Why is this ideal? I see no indication it is
Claw is generally way better in a real scenario trying to deal with fast raider units and clumps. Maw is generally better against tanky units though.
Both are really effective at the same role, tbh.
Yeah they're fine as is imo.
because maps are made with the assumption that it is possible to do, among other things. coms should be able to cross terrain sometimes, but given the size of them relative to transport, being much slower seems fair
They are?
given it's status quo, yes
if you'd like detailed rationale all I can suggest is ask Zecrus. but as things stand there won't be any strong changes to trans in base game
for the moment I'd rather not add something like that to the pack, also. it can be a seperate tweak for sure, maybe integrated later, but currently it's too polarising and will harm use and testing of the rest
ya i agree it should not be in the pack, as nothing else should be added to this pack and it can stay in another place
OK those arguments make sense, though I would see Maw being more expensive than Claw tbh.
Maws and claws don't fight eachother anyway, so it's an irrelevant test.
oh sh** I mean Claw, of course
Be like comparing subs and pulsars. They just don't fight. 😛
True, it meant to show their power vs. other units. The test shows how much dps vs hp they put in a fight.. Still it shows how devastatingly stonger the Maw is. I understand the arguments from Hornet, which would be ok I guess if they were similarily powerfull and the Claw was more expensive. But now the Maw is cheaper and waaay more powerful. It does FF, but still.. to me it is hardly ballanced
Are you challenging me? Because I can get them to fight.
Hold my beer ..
Sub can unironically shoot stuff on shore because the torpedo can overshoot and has AOE.
And depending on the depth of the water, they can be shot by a variety of things and can show up as radar blips.
pew pew
This is a Core only unit, right?
Arm has a delete button for sea... So core see needs a delete button for Arms delete button.
But the point is that isn't a useful metric. You have to compare their performance vs the things they're made to fight.
geez this is sick
firing clip is the old proof of concept, it's much more polished now
or of course there's the nuclear option
A mobile nuke sub would actually be awesome.
it's nearly done, was waiting on some engine stuff which is now in; I just need time for last debugging now
True that would be better. Still I think it still is usefull test in that you can imagine that Maw vs Maw would be draw. Claw vs Maw is a fiasco.. entailing Maw is far superior. You could put there any unit you want agains them, result would be the same
Again, they don't fight. The test has no value.
It isn't useful.
You wasted your time.
It does not matter they don’t fight, it’s about measuring they dps and hp. I can put in front of them for example Brutes, given the result of fight between them, I expect the Maw will smash them much easier
dps is only a small part of balance, devil is in the details and interactions
Maws will do a better job at fighting brutes yes, but claws are better at deterring them from fighting in the first place
claw has instant dmg profile, longer range
maw has projectile travel time, switching targets delay
Yeah incisors are quite hardcore already in 1v1 match ups. Even come across as tanky. In that time sphere of the match.
the issue is that cortex t1 vehicle has no good option to quickly kill leaks
incisors are not nearly as goot at it as blitzes and making just one will propably not be enough to quickly kill a group of ticks
so if they get into your base and you quickly need to make units youre bound to loose a lot when you are cortex in this situation
com drops are good because commanders are intentionally overpowered. Being able to move the most powerful unit in the game (that is notably in part balanced by being slow) with a transport (a unit that is notably fast and has few terrain limitations) seems like something special that can wait until later in the game
moving a commander is still crucial for a number of different applications, many later in the game for higher player count and defensive maps. Flying a com to dgun t3 is a strong response, but at the point where t3 is on the field, the distinction between t1 and t2 com is not as significant
Yes but at point you have t2 transports. The thing people take issue with is com dropping in the first 5 minutes of the game where there's no reasonable defense against it.
it's not the com drop perse, it's using com for securing territory, free leak/drop defense, easy drop onto units,
we just have to scale commander mass inversely with experience so eventually it gets light enough to be transportable by t1 trans
a small stockpile of rascals usually good enough
@copper otter
Yeah but this is hardly an argument for anything when you consider what arm air has in comparison to core air. Pathetic bombers. No omnipresent shurikins that not only prevent leaks on land but project power on sea to give cores far superior T1 navy even more of an advantage. If cores ethos is heavier, harder hitting units, then the incisors, where as not slow and if positioned correctly with the use of forward scouts, shouldn't be comparable to Blitzes at all.
