#Balance Candidates Pack
1 messages · Page 10 of 1
fatboy and gunslinger are mainline?
allso you forgot arbiter its definetly mainline
not as good as sharpshooter but still good
100%, Granted the gunslinger has some tuning in the balance pack to make it better
the arbiter isnt meant for killing units like everything else in cortex mainline
although youre right, it should be mainline, but unlike all of armada units, its only really meant for killing defenses. which sheldons do perfectly fine anyway.
if it had tracking then fine
Starlight is just way better than the tzar, so whats your point, these are diff factories
it literally counters it
whatever counters tzar counters fatboy even harder
its rare for the counterpart to be cross factory yeah?
What is the role of the fatboy? Same as tzar even tho gunslinger exists?
Anti ball
but it shoots so slow
Btw, aarbiter an sharpshooter shouldnt even be compared, they arent even the same type of unit.
Frankly the arbiter shouldnt exist unless it has tracking like a banisher imo
Its a waste of a unit
If bar was a defense focused game maybe then fine, but atm its barely more useful than a commando.
For hilly terrain
Arbiter is a high rocket unit for buildings and afk units it's fine
arbiters are cheap, you can place them somewhere near a cliff and get passive damage for no microing
its a 1 unit area denial
i dont think you understand how the game balance works, you are not supposed to have the counter in the same kind of lab (i.e. veh vs veh) different maps favour different unit types and different factions, even in 1v1 you can easily change the unit factory. Just because you start with bots dont mean you need to finish with them
Arbiter is way more mobile than ambassador (which is the counterpart) and way cheaper
if you dont micro ur long range artilery you better of not making it
and comparing fiends to sprinters is a non starter
fundementally untrue There is no counterpart, the counterpart for ambassador is negottiator
Also @autumn marsh if youre talking to me ping me, cause idk who youre taking too lol
do you even play the game? or all ur unit knowledge comes from the website
Makes me wonder why fatboy even exists in the bot t2 lab- there already is hound and gunslinger for t1 yet there is no unit that deals with t1 for arm t2 vehicle lab
Ad hominem,
was proving my point
sure the unit works the same, but you saying that proves my point, this unit doesnt fufill a role that sheldons cannot fufill
its not a combat unit, Ok even if you agree with it, doesnt change the fact cortex has less actual combat units compared to armada, and has alot less Adapttability
it depends on the map if you have multiple frontlines it can stil be good to have arbiters spread around to deny metal extractorts from a save position
if you use arbiters on an active frontline microing them is better to prevent friendly fire
arbiters work even better then ambassador because bot movement is superior and they are not as much of a metal investment
Im aware the website it outdated, but this only further proves the factions dont have consistent identity the balance is methodical or thought out, and alot of units are misplaced, alot of utillity is misplaced, alot of design choices dont seem like acttual thought out choices at all
The fact the website isnt a accurate representation of this 100% or even 50% is why we're even having balance problems like this to begin with some might say
1000 hours or 100 hours doesnt change this fact sorry
stats dont really matter a unit could do 99 damage while another one deals 51 and guess what when theyre up against a 100HP unit both are just as good
arbiter can burst chip down rattlesnakes and t3 defense
sheldon is 850 range
sheldon cost 400 metal, arbiter 600, how many sheldons you need to kill a prosecutor effectively without losing them all in the process? The game is not symetrical and its a good thing, if they had the same kind of units with the same stats just different names, might as well just remove the different factions altogether
take it up with the devs lmao
even if we removed the website completely for this convo, it doesnt change the fact they are used for the same role 80-90% of the time
fast assault bots
even if the stats where acurate its important to not obsess about them
breakpoints and how many hits kill wich units in practice is important
If u want stats prolly better look at the github full stat breakdown
there are hidden damage modifiers
arbiter are more mobile than ambassadors/negotiators but are not stealth, thats the only differences really, but all 3 require hold fire command and micro on the frontline or you will kill urself and allies more than anything else
yes unless you place them at a natural defence point like a cliff or a mountain where youre not currently fighting
then its free harassment
defences used in highest lv play
because they are cheap and repair/reclaim is OP
Again im not saying defenses are never used my man, this is a dev statement about why deefenses are expensive, not cheap, and not as strong as other rts games
honestly if you've ever seen 10-20 nanos build defenses in a few seconds and reclaim them after they are used
porc can be pretty strong this game
bulwarks are t3 walls
my friend they are not used the same at all. Fiends are frontline units while sprinters dont get much use as its a niche unit for raiding only, with no frontline use bar niche artilery run down.
sprinters super fast but usually bad
Not asking for symetrical gameplay. FAR FROM IT ACTUALY
both of you are missing my point here i think vastly
Instead of doing this ill just make two paragraphs for each of you llol
"Frankly the arbiter shouldnt exist unless it has tracking like a banisher imo
Its a waste of a unit
If bar was a defense focused game maybe then fine, but atm its barely more useful than a commando."
???
ok but back to the point of fatboys, are they used in regular skill lobbies 20 OS+?
i dont really see them
every unit has its use in the game, some units more niche than others while some need a lot of skill to use well or at all, the game is not intended to be played with a single lab and since its focused on team games, most of the time you are not mean to play single faction either in a single game
armada a-solars are kinda really shit. takes 66 seconds to even repay their ENERGY cost
they are, fatboys are more mobile and manouverable than tzars on hilly terrain, they are used more on maps like DSD than glitters or isthmus
they are significantly worse than tzar but on certain terrain maps yeah
and even on maps like isthmus you can kill a tzar with fatboy, since you open t2 bots you have access to spy bots while t2 veh opener for tzar does not
@autumn marsh
What i would ask you
Youre logic is that it takes more sheldons metal for metal than arbiters to kill static defense first agree or disagree , since this is your statement
arbiters are for killing static defense, NOT for killing units. GENERALLY
Fine, lets say i agree with you
what im saying is that this generally, its not a used unit often, because most people arent making alot of defenses in this game, this isnt a opinion, the devs have purposely designed it this way, the gauntlet isnt 1250 for no reason, the devs dont want it to be oppressive, its no different in t2 phase as well
If what youre saying is true and that a arbiter counters t2 art so easily, thats its only purpose, fine, but if nobody builds two very specific defenses
Bulwark/pulsar
and t2 art
Then the unit has no purpose.
Why would you build this unit, Same reason you almost never see aa t2 rocket truck
its not a combat unit, its meant for very specific use cases and undermines art
Why make static arty that costss like 5 times as much as a arbiter 600 does at 2500
so most people dont
"Frankly the arbiter shouldnt exist unless it has tracking like a banisher imo
Its a waste of a unit
If bar was a defense focused game maybe then fine, but atm its barely more useful than a commando
I stand by this statement @tired tinsel
Commanos arent useless btw, just niche, they can endgames afterall.