IMO arm need buff of T1 bots and bombers badly. The Mace is just clearly worse than Thug, at least make it faster. But even the rocket bot is worse for more metal
Making armada bombers as good as cortex is a good idea- I should figure out some fix lol- should also fix the t2 arm bombers as they are a lot worse then the cortex version apparently
I'm told that arm ones are a bit faster and that's supposed to be the difference
arm t2 bombers underrated, they have higher damage per cost than core t2 and are faster. They are hugely hugely cheaper in bp and e which lets you get out t2 bombing runs way easier and faster than core
and then arm air also has liche for air tanking
rocketeers should have more range but a bit less rate of fire then aggravator
not too much tho rocketeers are faster so they could easily end up being OP
Idk why you want there to be differences in the rocket bots
It moves quicker tho perhaps make 3 speed diff idk
no if anything speed should be nerfed rocket bots are allready the best t1 bot unit if microd properly
Ye I mean if it was my way I think currently I would end up want to set speed at 42 for Rocks and 39 for cor rockos maybe
the rocketeer is not a bad unit you just loose in 1v1 cause slight difference
slghtly worse means more likely to loose
well thats a massive nerf but i actually think movement speed changes are usually a bit much because people get used to microing units at a certain speed
it allso effects how tanky a unit is because less movement speed means you take more damage when aproaching enemies
my plan is to make mace/thug capable of catching them- but yes im ambitious : )
my logic was mostly, give the rocketeer and aggravator the same relationship as grunt and pawn but less extreme and just slightly in favour of armada
Ian tweak package when?
unsure if that'd work at the speeds and ranges present, kiting into static or tankier units along a front would be too in favour of whichever had longer range
If there should be a difference between cor and arm bots then yeah we can think of something - speed, range etc. are good options. At the moment Maces are just worse than Thugs and that is not right (Thug wins in 1v1 with aprox. 22 % left yet costs basically the same)
there is a 1 shot difference- 10% diff- speed should be made into a relevant difference
Hmm you are right, I mixed it up with something. Thug wins with 10% hp. However the price difference in metal is just 7,5% more for Thug and the Mace is over 13% more expensive in E!
Why not give Mace a bit more range? Just slightly to make it also viable - being weaker with longer range would actually play well into the faction style no?
The relationship between brute-stout and mace-thug is quite similar actually- yet its always stout superior to brute and thug superior to mace, but why is that eh?
Brute and stout are very similar with brute being slightly more expensive and thus more tanky and thus winning by a very little bit.. to me these two are perfectly ballanced. However Thug is just better per price than Mace. Mace can either be made cheaper, but tbh I would prefer making it "different" 🙂
Stouts are superior as have major speed bonus, are way cheaper, same dps as brute. Tho the pounder also is way worse than janus which makes the arm vehicle labs more common aswell- Mace is marginally cheaper but still costs more to build (-makes no sense), combined with minor speed buff while still having thug with major health bonus- which might be the cause- numbers imbalances
Brute is tankier though.. imo they are ballanced. I have seen many people say they preffer pounder - when in range the Pounder is a no-brainer wind massively over Janus. These two cannot relly be compared imo they are very different, both good in their role. I am not even sure that arm veh lab is more common, definitely doesn't seem to be the case in low player games like 1v1 and 2v2s - there I tend to see more cor for both bots and vehs. Truth is the vehs seem quite ballanced imho. But the bots not at all - I am speaking T1 only.
i like to play pounder in 8v8 teamgames, but i think overall im at a disadvantage compared to armada t1 veh
pounder gets no real value after 4 minutes most of the time
wolverines are way more expansive wich means your first 5 artilery pieces you allways make come out way slower
wich means a lot because having early artillery to destroy llts means you get more ground early on
in those first 3 minutes pounders can get crazy value tho, however i have encountered people rushing centurions wich funilly enough hard counters pounders
centurions are a meme but if someone knows you play pounder they might use them on purpose
But man the Centurions are crazy expensive - 270 metal vs 225 for Stout. All in all I also like playing Cor veh, not seeing too much issue there.
The difference in bots though does not make any sense imo. The Grunt is still better than Pawn - which is much harder to play, but at least it has it's advantages. But Mace is just worse and tbh the rocketeer is also actualy just worse for even more metal 
yeah cortex vehicle is playable but one of the vehicle that actually had an advantage over armada was the lasher and that one became basicly irrelevant with missile truck nerf
armada bot lab has the tick wich is pretty significant
Have you ever tried using Ticks to waste the shots of the enemy bots? Plasma or Rockets... I can tell you... One or two vollies missing your bots will easily compensate the Core advantage. And you can always disengage. And you will have your bots at the front earlier.