Because if defenses are already minimal, extremely expensive, rarely if ever going equal cost for cost efficiently, and cheaper units do their job better, and cheaper units like arbiter are meant to kill it, then the defense barely gets used, thus making the unit obsollete
If arty was half that cost, then arbiter becomes more of a mainline unit (obviously because its used all the time in this example. )
as people build more of them.
But its not the case that 100% of the time t2 art static defense wil be made. You cant say pop up pitbulls count here, sheldons/hounds outrange those.
what's the problem with it not being a main composition unit?
I can 100% fiends and sheldons will be madde t2 cortex bots every single game
this is what i was referring too by mainline, its likely you see them every single game, they are used every game
Something can have a purpose and still never be used
AMPHIB craawling bomb has a purpose, rarely ever be used
You can say its a good unit for its purpose and you wouldnt be wrong, but when would you actually need to use it
4/8 ratio is all
what's that?
this
lmfao how is this going on
t1 bots as i said has the same issue, tiick and centurion both armada, but thats a bit up for debate there tbh
the number of main composition units doesn't matter, as long as the lab can fufill most of the neccesary roles
i mean i like other peoples opinions on this, the games not gonna get better by not talking about it right?
@lavish goblet the issue comes when people see problems when there aarent any, like how people see me rn, or the opposite
@tired tinsel there are issues but people say their arent, How i see certain issues right now
luna can you please explain your point clearly for me
it doesnt though
if thats your logic then arm has duplicate units then
im not sure im understanding you tbh
Cortex obviously doesnt fufil all roles
otherwise the siegebreaker, deadeye demon wouldnt have been made
butler/webber
wheres the role in cortex for both,
twitcher and what?
Welder and gunslinger?
Sharpshooter and what?
Fatboy and what
Sure give me just a sec finishing up something else rn lol
the only straight up bad units in the game are like, sprinter, t2 aa bots, and turtle. everything else has a niche or a macro advantage associated with choosing it. You are just wrong
welder is sumo
gunslinger is a bonus gimmick unit
sharpshooter is banisher role
fatboy is tzar
Thermite says fight me
Termites duel all other all terrain units very cost effectively
Recluse vs termites cost for cost, recluse wins, this is not true, and a waste of argument, this is common knowledge,
Recluse for a long while was being used frontline for this reason, thermites were not despite being the same role, they werent even close
"this is common knowledge" = you haven't tried it
When's the last time you faced a termite?
I'll tell you I thought they were awful and then I defended against them with kargs in the middle of forge and by golly termites destroy kargs metal for metal in an actual battle when terrain is involved
isnt this proving my point even more, the fact that its not used at all, but youre saying its better
even if youre only saying its better vs all terrain, recluse not only beats it in all terrain caategory, but also is better vs other units
No the point is that this is the same argument every time, you think every unit should trade equally with every other unit at every point in time, which is patently absurd
never once did i say that, strawman
You seem to misunderstand the static def purpose. Static def in support of units will make your trade way more favourable. If theres a stalemate on the frontline, the defences always comes up in high level games as it increases the cost of attacking you. Persecutor and rattlesnake will kill sheldons as well as the arbiters, but you need way more sheldons metal for metal to kill it than arbiters. So it comes to the numbers that yes sheldon can do same thing what arbiter does but so can a grunt, its just a matter of how cost effective it is at doing things. You can throw 10k of sheldons away trying to break t2 defences or you can invest in a few arbiters with a jammer and try to chip it away for free essentially.
I can tell you right now, that if you think theres any land unit that has no use anywhere, it just means you just dont know how and when to use it.
Lastly you mention Bulwark as a counter to arbiter, not sure if you know but arbiter outranges bulwark by alot.
Then why do you care so much about how termites are at fighting other units when they have a well defined role that they are so strong at? Whether or not that's what you say, that's clearly what you believe because that's what your arguments boil down to. Complaining about labs not having the exact equal roles with units that trade exactly equally with their counterparts is that exact argument.
Termites move slower than recluse
Im more saying that as it is right now, alot of units will be used 1/100 games
if even that
Commandos for example CAN be used every game. Their Role doesnt change based on the game, its the same regardless right?, Whether no aa or aa is present
People will still opt to use bombers equal in meta cost than a single commando. So youre right, theres a use, but why use it if theres something better, more effective at winning and getting the outcome.
Yup, exactly. That is exactly everyone's point, that message ^^^^
You are complaining about units not all being generalists
ALSO
if i said bulwark i mistypes, Persecutor outranges arbiter, by 100 range
No, but im saying that if youre argument is
Thermite beats other all terrain
then recluse shouldnt beat Thermite 100% of the time but it does
AND ontop of that beat other units and is able to support other compositions
its simple rock paper scissors by your logic
In your analogy here, Thermite is rock recluse is scissors everything else is paper
This isnt true Thermite isnt holding its weight here
No, the problem is you think this is rock paper scissors but it isn't. Centurion has longer range and is faster then sumo. Clearly sumo has no uses
Luna ur right about the Thermite at very least lol
again this is a logical fallacy
CENTURION isnt meant to COUNTER SUMO
YOURE SAYING THERMITE IS MEANT TO COUNTER RECLUSE IT DOESNT
this is a logical fallacy
I dont get it- Nerf recluse speed and buff thermite speed imo
what are we even arguaing about at this point lol
At least then theyd do what hes saying they're supposed too
But bar isnt a 1v1 unit game
its unit compositions, Thermite DOESNT fit into compositions based on the role hes saying
recluse tottally does tho, range and damage are both fantastic as a support unit, especialy because its a cheap spammable unit. 100 of tthose vs big slow tt3 units can do alott
thermite has no real support applications, Maybe its the weapon, speed, damage, all 3? but its not about every unit being generalist
Try attacking into termites with recluses and you'll see. The fact that that situation does not come up very often and you don't think to try it when it does, is not a flaw of termite
cor is missing long range damage dealers yeah that has been said a lot of times before
i personally just had an issue with calling gunslinger and fatboy meta without giving any credit to arbiter lol
and ill admit my mistake, i still think it needs a buff, but it deserves a mention regardless
My real point is about inconsistency in general
I think alot of Things are obvious why they belong where they do, but alot of Specifc examples do not have logical design consistency
I can give like 100 but its not about how many
Im really trying to iron out exactly what cortex and Armada even are at this point
LEGION at this point has more of a idea what it is uniquely then both existing factions that have had way longer time spent and conversations
yet if you wanted me to tell you unique legion mechanaics, weapons, playstyles. Its easy just by looking at tthe faction, its simple, direct
Arm and cortex still have these issues
Example
Someone says
Arm is the cloak and emp faction
Primarily sure but
Except for all of the times where cortex has cloak and emp when arm doesn't for some reason
crawling bombs for example dont have a reason they belong to cortex over armada that i can see
, Shuriken as well shouldnt be a cortex thing, its only there because arm has abductor so one faction shouldnt have both im assuming, but why exactly
this sort of thing
Balance VS faction identity
Shouldnt we know what we actually want the factions to be then we balance them after the fact? at this point so many units feel like they belong to the counterfaction
@lavish goblet THIS essentially is my point
As such, alot of units dont feel like their filling their role, are useless most of the time, or if not that, then at minimum create a imbalance in faction design with no specifc reason as to why other than "well its always been this way"
Centurion tick EX
Its not like Cortex t1 veh has extra units in opposition for example
First of all this is ridiculous. Geos are easily accessible economy strategic points that are essentially quite easy to set up. The core has Assault mexes, t1 and t2. They have a safe geo and and a 'ill destroy everything I can shoot' at geo. Arm has this joke of a specialised mex. The cloaked mex, which is nothing but a money hole. That needs to die in order to it be of any value. See my thorough dilberation on the issue here https://discord.com/channels/549281623154229250/1247934890150989884.
@golden lily rightly identifies the ...i dont know....whatever reason the arm dont have access to the t2 cloak mex that actually does its job and doesnt quit after the first customer. And ARM Geos are nothing but high risk explosive devices. It makes no sense that the prude and the cerberus are both cores. If anything the prude should be a Arms.
Onto my next point:
You cant just take Arm units and give them to Core. You will literally start a revolution. Essentially anything that has been ceremoniously passed on from TA to BA etc and now to BAR should be left intact. Also its lazy... Just come up with a new unit that is ...like in all bar traditions Same same but different same.
I think a mini banisher that maybe has a mini catapult style missile volley could be something cool to put in. Or a bot that needs to deploy supports to launch a heavy missile or something. More mechs . Helicopters. Decent hover units for crying out loud. The mechabellum game has a wealth of creative unit combinations to draw from.... they literally have a giant four legged walking AFUS that fires a energy beam. Very cool ... But taking units from one faction and giving them to another.
As much as I would be tempted by the offer of a shuriken swap..even though it makes factional sense...i would be hard bound to decline such a gross violation of lore and faction ettiquette
no idea what the fuck that discord advert is but anyway
sorry luna u werent part of the unit swap heresy. That point just followed on from what I was discussing with you
See this is what im talking about, id love to talk with you more about this becaause you know exactly why these things are this way
TA. Thank you for the recognization, let me fully respond to this, I do appreciate your transparency, , at least you give examples
for example this is what recluses vs termites on actual terrain with micro. if you don't call this a resounding victory for termites idk what to say
I think there should be a scorpion too
Lol. Spider has 8 eyes and cant hit shit. 0.01% accuracy
Still i think this dynamic between the termite and spider is a healthy one
Now he spider just needs a web to swing away with
Yes exactly. when there's terrain, then termite destroys recluses because they are effected much less
you are literaly keeping the recluses closer to the termites multiple times tho XD use recluses at max range wtf
The spiders can't attack at max range because of the terrain
obviously if you have both sit still at max range on flat ground then recluses win
you do know that recluses outrange them right, thats their strength
sure even on that map its easy to kite them into victory this proves nothing. Flat ground or terrain makes no diff
Buff termites speed, then fine
i love those spiders. I love the catapult too. Just reckless destruction. I dig it. I am a big advocate for the Epic Recluse getting a style treatment and becoming an actual t3 unit
I microd that quite reasonable, the recluses approached until they could attack, and then they kited away, trying to maintain positions where they can attack when they could
Also i think the Karg should be bigger and really fuck shit up
And I think the creative license for T3 air units could extend beyond make a boat fly. 🤣❤️ Just saying
@golden lily im happy to talk about this stuff. All day. Honestly I deep think about it almost everyday. Hit me up on a DM and we can arrange something
i think flying fortress could be moved to gantry and in exchange cortex gets a heavy bomber like liche, maybe with cluster amunitions
armada could then get their own flying fortress for gantry and legion allso has one that can get moved to gantry
something that would allso be very healthy for the game in my opinion, would be t3 fighters, they should in small scale battles be less efficiant then t2 fighters and allso not be radar invisible, however in order to make them better in the lategame they should have a large AOE on their attacks so that they kill lots of t1 and t2 fighters in one attack
this way people dont spam 800 t2 fighters
Cluster is aa legion thing though so that wont work.
no its not longbow has cluster munitions
and i think this kind of aproach shouldnt be a thing, its fine to give a faction more of something but its allso fine that cortex has a few EMP and cloaking units in my opinion
at the end of the day cortex wouldnt really have anything that is theirs and is good that other factions dont have
like if we really follow the design philosophy the liche is a cortex unit
Yeah people are arguing for that right now XD i agree
ignore anything website says, especially about counterparts
its allready an armada unit and that is perfectly fine, just give cortex some kind of t2 mass carpet bomber
liche has a lot of HP having a bomber with more HP is very usefull
Personally id rather each faction be unique and have its own unit philosophy
You saying this is kinda a issue already. This already applies
if it was solely up to me in defining the factions or at least defining and fixing whats already preseent
Armada/ Higher energy Cheaper metal cost / Cloak, Emp, Lightning, beams (starlight/pulsar/beamer turret) and Plasma, Fast and nimble. Lower HP.
Cortex/Lower energy cost Higher metal cost. /Armored Rockets, Lasers, red/green. AOE or high alpha, Big damage, slow, High hp Expensive
Legion The middleground between both. Napalm, Gatling, Heat. Sustained damage. Cluster AOE
this isnt arguiing the point though, Its still more of a Cortex unit.
, especially since you used hp as a metric
the factions are allready unique i dont think this strict following of certain rules is necessary
this is overlapping with the area the game design document is slowly inching towards, broadly speaking, the factions should be more different
Not about strictness, just consistency.
but until it's codified how, it's very hard to change anything there
when it comes to stuff like cloaking tho its very unhealthy to give it mostly to 1 faction
because there is a counter building against cloaking units
speed, range, cloak, all OP, and somehow all arm
Exactly, Just bc factionns are diff doesnt mean roles and units cant overlap, but they should do so based on the factions identity
indeed, and outlier units are fine also, as long as part and parcel of that
you can argue that the liche is too acurate and efficiant for cortex
Not always the case, its not black or white. You can have counters. if jammers acted as anti cloak then boom. NON issue
liche is probably okay as arm, but dragon is a little weak comparatively, liches too good offence and defence, dragons only really good defence unless you already won (or were zow smurfing)
yet wasps and shurikens are fine.