Yeah it takes more babysitting and micro, but it is very powerful.
honestly the rocketeer should just be better then aggravator for higher cost and both thug and mace need to be slightly buffed
i think thug should be more efficiant then mace tho
allso centurion is basicly like a pounder from bot lab but it beats pounders too, it could easily be a good unit if it wasnt for 3K E
the metal isnt even an issue because if you beat pounder you get free wreck
I mean, a lot of that is mode specific. Core Vehicles do great in 1v1 and are commonly played. In BPL S3 balance was 48% ARM / 52% Core when you remove same faction match-ups
Thugs cost 6% more metal.
They have 11% more health and the same DPS...
So in total Maces have less than 5% HP less per metal and 6% more DPS per metal.
That is already very, very similar...
yes cortex in 1v1 is generally better
The bigger benefit of thugs is their HP relative to their BP cost. They are amazing to repair tank
In 1v1 Core Veh are fine.
It is this XvX where your front line gets chopped away by Janus that feels oppressing for most players.
but i think thats mostly because grunts are kinda broken in terms of raw stats, they are cheap and allso strong because core doesnt have ticks
I mean, I basically don't see Janus anymore because rocketbots are so oppressive
Kk need to watch 8v8 replays where bots win against Janus, Whistler, Stout balls...
Basically watch any OP rotation lobby, and I kid you not, every lane will be rocketbots
what i mostly do now is porc with dragons maw and use artillery works pretty well against rockos to at least hold, then tzar appears and makes t1 irrelevant
Any reply you can recommend?
Not offhand? It's just standard meta, so I would imagine any recent replay will have it
i used to not porc before rocket meta to get more free movement with vehicles
Kk. Will search for it when I have a PC.
Normally I just kill rocket bots with brutes.
I drive in, kill 1 bot or two. Repair my brutes and repeat.
Perhaps in my OS (24) the enemy isn't skilled enough, but it works quite fine for me.
Or I drive around him. Kill a Mex or two, retreat and repair.
I think rockos with their alpha are actually quite good vs tanks in general. Runby can easily go wrong.
I think you can still try to runby on like Flats, but in general rockos are just too oppressive, doubly so in narrow lanes
With some micro and wiggling while approaching, better.
it depends how open an area is if were talking about a choke there will be more concentrated llts and poissibly a commander wich bascly just denies getting your tanks out of that encounter alive
on wide open terrain sure brutes are good alltho you have to get them going in numbers wich can take allmost as long as the first t2 will sometimes arrive
I should make a 32x32 corner-corner map named Kansas.
Let’s see rocketbots choke the game there!
I have just seen the new brightworks video. And I see that there is indeed a rocko meta.
But what I have seen, too was that no one switched to shurris, repaired his tanks or built dragon teeth or rascals. All these tools help against rockos. Has this knowledge been lost?
And I have seen ppl overextending with rockos when they won and giving huge metal donations.
I guess ppl will get used to rockos, again.
I'm not sure what Brightworks video you are talking about, but I'm just talking about the rotation lobby meta.
The new one on dark side 3.0
If you watch the sweat lobby games, it's rocketbots
It is an open map, I know.
Nah, you spam rocketbots there too, rofl
It was a 7-37 OS lobby and 4 or so of the 16 players spammed rocket bots.
And most won, but not because the bots where OP, but because the enemy didn't use the right tools (at least for me it looked like that)
Better examples would be from an actual good rotation lobby
https://bar-rts.com/replays/1ed47d6601dec7359f690b6315b4548a
https://bar-rts.com/replays/79ea7d667d178b066bec1aa490ef71de
https://bar-rts.com/replays/addc7d665491e6a411e082f588f8d634
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
One player retreated on the flank of a crater... But in doing so he opened a huge gap for rascals to raid his backline.
And this is something to note too: rockos will always open the possibility for run by fiestas.
The video is called like this. As well.
THX mate!
The majority of those will be grunt/tick/pawn into Rocko
Will watch and learn, now.
I only watched the darkside game, so I can't speak to the others, but esker will def have rocket bots
Are rocket bots in open field too safe against lesser cost of grunts?