Also this is why we have pinpointers, bad argument
it's not, gremlins give the arm veh lab advantage with stealth vision, core has to crash into T2 bots as well to get that
it wouldn't be as bad if the tremor was genuinely a carpet bombing tool
as vision much less relevant then
sure but what im getting at in this chat is that microfocusing specific units wouldnt be a convo if we had better unique faction design. atm, even if it shouldnt belong to cortex literaly, design wise its 100% more a cortex unit then armada
id say the same thing to salamanders and legion
tremor would be incredibly frustrating if it was good, just like the t2 napalm artillery from legion
juggernauts have it too
Let's make liche be able to cloak for consistency
Was actually gonna go there funny enough
Lower damage and aoe maybe, but cloaked strike bomber needing air scouts or something
either an elephant was just raptured or blossom heard that
cloaking air is basically nonviable as they fly at different heights, you can't collide them to get real hits from radar dots
i was playing around with making a tweak unit that turns the old cortex dragon into an armada flying fortress with cloak and radar invisibility
but sadly the shooting animation is bugged
stealthy then, and remove the loud warning that plays XD
lol calm down i was gonna make it relatively weak in terms of DPS but instead it would be a flying t3 scout with EMP lasers
no more flying emp
honestly abductor could get the EMP removed
ACTUALLY, Heres a great example of what i mean
legion has a t1 laser tower thats the same as both factions
yet it looks sounds, shoots completely visually diff
even tthough its exactly the same, it 100% makes the faction stand out
this is the sort of thing arm and core are missing
Visual differences go along way in making things feel unique.
Gameplay is important as well ofc
but if the roles are gonna stay the same for all factions, (which they arent rn, Commando for example and gunslinger are both speciall role units)
then at minimum visual overhauls should be a priority
t1 legion laser is not the same?
functionally and statistically the same but no
im pretty sure the legion llt is shorter range higher damage
there's a few related issues there
one is that arm/core LLT look the same and does the same
mace and thug are visually similar but almost identical but not quite in reality
anything that looks different, should either be a different role, or clear in the way it isn't an analogue, eg tiger & bull
Even with tiger and bull, most figure bull has more hp but thats not true XD
honestly im all for replacing tiger with heat tiger atm
legion LLT is more powerful, fires less often
same range though, a little worse against spam as a result
effectively it does, in most engagements, it gets more value from its cost
does this rebalance patch touch any t1 stuff except janus?
by the time tigers can shoot bulls, they've less HP themselves
not unit wise, a couple of buildings
banshee is tuned a little actually
@rare orbit
ive never asked
if you could have your way
how would armada corttex and legion be diff
Asym or full sym, a mix of both. What would you change
long discussion way out of thread scope
i was thinking maybe grunt vs pawn could be more balanced if grunt got price increased by 3 metal and hp raised to 360 (higher then pawn) but pawn gets range increased by 20 to 200 (30 less then grunt)
game design document is a reasonable basis for distinction but needs finishing first
lol, lets make a post about it XD
and there's a large element of chicken and egg with it unfortunately
if pawn gets past frontline its a far better raider
not as good as tick
its a punchy radar crazy dps glass cannon
tick is low commitment hyper speed
cant catch it thats what i mean
I would really like to see this
it fits the same theme as putting the flagship into amphib gantry
and it makes it easier to balance these units
Plasma should be Cor IMO. For aoe arm could actually have rockets, but plasma being more like “fire” and extremely destructive (wide AOE) it’s really a Cartex thing. + Cor has so many plasma units already, I would like to see Stout and Bull use something else than plasma to differentiate from Cor. I already proposed simply giving them lightning (as it has aoe essentially), but some say it could be OP as it is hitscan..not sure would have to be ballanced of course
https://tenor.com/view/plasma-gif-18879114
problem solved for hitscan liightning
this wouldnt be a good idea because the majority of units for all faction are plasma and we have plasma shields dedicated to block their projectiles
if only cortex had plasma the shield would be a anti cortex building
and if only armada had cloak the anti cloak building would be an anti armada building
Still kinda on the shields should block everything but be weaker team but thats just me.
i mean whats nextz only one faction has nuke silos so you only make anti nuke when playing against a certain faction
Also as i said earlier, cortex has alot of diff weapons, rockets, lasers fire. heat
missing the point though
Why do you beliebe Liche is design-wise more Cortex than Armada?
Ffs. theres always so much to respond to. Im quite far back.Ill do my best to keep it relevant
I disagree. Its a sleek, fast, precision high tech weapon system
yeah you can interpret it that way i actually said that later 😆
my point is just what does cortex have if they dont even get the liche under this design philosophy
armada gets cloak emp and high efficiant damage
this is why following the design that strictly is bad
I have 2 rolling concepts about what t3 would essentially be. It could be a support platform. Like mobile highpower con turrets and radar and jammers . Maybe could be like a flying factory or something. Support role.
The other one would a three or 4 shot ultra long range cruise missile banisher vibe. but hit hard and make a mess. 1 missile a second. long recharge. And crazy range. It would force the other team to engage their air units or push heavily to counter the threat
This would bring dynamic to air play and strategy late game.
yep was thinking of an armada support flying fortress too maybe with radar sonar and jammer
Maybe u could include those gattling cannons for all races or have a new air defense specifically at firing those missiles down
cloaked ticks. This is the real change the game needs
this is true, however I have always found it weird that the shields are only against plasma. Lets make them effective against everything and more expensive. You want to penetrate it? You have to use air or actually get your army inside of the shield..
it is more powerful. For no reason what so ever. And i agree it looks a little too different. I cant help but thing of washing pegs or one of those pepper grinders u squeeze XD. Sorry hornet
i think its fine for rockets to go through its just that longbows (t2 missile ships) are a bit too good for their price
its one of those things that makes rockets special i dont want every weapon to be the same
there are game rules attatched to certain things, like plasma rockets cloak EMP, and so far evryone who said it would be better to give these things to only one faction has allso said in the same breath that we need to erradicate the game rules involved so its balanced without then realising that we just made plasma and rockets allmost the same
It would not be an issue to make the LRPC for arm shoot a long range rocket no?
Im going to start a lobby and play night mode in it. Hornet if u want to put the balance patch tweak code in . Ill happily run it.
and if anyone wants to come jam
i just think its good that these things are not just reskins of one another but if only 1 faction has access to something its very likely we have to just turn it into reskins of each other
Where can i find the tweak? I want to run it without always having to bother people
Wait do I paste this into the Unit tweak row or the Unit Def row?
my guess is unit tweaks?
unit defs is changing broad game rules like all t1 or all t2 get a price increase or decrease
yeah i think i did it. Just running a inactive ai lobby atm
I cant get it to work
@tired tinsel
You are absolutely right advanced solars are quite underwhelming in general. Arm ones even more so.
I am pointing at the difference of the two adv. solars. And while 1000e might sound much, it really isn't when you look at the grand theme of things. You normally have like an income of 200-400 when you build your first adv. solar. So it isn't that much of a difference until it is up. Let's say it takes 4 seconds longer as a Core adv. solar IF you concentrate on the adv solar. If not, it takes forever.
Or when you look at the time when adv. solars are built in terms of already spent e. 10 brutes were produced. Costing 3k each. I think you get what I am saying.
Never the less: adv. Solars aren't really good on either side. And 20% cost difference of even one resource feels much. Even if it is later in the game and even if it's a building that is built rarely more often than 4-6 times.
This is why the 20% cost difference of the casual 50-500+ windmills are so impactful.
This is NOT micro
Idk about termites handling harder terrain any better than other spiders
Most of the time the recluses can try to get the engagement on flatter terrain where the rockets won't hit terrain as much, also why are you moving the recluses towards the termites even when the termites are already in range
The actual weakness of recluse in all terrain fights is the lack of radar cover due to terrain
Let's not redo the termites vs recluses discussion.
Termites got pimped in the Balance Pack for a reason.
My lawyers have innstructed me not to continue these conversations, i shall leave it at that
So this I find a big issue tbf. Cor lacks this ability severily in Veh lab. Togerher with Siegebreaker an invisible veh should be introduced. To make it different from Arm, it could perhaps plant mines (doing which would make it visible)
I understand where you are coming from.
The thing is: core doesn't need yet another micromanagement monster.
Building mines is APM intensive.
And balancing a potentially high DPS, high APM unit is a nightmare. A high skill 1v1 can get dominated by a unit like that. In low skill 8v8 lobbies this thing will be next to useless. So how expensive should it be?
What would be the point of having such a unit?
Gremlins are like:
I park them in front of my units. Done.
And they are too cheap... For what they do. Their vision range is too big.
Vision...
And killing backline stuff
A spy/commando tank
I just realized that the cortex equivalent to the gremlin is the skuttle 
problem is it is visible on radar and it comes from the Bot lab. Cor is in my yeys a faction that is supposed to be very good in artillery, for which a unit like grenlin is of high importance. Perhaps Cor could just have a small vehicle that is invisible and on drstruction it deals emp, just like spybot - KISS
Skuttle does not have stealth?
No
But i think the small hitbox make them hard to hit without pinpointer
I'm giving up anyway. So its fine
imagine if it did lol would be super op
skuttle can take out a whole base already by itself
if it was stealth as well would be way too op
Gremlin can do that aswell
it cannot, it can only kill a base if it finds a converter
and even then 1 gremlin gets outrepaired and reclaimed by anyone who has any apm
Only the com should be revealed by radar while cloaked imo
It truly isn't!
They have totally different roles.
The shuttle can be used by very skilled players to bomb the front line or backline and has next to "no" vision and no stealth. It costs very very much e to build and cloak.
Gremlins are cheap, low skill, perfect scouts.
Gremlins are scout+ stealth raider. If u wanna bomb frontline with scuttle then u can I guess
skuttle has similar potential as com without actually feeding
Hm I guess skuttle should be quite expensive then- it is expensive tho- 400 e-upkeep for cloaked walking
it's highly expensive
"fun" fact:
Skuttles do less damage to commanders than normal crawling bombs. (1100 vs 1390)
Do I need to mention that it only does a third of the damage to commanders than a Liche does? (3150)
Do I need to mention that a tac nuke of core barely scratches a com (750)
These numbers are just too hilarious. Given the price, the ease of use and the mobility of the different units/buildings.
It's very obvious that whoever used to handle balance did not play CORE.
Well.. so as conclusion the Core is severaly missing a stealth cloacked unit in Veh lab. Any other ideas that are better than the minelayer? What if it had just no ability at all, just that it would have a very small "circle of reveal"
Imagine trying to snipe coms with skuttles xD
it's not suppose to be a 1:1 ratio, core has a lot of 'slightly better' almost everything. Arm makes up for it by doing specific things dramatically better. Core has more amphibious play while arm has more stealth/emp. Saying "core is missing x unit, lets give them x unit" isn't how BAR has been, nor should be balanced. The asymmetry is important
There are many different directions the balance of the game can go, but imo, one of the few completely wrong ways to look at it is to give each faction a version of the same unit. Though, after saying that, I do think each faction should have a proper answer to specific plays/timings. It should never be a case of "this faction's lab is just better". (looking at you t1 air lab)
And so, I'm much more inclined to create larger faction differences while making each unit useful in it's own way, that's what my balance project was about - tho I haven't really had time to work on it for some time
subs a bit too strong on low and high lv play. i'd suggest lowering the torp aoe from 32 to 24 and seriously cruiser needs a better depth charge
Well, you are right actually. I didn't think of that like this. Cor has somewhat better units (almost all of them). Arm has special "stuff" that makes up for it. This is an argument why the T1 bots are all essentially better for Cor. Though while Tick is indeed an advantage, Centurion would have to cost like 200 metal and not 270 to be considered advantage. And the Gremlin - it is true that Cor has some advantages too - like Tremor for which Arm does not have equivalent. 🤔
dont forget all bombs do double damage if manually detonated
BTW, regarding that Liche.. It might be that I am not able to play it properly... but I find it soo weak now. I mean that Dragon now with the lower price has so much more value. Perhaps just a nerf against ships would be enough?
Its a rather volatile unit, its either extremely effective or does nothing. Hard to balance something like that, it will feel very strong/weak in very particular situations
Any thoughts on how this pack should be split up so we can try to have these potentially integrated ? Given it's very large and Unlikely to go in as is
Right, so balance is very complex for bar, very challenging to get the right balance for all maps/team sizes. Some things can easily feel horrid on specific maps
?
They do have different damage values, true. But it isn't double.