How hard is it to kill kiting rocko's (Assume com and llts is not immediately nearby) with grunts without eating a lot of the rockets
The way I look at it is in 1v1 Mace vs. Thug, Thus wins with 10% health, while costing only 7,5% metal more and actually less energy. That is hardly fair, not "similar" at all. The Centurion is so expensive at the moment it can hardly be viewed as an advantage imo.
Armada also has the tick, though. I agree that the mace shouldn't just be a worse thug, but you have to take the lab as a whole.
Cortex has nothing like the tick, and the tick really matters.
So you are complaining about 2,5% "disbalance"? Let's look at wind, then let's say you build approximately 1 wind per Thug... I am very sure the disadvantage isn't there anymore.
Let's look at the faster and cheaper cons of Arm, too. 😉
You see I really think these 2,5% are ok.
Especially considering that Maces arrive faster at the front.
Do we need to rehash conversations we've had a dozen times already? Mace shouldn't be a worse Thug, Cortex wind shouldn't just be worse Armada wind, brute shouldn't be a worse stout, and so on. They need either more distinction, or to actually be identical.
I partly agree:
Just worse is a bit strange. To be clear: A faster unit that looses in a stand off (by 2,5%) isn't just worse, for me. It has a different touch.
But as things are, these small differences exist. They have their reasons. In TA and it's successors, but they need to be looked at, again.
I haven't seen a good solution being proposed. "Make identical" surely is a "solution". It just is a bit boring.
Something like more AoE for CORE would have some flavor. How to balance such things for low level 8v8 and high level 1v1 will be a challenge to say the least.
Right now the 2,5% difference is ok for me but I am very open to other solutions.
The difference in repair speed seems a bit too high, though. Even though you can easily afford a few % more rez bots as Armada because of the given reasons. And Ticks still exist to waste enemy shots.
Depends on the micro abilities of you and your enemy.
If the rockos are alone and are on a fight command you can take 1 or 2 Ticks/Grunts run near and around the rockos let them turn their turrets and they will not shoot at your unit ball that has an fight command of their own. Next to no looses are possible, but not likely. In any case they are a slow metal donation system, if left alone.
Maces just require too much risk. They cost too much and under perform. I've looked at the dynamic between these two. (thug/Mace) the above board stats are incredibly similar. But it seems to me as if the projectile of the thug moves faster. And almost feels as if that alone makes the thug far superior. I don't know if that accounts for rate of fire because an object can travel fast with a slow rate of fire. So looking at dps as a metric is maybe misleading. I don't know maybe I'm wrong. But I would challenge anyone next time to look for yourselves.
The mace is should move faster or have longer range if it's going to hit less hard and be lighter.
And please for the love of all things holy buff arm air. I literally only play arm... Its just my faction. Obviously I end with core often and practice with them but I am highly sensitive to the differences when I do switch. It's ridiculous how much the t1 arm bombers suck in comparison. Even brightworks openly mocks them on YouTube. It's not really here say. They suck. And need a look at please
They have the exact same weapon, my dude. If you didn’t know that, what else don’t you know?
Oh you are absolutely right here. But I believe Hornet worked on a "bonus" for the Cor wind. @rare orbit did you implement the "non-explosive" wind for Cor in the ballance pack? I believe it was also discussed the wind turbines should give cor a bit of energy storage..
Looking at the unit stats on git hub.
https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/ArmBots/armham.lua
https://github.com/beyond-all-reason/Beyond-All-Reason/blob/master/units/CorBots/corthud.lua
I can't see any values that support any difference in any weapon stat.
www.beyondallreason.info. Contribute to beyond-all-reason/Beyond-All-Reason development by creating an account on GitHub.
www.beyondallreason.info. Contribute to beyond-all-reason/Beyond-All-Reason development by creating an account on GitHub.
People who only play one faction probably shouldn't participate in balance discussions. Especially if they aren't going to look up unit stats...
Well that's the thing. I've looked at the stats. But watching them in action looks like there's a difference in play somewhere. And finishing anything you say like that, irrespective of its validity. Just makes you sound like the ignorant idiot. Not me. So let's try keep it polite shall we. And I think I've had this debate with you before. About me playing arm. In fact it makes me a great candidate for balance discussions. If you can't grasp that your scope of novel thought is quite obtuse. Being insulting or rude online is clearly a sign of feeling threatened or insecure about something. Does it make you feel better being a dick online or are you also a dick in real life?I'm curious
And if there isn't any difference in them. Why is there a difference? Why do they perform better?