In case of the skuttles vs. commanders it is very odd. If you self-d it, it does LESS damage than letting it trigger by itself.
just wierdness that hasn't been standardized
no one using skuttles to kill coms anyways
I would do 3 "experimental" cathegories - Sea ballance unit tweak, air/land ballance unit tweak and T3 ballance unit tweak. I feel like these are 3 cathegories that need to be somewhat evaluated separately.
sea + air and land prolly
That is a bold claim.
Please keep in mind, that this Balance Candidate Pack is introduced by Hornet... And look at the amount of units that got a buff and that got nerved.
For a reason, I guess. 😉
Well it seems to me that Arm is the nerfed one mainly. T3 Cor is buffed, T3 Arm is nerfed. The same the Dragon vs Liche.
Two or three categories could be a thing...
I dunno how to split them, though. I guess there are some more "experimental" tweaks than others. That has to be taken into account, too.
I think you missed the point. My point is, we ought to be careful not to just make core the same as arm. Its very important to make sure that 2 factions are indeed 2 factions. So we should be careful of that.
Ideally, we'd make the two more different, not less. But right now so much of Cortex is gimped by stupid-high costs.
And then we have things like blindly applying the same balance changes to both Armada and Cortex artillery, ignoring that Armada has a very powerful alternate artillery and Cortex does not.
That is why I told Zeteo that his claim was bold.
@charred pewter
Well I read, that you said core units are better most of the time, which is not true.
I am all about differences in the way units work. But I am very aware of APM draining units and which faction has most of them. And I am kind of surprised by all this: ARM is specialized mythology... Raiding units with AA is very much a double role that only arm has. A high range high damage dealer that is decent against spam (starlight) is not as specialized as it is advertised. Do you want to know what is specialized? A Tremor... It can be useful in about 5% of the games. Or Tzars... You build one Tzar per game max, you put all your attention to it. It can be good... But it will get d-guned most likely. If you build this unit in the wrong moment (99% of the play time) it will suck. Because it is specialized.
Or a commando...
You are looking at it in a "this unit needs a comparison" or "there is no counterpart to this unit". This is exactly a bad way to look at balance when you're trying to make seperate, distinct factions. If they are to be the same, may as well remove 1 of the factions
Im on my phone, so, sorry if my response isnt really in full
This is the exact reason why I dislike the entire concept whatever the core starlight clone is called. Would be much better to give them better/different units than to copy the existing
How dare you. Clearly that is the entirety of your thought process, with zero nuance.
I also think that the core issues are often overstated. While the Core T2 veh lab has issues, the rest of the faction is very strong and sees a lot of play across variety of maps and modes. In the games I play I see like a 50-50 Arm/Core split unless there's a massive wind dif
These claims are even bolder!
I am not looking at things like this.
Full stop.
I am pleased to hear from you how you would close the gap between T3 killing machines between the two factions.
And "Core needs to bag for a arm con" is not the solution 😉
Well, Volshok is not wrong here..
I am going to bed now. See you.
Sorry what is the gap in T3 between arm and core? I think the only core T3 that is considered weak are Juggs, no? And mainly because behemonths exist
juggs are weak af, karg good but higher bp cost than titans per metal
Starlights, Pulsars and Sharpshooters my dear 😉
If only the same lab built one of the best counters in the game to those units?
siegebreaker is like starlight but even more all in. and specialized in role
Kargs are still decent on maps that you can abuse their movedef, but fair point I suppose, because there aren't that many of them
starlight is fragile slow but very strong ranged dps
Yeah, the catapult is the best mobile artillery in the game and wipes the field of lesser units.
The tweak nerfs Mar, Thor and Razor, while buffing Shiva, Karg (cheaper) and Deamon. I don't think I actually saw Jug there.
starlight u have to use rattlesnake + walls
starlight is already a good unit but the insane combination is starlight + 4 lab pawn/tick
if the pawn/tick player controls it decently at all it's insane
the only counter to pawns is welder/sumo/claw/jag
Starlight timing can be rough on narrow lanes sure, but if you can commit into them you just win, they can't run
? you need overwhelming force or a flank
But it's hard to know the timing for sure.
at similiar strength there is nothing besides static+wall that beats starlight pawn
just try it
I have to fight it a lot, I'm aware
no t3 unit does it either
kcorp was theorizing that a well microed tremor could be useful
since it can damage the starlights and spam at the same time
Cata's play fine into it imo
But the point here is if Cor should get the Siegebreaker, which essentially "style-wise" is in Arm territory
well the timing is obviously faster than cata's
True, but I thought we were talking about T3, sorry
an anti t3 unit is too vital a role to be "arm"
it's like saying that "flak anti fighter" is arm
well catapult is just the direct counter
if they are pushing through catapult won't save you
Really depends on how you deal with spam, but yeah
spam is not a true answer to starlight
No I mean how you deal with the spam that's in front of the starlights
beacuse the starlight strength is that it kills your anti-spam units (oneshots jags at any range), but the starlight player can keep 2-4 jags
yeah
I'd much rather give core something else, like a T2 Veh Scout, or give printers the ability to Rez, etc. Over the core starlight
I also worry that core buffs would make them super overbearing on non wind maps
I understand your point. It would be great to have another way for Cor to deal with the T3 though. Something more "Cor" like. Mines are also for both and it would be difficult. I guess here at least the Siegebreaker will have to break the rule
Things like buffing Shivas is concerning, because they already see a ton of play and are generally considered balanced by high OS players
Well hang on a minute - @rare orbit since the Cor wind is buffed here, shoudln't the Arm ASolars, Fusions and AFUS be somehow baffed/made cheaper too? At the moment, these are just plain worse for Arm
Some of this is very much dipping into rotato balance vs glitter/si ect. The game itsrlf is quite different on those maps, and I can understand the differing opinions based on that
I mean, I like that distinction, I think it makes it interesting. It's why you'll see like 14/16 core on solar maps sometimes
which is why it would make sense to introduce the T3 as a separate "experimental" option in the menu
That's also true, for BPL I think core had a higher WR, whereas for OS Arm had a higher winrate
My question too is how many of those non-rotation people are going to stay with bar once otherthings come out such as shattered sun
If we are talking about a single target shooter being a must because it is the basis, I would say no faction should have an inherent benefit economy-wise on any kind of map. Otherwise the map will just disctate the factions
It already does though, you basically aren't allowed to core tech on Isthmus for example. Most a lot of solar maps have a faction breakdown that looks like this: https://bar-rts.com/replays/df9362664eaf2508f57a7e7298eec3c4 or this: https://bar-rts.com/replays/4ff678660ac98972a043404c62f762df
This is not good imo
If you look at factions in BPL most top players swapped between factions depending on the map
There are some exceptions like Contra/Unbivator, but for the finals as an example - Teddy and Chisato played Core and Arm interchangeably
arm really sucks on solar map due to a solar
yes and no, labs should have rough ability parity
core veh completely does lack vision and it's a big issue, also long range hitscan
liche is already tuned differently in next pack, mostly focussed on ships, but IMO it is still OP as a unit role
need to recognize the immense difference between slow projectiles and laser
already have plans, just short on time
shiva is like that, it has great stats in compensation
then you misunderstood the unit role, if anything it's closer to sniper than starlight
he is, hitscan damage is too important a thing to allow to one faction only, it means just about anything is countered by spam, and rushed T3 has no real answers
the only reason why it's closer to sniper is 10 sec cd
demon is actually nerfed
the arm wind difference is huge, core solar not as much. while arm bonus is 'it depends', core is constant, most maps love to crank wind high and thus arm have too solid an advantage there
I try to make it agnostic, but rotatos are -very- hard to convince of just about anything, even when they (mostly) agree on a problem, they never agree on a solution. additionally they will never care about issues they don't see, considering it 'skill issue' rather than 'valid game problem that 90%+ of the players experience'
shots are blockable, highly position commital, long reload yes, and flat trajectory
starlight on other hand is relatively mobile, weirdly fast firing, and shoots over bodyguards happily
Bro I literally cannot see the changes here without trying to read through 5000 words of pinned messages and then how do u expect people to be willing to test an entire balance pack made by a person they don't even know about ?
I am going to break it down more yes, it's a large project now
Main problem is that it's a big balance pack and ur not gonna convince people into testing so many changes at once because the entire game changes and it becomes harder to compare to original game and give their opinion on balance
even 'randoms' in game know about me and the balance pack at this point though, very surprising if lobsters don't
then again one didn't know what a screamer was the other day so, who knows any more
They know you for your work here yes, they don't know you as a player
well, that's why it was grown over time, the bus was somewhat missed despite me trying to get all testing strata possible
it's not a popularity contest, I'm not running for prom queen here
Doesn't matter, ur packs have too many changes and if a person doesn't like even 1/100 change they'll probably !vote n
that's the problem with mob mentality yes
That's a problem with ur testing strategy
even people who like most changes in the pack do that sometimes, because it breaks their favourite exploit
Ur changing too many things and at that point what is there to compare with when u test it
IMO it's more a human nature issue, only way around it is force testing. I don't want to chop it into little bits that lobsters can quibble over for decades, whole point is it's a holistic fix, although some can be segmented
breaking it down risks other problems
but I am going to try that later yes, even so
t3 balance adjustments, land adjustments, sea/air balance?
t3 is rare so i guess can just be included in land
-Land balance pack
-niche units buff experiment pack
-sea/air rebalance pack
misc & QoL facet too
problem is some fixes overlap
or offset changes in other scoped areas
underutilized units buff experiment pack
-gunslinger, termite, centurion, commando, etc
centurion can only be properly fixed in base game unfortunately
wym?
it needed a model scripting change iirc
it's one of the few standalone possibilities though, so doesn't have to be pack related
is it buggy?
it's too slow
performance wise?
it's an anti swarm that can't pivot to catch swarms
needs to be a bit more razorbackish
range is too short, a bit too fragile for it's slowness
Legit just buff E cost and it's much more usable in pair with rocketbots
It's a t1 anti swarm unit it doesn't need to have rotation of a razorback
T1 amphib tanks have unreal dogshit turret rotation speed to a point 1 pawn can circle around it without getting hit
I said ish :P
amphibs tanks are intentionally broken that way
not great balancing IMO, makes it both unfun and apm locked but that's the precedent
45 speed is okay i guess needs like 10-20 more range, or 8% more hp
you just have to play perfectly to use the unit
tbh main issue at this point is it can still miss ticks too much
T1 amphib tanks having low turret rotation speed is how they're balanced
If they have good rotation speed then u have to Nerf hp/dps, at which point they get worse vs llts in base
but if you know to help the tanks aim, and preturn them, you gain unit efficiency. that's trivia tax and apm tax, not balance
there's a point where skill expresson becomes elitism
no one preturning amphib tank turrets
against ticks
well ticks counter everything
and that's a whole other issue
i think preturning turrets for some units is accetable, like thor, destroyer, stuff that is big and impactful
even like mauser
My whole body is currently wanting me to type 2 words:
Skill Issue
telling 95% of players to 'git gud' is not game design
you're missing the wood for the trees as you're in the bracket where you can click like a loon if you want to
the liche only not diving when you set target is not really skill it's just a knowledge check
exactly why I fixed it
95% of the playerbase who doesn't care abt gitting don't need to channel their opinion into trying to balance the game anyways
they still want the game to be fun, not having their units derping around and feeling bad to use, as they're DPS balanced assuming they're being nannied
some skill window is absolutely fine, and good for the game
which t1 amphib tanks are we talking about btw?
The past change where someone made liche 20second cooldown sounds like they do?
BAR has a really weird love hate relationship with ease of play and QoL
that was experimental, as was clearly said up down and sideways at the time
was an alternative to handling nerfs, to limit the free multi lane flip potential
What isn't experimental here
it's just a bad change it was fixed
unlike some air rework screamer which still has 25 sec cooldown no stockpile like wtf
do you even play the game?
main problem was I was tuning the liche while mostly on holiday so I couldn't get to it fast enough, it was meant to be rapid itterative tests that were delayed too long
don't get me started on that please
but w/e, if you nitpik bad changes it's a waste of time and not helping the balance development
I mean ur just making all this obsolete by combining it into a balance pack anyways instead of having it individually tested in the base game
wdym? how are rotato players more core than the plp who play other maps?
Bcz most of the rotato players still have ATG/Straits as top 1 played maps
well even if you play rotato 66% of the time straits will still be 25% or w/e
It doesn't matter if rotato players are more core or more giga chad Sigma male. They play more maps hence not having bias to balance the game around 1 map
okay sure
liche is like very insane against sea (1 shot destroyers, t2 aa ships), on land its hard to say. the unit value swings wildly depending on whether you have air dominance
if you have air control even for 1 minute (say your air player got a lead or you have 2v1 or 1v0 air for a moment) it's insano
i wont' say it's metal effecient but it builds relatively fast and flies fast
if you don't have air control it's very sketch and risky
it's also better on metal poor maps where plp are unlikely to have the metal to just make aa everywhere while doing their duties.