The weapon is identical. Other stats are not. You were talking about the weapon.
Thug is tougher, mace is faster. Thug is the better unit because mace isn't enough faster to make up for its weakness.
The reason I say that the opinion of monofaction players is suspect is because you can only evaluate one side. Your chosen faction obviously can't be unbalanced against itself.
Though if you're truly convinced that the thug's weapon is better, then that should be a bug report. Because the stats say it shouldn't be. And I'm serious; we've had bugs where seemingly identical weapons are not.
U can make mace and thug both reasonably useful by compensating extra hp on thug with more mace speed- I did hear that the fact that Thug gets more HP for less BP makes healing it more effecient than mace aswell- so balancing BP would be good aswell
Last time you were talking about how you weren't gaining OS, IIRC. And I didn't insult you then either. I can, if it'd make you feel better?
Your mother was a hamster, and your father smells of elderberries?
Personally I also feel the weapon is worse for mace, idk if its cause the mace waddles like a duck but maybe. Currently the Thug is better than Mace because HP increase, cheaper buildcost- with those diffs being big enough to make thug way better despite it being slightly more expensive overall- also the t1 bombers feel worse for a reason aswell
Yeah, T1 armada air is a whole different thing. I don't understand why that hasn't been fixed.
There is alot of things I dont like about the current balancing 🙃
Armada botlab gets extra roles to make up for subpar power, but armada T1 air gets a pathetic gunship.
The devs seem to want to make banshee better somehow, idk how good it is now after the changes
Banshees are good in a lot of situations, the issue is that they don't stop leaks like shuris
The classic situation where Banshees shine is:
You are loosing your 1v1 bot fight. Your enemy wanders to your base. You build 14 Banshees find an kill the enemy com. Congratulations, you have won.
Bright works has a very recent video with this exact situation.
This is a quite easy winning strat. It is being undersused.
You can do the same when you are winning by the way 😉.
No chain reaction for the core wind is more a QoL change than anything. I always build a 2 row wind park. Problem solved.
Giving wind a storage of 50 (is this still the correct value?) is nice to have at best. A e storage every 15 windturbines will give you four times more storage for less metal, BP (and energy? I am not sure with energy).
But in sum it see that this is a nice way of adding flavor. I like these ideas.
As a general tester, it's your responsibility to embody and promote the values of our community.
doesnt work if enemy has the forbidden cloak button
Does that unlock at 40 OS, like the "go around the porc" button?
I'll have you know my mother was a hamster. Speaking of hamsters and @cerulean skiff. Here's a throw back to that time I had to generate a running logo for my girlfriends running team. They wanted "Chicks on Speed" (for some fucking weird reason) and I suggested.
I thought it was a lot funnier than she did 😂
That's amazing, why did she hate it?
Bunch of boring lawyers. Probably would look bad if they were all punting social acceptance of drug induced rodents.... All of which have lead to major scientific break throughs. I argued.
Still... Chicks on Speed it was. So when I went to their running event looking for them I said to her. This isn't the first time I've been in a big crowd looking for chicks on Speed.
Again... Not that funny 😂
he actually is somewhat correct, mace weapons were wildly bad compared to thugs a while ago, but it should be mostly fixed now, I changed it a couple of months back
is there a plan to introduce a scout unit to cortex bot lab? It is somewhat missing for cor isn’t it? I think ven more for T3 stage than for T1 where Grunt is sufficient, though something faster would be good to he even it1
Just as radar planes and attack ground unlocks.
You know the drones from oblivion. Let me find a pic
These could be a cool core bot tick equivalent
Or I thought a single rolling tire or balllike BB8 without his head and a turret
yeah something like that. is that a thing already XD
Yep! It's the Legion scout vehicle.
LOL. well... good ideas are good ideas.
Im veheminity opposed to legion. The balancing is so wrong at the most fundamental level. I give this shit a lot of thought. Like a lot. I really do think about this. Its kinda what I do and how my brain likes to solve puzzles. But im a firm believer that in order for Legion to be viable is that it needs to adhere to the most basic of premis and principles that make up the core common denominators in the game. For instance: The fact that Legion didnt have a dgun made it instantly invalid in a harmonious balance trifecta. The fact that its deviates even at the most basic level of its mexes not being standard will always make it a faction that will be undeniably hard to balance. Establishing an economy that doesnt abide by the same subset of rules as the other two factions. Which will make balancing the relationship of all them unnecessarily complicated. If each faction had a wildly different approach to economy that would be different. But that is a convoluted and deep example that requires alot of discussion. In a way.... simply. Legion should have normal economy structures. And find its identity and ethos in the same way as core and arm. The three legs of the chair need to be equal.
Another completely unneccessary deviation from common founding groundwork principles of gameplay balance is the damage of the legion damage of the LLT is higher. Core and arm is the same. It makes no sense to deviate from such a simple and elegant way to achieve simple balance at a fundamental level. These things is what makes the game so challenging and serendipitously unexpectant and rewarding. I cant understand why there is such a huge deviation from the balanced denominators and then above everything all the units are just wildly abusive. I do however recognise the huge amount of work dn dedication hornet has put into it. The new unit design is looking better but still struggle to see how they fit in in the universe.
that's a long discussion getting somewhat off topic. gist though, is that economy may change later. the existing faction econ is not symmetric, arm have notable edge on wind maps for example, core somewhat better on solar maps, whereas legion is much more consistent across map types
partly the issue is that arm and core are too mirrored, rather than legion being too different, but it is definitely a bit of both, and we are addressing that where data shows it's needed. I specifically regressed the dgun for that reason, it was making testing the rest too hard.
as for 'abusive units', that heavily depends on the player and their experience, on both sides. eg you often see new players vs legion being ravaged by a centaur, not because centaur OP, but because they didn't realise what it was yet, and the other player knew how to use it. this happens in loblobs often when legion is on, only about half of them are used to legion and only half of -them- are actually good with the units, which leads to effectively lopsided lanes, then they blame legion, rather than realising it's a human issue
there are a whole lot of 'legion so op' comments, when someone dies to a unit that seems to me to be worse that the arm/cor counterparts. I tend to feel that outside of small team games/1v1, legion is somewhat underpowered.
people just hate things that are new
cor/arm shit has been in the game for years and some of it is still super imba, what's the problem with something else
i think its not very healthy that the majority of legion t1 units are way more expensive then arm/core thats propably one of the reasons people see the railgun tank wich costs 3 times as much as a whistler and think its OP
I would say goblins definetly need a nerf tho, at least last time i played they where the best spam and early skirmishing unit and redicolously efficiant
You guys perhaps are misinterpreting what I'm actually trying to say. I want legion to succeed. Desperately. A 3 faction game plus the raptors. I mean that's a full package. When I think of supcom, c&c, dark reign (which I actually worked on) , starcraft, company of hero's etc. The base line of how resources are collected and other very basic elements that essentially are thr fence posts that contain the game in what we UX designers call heuristics. The familiar pattern that allows the user to identify the function because it's based on known models that ease cognitive load. The brain likes easy. The brain likes familiar. The brain is a lazy punk ass. But...back to RTS, when u think the cyrban, Seraphim etc they exist in the same space and yet feel so different. And the game feels like there is a ground level on which all factions sit and are equal. These stats, and access to unit classes need to be congruent with elements of perceived differences. That what makes it so easy and enjoyable. You don't get a goldmine that makes wood. T1 must be very similar. Legion will find it's space. But if it's too different. Players won't engage with it fluidly.
If it was me. I'd be like okay what's the same stats for both core and arm. Mex extract 2. Bam. LLT damage. Bam. They need a competitive rocket bot. Just give them everything that the other factions have and thr subtly mould them in the direction they need to go. You can't be like t1 bot. Phalanx 4000 HP. Like what the fuck is that. T2 units are basically win conditions.
But I love the work ur doing. Honestly. Hornet. We've been friends for a while. So u know I will always try be Impartial, critical and objective with my feedback to you. X
we have already considered this, but what you're also seeing is if supcom started as 'UEF' and 'worse UEF', now Aeon is being added, and you're panicing as it's not also a shade of UEF. the two existing also need to be less identical, the difference is jarring, rather than faction uniqueness
right now legion -is- too different though yes, and we are actively working to redress that
main role analogues should exist for all cases, but differences also need to be clearer than say mace and thug
people assume they're the same, they're not, but it's just stat jostle rather than actually being a different unit
Either it needs to be completely different aka raptors. Or it needs to be the same.
I'm curious though.
eg mace and thug should be as different as bull and tiger, probably
Is legion being design specifically for single player?
no, but initially it was mainly balanced around 1v1
Another example. And I'm sure this is a very unpopular opinion cos I'm not even sure I agree with myself here. But the legion com should have a laser. And a underwater blue lazer. I mean maybe. It's just so risky having just 1 out of 3 with a different weapon system on the most important unit.
com is being remade still, but there are reasons for that, the legion early game is weaker in some ways due to less metal
Even though it's cool. I think the com and the tanks and the defense all having mini guns kinda dilutes the ability to make the mini gun something special
that and it would have been another remodel to change that too, and it was one of the reasons the legcom looked different at all
Yeah I get. I remember testing the legion napalm artillery bots with metamind on onyx cauldron like a year and a half ago
They were just penguins. So the skins and models will come last I get it.
I just think you should base line all the stats and go from there. Legion should have a competive rocket bot. Not this op death v2 rocket on legs.
@rare orbit anyways u playing in fight night? I'm thinking about jamming it if ur keen to team up
I spend too much time making the game, not enough playing it, also people seem to like focussing me, so not sure it's worth the stress
Yeah I get it. Offers there.
Regarding wind...
Since we were looking at legion.
Could a part of the solution for Core wind be
A) 10% more e income than ARM winds?
B) a constant income like 2 E in addition to the wind income?
That would embrace the idea of lvl 0.5 mexes of Legion. It produces 2 resources... A constant income for core would add to the flavour of core liking solar.
If we go completely mental:
A combination of Wind+Metal Maker would be hilarious! 😆
Yes but this illustrates my point entirely. Now the entire system which is essentially stable . Energy or Metal production. And because legion has a combination now all of sudden wind turbines which adhere the faction ethos now need to mutate into something ridiculous. Core wind cant be better because u have better solar. Also you have exploiters and we have stupid cloaked mexes which explode to make themselves useful. Also u get t2 exploiters and we get no t2 cloak mex. Also u get prude and cerberus. Arms saving grace is the lean efficient turbine
Cores turbines even look like they wouldnt be very good generators XDs. Design feedback: I think the legion solars are a tiny bit too large. I think they need to be scaled down a touch. Beautiful animations though. Very cool
Are you REALLY saying that 3% cheaper solars make a difference? Or do you REALLY say that 20% less E (1000) of a mid game adv Solar is a significant difference? In this state many players already have a e-converter.
I'd argue that 150e more E for a T1 Veh con makes much much much more of a difference in 99% of the games.
All we are trying to NOT give ARM a 20% e boost in addition to a 3-8% cheaper cons. There is a reason for a meme that complains about incompetent eco player because the go Core.
Every T1 Con makes up for 2 solars in M cost and 7,5 seconds of e production.
Orr, just leave the eco as is, and balance around it.
Cor eco is only memed on on straits (and a few other maps with crazy good wind), on a huge number of other maps it's considered much better.
Rather than remove annoyances, improve strengths. Annoyances are what provide flavour, if you remove them all you end up with a bland homogenous mass.
There is a consensus with Hornet here, that the proposed way of handling map dependent eco disbalance is not the right way.
yeah , factions should get their defualt goodie bag. Dgun, normal mex, normal wind normal solar. ad solar fusion afus, llt, hlt , etc etc They essentaily all have then same output but they have different HP and offensive stats and cost which makes it more or less efficient. But then u go and introduce a merry go round mex that has solved the mystery of perpetual motion in an isolated system where newtons laws of thermodynamics and the principle of the universal law of the conservation of energy don't apply. Also lets make it make pancakes. Core wind , maybe not so great. But thats overhead in building cost not capture of the resource. It still gets what arm gets. Its still the same wind speed. Its the same with the mex. Its standard, because that's the game. Thats how it was designed. Thats why it works. You cant introduce a mex that does both. Its literally knocking down the first domino before youve even sat down at ur desk. Im confident if you recognise the principles of sunk cost. Realise that expending more effort into this in hopes of win will not be more productive or worthwhile than saying You know what. Scrap these ideas lets try a different approach. It will be better in the long run and it will come together organically afterwards I'm certain of it
eco stuff should all be balanced, yet showcase the faction personalities- hm Legion mex can be balanced by having both e-production and mass-production be relative to the mex size. And have t.1.5 mex give like 2-3x the metal but cost proportional amount of e-upkeep going by mex size
Just to chime in. For resource producing structures, Can we have the same economic efficiency for cor and arm. Same in as the metal and energy cost, same metal/energy production.
However, the DISTINCTION can be in the bp numbers, HP, energy storage and mass storage or whatever suitable u can think of.
You are not "punished" or disincentivized from building a less efficient economic structure and more importantly have a more level playing field at the start in terms of eco for both Cor and Arm players without needing to swap cons.
Feel free to agree or disagree.
In case u r wondering, cerebus/prude and other faction unique eco_atk structure can stay as it is.
This is actually a really interesting idea. Wind is currently very bp inefficient so having “good wind turbines being lower bp would be interesting. Perhaps the same bp ratio could be kept as the metal ratio now so that the metal per wind is the same but an army of the same number cons making wind would be faster for arm if they could afford it. The reverse could be true for solar. Perhaps some additional storage for core to compensate
the real issue comes from the og factions not being different enough, not standing out in their own way and having alot of design choices that need overhauls. In literally every part of the game from t1 to t3, from naval to air to eco
Hornet is aware of this but to what extent can he do anything.
Im surprised the devs arent trying to rein in all of the legion contributers as much as they used too. Stop them from making things more unique. Doing this adds more work to do for base factions, but thats a good thing in my eyes
Once again, I think Im going to make a big list of inconsistency and consistency where there shouldnt be between the factions
Alot of changes I think we can all agree on, and alot of them make no sense to so it stalls change
Legion is starting to highlight alot of core issues that bar has.
I think in the process of trying to retain TA balance, We're losing the ability to evolve the game generally
Luna777 im curious what improvements you would like to see (-im trying to work on tweaking the units and wouldnt mind getting some ideas)
I'll dm you when im finished with the big list(its massive)
To be clear, my issues arent with specific units, although there are even issues with that as well in here
My actual issues are grander in scope when it comes to game design and philosophy
It would help if that was actually around posted somewhere. But when you dont have official wordings on these things, it makes choices seem more like accidents or mismanagement then deliberate actions
A good example is how defenses are always worse than the units they are build to counter metal for metal.
How theres always a unit to outrange defenses, or in the gaunttles case, its so expensive and weak that what its offferring in range hardldy matters anyway if nothing outranges it t1 , how they are weak in health and in most cases damage.
Some people who like defensive playstyles have to learn the hardway that making units is almost always bettter than investing alot of metal in defenses
Granted the devs have said this themselves, These choices are meant to prevent porc wars, and to prevent stalemates, not a bad choice imo
but ideally, you shouldnt have to come to a discord and ask a dev why a unit or, building works the way it does, you should be able to tell by yourself over enough time.
I think most players even now have no clue why defenses are the way they are
Example
Whats the difference between pitbull an scorpion t2 sabot
One cloaks is what most people will tell you, so whats cortex do?
This sort of thing. Armada has a clloak fusion, whats cortex have
"crickets"
Cortex has armed t2 mex whats armada have
"crickets"
(ik shockwave now exists, but point still stands that it was added after the fact and still isnt in the game)
A example of deliberate choices, versus accidental oversights
@patent rune make sense? Trying to hone in this sort of thing
Hm well sort of actually. Ex. the cor t2 veh lab has no constructor in default mode
Armada has two more t1 bots then cortex for seemingly no reason
then t2 armada has even more usable bots then cortex that are a niche
I att first thought it would be the opposite,
Cortex would have more t2 to balance out the lack of t1 phase
Putting them side by side makes it look even more strange.
Cortex/Armada
Commando/ ( )
Scuttle/ ( )
fiend/sprinter MAINLINE
Sheldon/hound MAINLINE
(Arbiter XD )/Sniper MAINLINE
( )/Gunslinger MAINLINE
mammoth/fatboy MAINLINE
Thermite/recluse MAINLINE
( )/Webber MAINLINE
Sumo/Welder MAINLINE
Bedbug/tumbleweed
MAINLINE = Not niche and a Consistent part of the faction identity and arsenal
I mean I think centurion should be moved to cortex 🙃
cortex has 5 mainline units, one of which, the thermite is terrible and never used, so 4
armada has 8
Lol thermite terrible so only 4 units xD
centurion has the potential to be OP if it would cost a bit less energy
its anti spam, anti light tanks, anti commander and anti pounder
wich means in the first 3 minutes its the king of all units like the tzar in early t2
i think even 2 pounders stand no chance and only leave a slight dent in the hp
i know its because pounders are not ment to kill tanky units but its still important to aknowledge for 1v1 where pounders can dominate
pounders are only anti spam and anti light tank pretty much nothing else, commanders just d gun it