@midnight tusk hello
I don't remember 1 single rts game where sea is even close to being balanced or fun wcyd
partly map design issue too, I can see why starcraft went the route of all maps being the same map
there's only so many configurations of sea/water you can have
in the long term t1 boats prolly gotta get rebalanced so that crossings can actually be relevant
bar has issues with sea and 'land things in/near sea' yes
a problem for another day though
On paper, per cost, core does have better units tho, or better versions of the same unit in a lot of cases. As an example, core has a better solar, adv solar, tide, basic geo, adv geo, basic fusion and arguably adv fusion. Arm only really pulls ahead in wind technology.
To be clear, I'm not trying to argue that wind isn't a powerful plus in most situations and that it shouldn't change, but that if core wind was equivalent to arm wind, everything else should then be equivalent and at a certain point, there's less reason to even have 2 distinct factions. In this case, core is better in almost every way, but arm has a very powerful 1 unit advantage in this case.
This is what I meant by Arm makes up for it by doing specific things dramatically better. I wasn't trying to imply that arm is more "specialized" in that their units are vastly more niche, or that core doesn't have their own niche units.
The whole point of what I was trying to say is, each unit should not have a direct counter part that plays the same. Each race should be unique and have some clearly defined, faction specific differences. My point is that the 2 main factions are too similar, and I'd absolutely hate for the game to turn into "it doesn't matter what race you pick, they're basically the same"
I'd argue parity of usefulness and ability to counteract another lab, but I strongly disagree in an overall sense. I.E I'm fine with the idea that arm has a centurion and tick but core does not. Core should be able to have a proper answer and something unique of their own, but should not have a centurion and tick of their own.
agreed yes, but some roles, eg vision, hitscan damage, have to have counterparts
core tick is bad design, but say arm tick, centurion being core could be good asym though
ideally shouldn't be same unit / same way, eg siegebreaker specifically is designed not to be starlight, although superficially it does look it yes
democracy in balance is a very tough thing. Different people will have different ideas and different directions they want to pull balance in. I was more or less just hinting at the issue with the discussion people were having
truth is, they are very different maps compared to most maps, and it draws a large crowd that want that sort of gameplay, and that makes it nearly impossible to address both sides of the aisle. On one hand, you have 2 maps that are very much porc and tech, and on the other, a large variety of maps that have some of that, but are more aggressive maps that favor faster apm and game sense.
You have a couple maps where t3 is every game and your trying to throw them down a narrow while a whole slew of players try to stop them. On the other, you have t3 that can easily push down a single lane because everyone else is busy with their own lane, or it's too far away to engage before it's too late.
The maps themselves make the balance EXTREMELY different.
This brings me to my final point. How much of the player base is going to go play things like shattered sun? Is there going to be a higher percentage of players from 1 aisle than the other? And if so, it seems silly to over commit balancing in favor of either side of the aisle.
and that is also why I try to avoid any specific demographic having too large an input
it's not mutually exclusive. there are units that are fairly op on spceific maps. like jags on flats
Sheldons are the only thing keeping core alive rn in 8v8
I am still missing a unit with AOE in Cor T2 bot lab to be honest - something like the Fatboy. Perhaps the Fatboy could be actually given to Cor as Arm has Gunslinger for anti T1 there
Anyways, looking at the discussion here - I think Hornets approach is actually perhaps good - while it is true that there are many changes at once, the idea I think is that we cannot be looking always at changes of individual units, but holistically. Cor T3 needed improvement, arm needed some improvements and I think one cannot be done without the other. I have to say to me the game seems much more ballanced now, including the Siegebreaker (I hope Cor also gets the Deadeye). Shiva I believe is really well ballanced now in the pack, tha same Karg with the price slighly reduced. I think those changes are ready for testing - let's make it an "experimental checkbox"
also to go back to this, paper lies. DPS stats don't show that it can't see to shoot, that it's outranged, arrives too late to be useful, turret too slow to aim, and when it finally does, it mostly kills your own units instead of enemy ones
(to paraphrase the core problems into a nutshell)
there are very much faction distinctions, but they're heavily bent in some cases, ignored in others, and most of the exceptions are on the arm side of the coin rather than core. game design document sets out to in theory lay those boundaries down, but currently the game doesn't meet them in many areas
later game core econ is a bit better yes, but the units you can build with it are mostly worse value for metal
That is sadly true. Hence this pack inproves the ballance a bit. I will repeat myself, but I really like how theoretically similar units you and @real mason have meda so distinct (Siegebreaker and Deadeye). These units are a must so all factions needs them and yet you guys made them very distinct, in both cases they are clearly Cor.
@rare orbit Could you make the overcharged mode the default? It really is what will be used mostly unless attacked by spam imo..
there was a reason it couldn't be done at the time, but I will try to now yes
nah salamanders and tzars are what i see most of the time
sheldons are good but prone to get rushed, if you have a lot of ground to give you can just retreat and get infinite value, but you dont allways have space to retreat
i would give fiends just as much credit as the sheldon, they are incredible early on
Oddly enough I feel that the only thing holding back Core in 8v8 is excessive wind on 90% of maps, and the T2 Veh lab. With the exception of Termites, Commandos and Manticores, the rest of the core T2 bot lab is arguably the best lab for a lot of lanes. Core T1 air, sea, and bots are all very strong on the majority of maps.
I fail to see how that's specific to core. Your right in that DPS is not really the thing to look at, nor am I. I'm more or less talking about how a good number of core units are stronger in a way that often times lets them take an extra hit while only being a very slightly more expensive.
I should probably point out I'm mainly talking about T1, which is much much more important in lane maps and non-8v8 situations. Often times having a slightly stronger unit makes it easier to control more space, and thus have more mex and an easier time winning the game.
I think you are mostly talking about later game, and in that arena, I do agree to some extent, but I just hope any changes/additions are distinct enough from arm units
in theory, termites just need a small speed boost. They are quite tanky for an AT unit
which units actually use a hitscan? afaik, bar doesn't use hitscans because it's all about simulating
simulating lasers missing ticks

thor and jaguar are very close to hitscan, allso sharpshooters
what difference is there really between hitscan and a projectile that flies so fast that even 300fps wouldnt be enough to simulate the flight between shooting and hitting the target
whether it connects...sharpshooters can in fact miss quite often
but not with direct line of sight? i think they only do that with inacurate radar without pinpointers
when sharpshooters shoot at something in radar (without pinpointers) chances of missing is very high, but I'm talking about with LOS (and no pinpointers) they can still miss smaller targets, especially if they're faster
like any other weapon, obstacles can get in their way, causing the shot to not connect
Considering they are artilery , i dont think they are prone to rush
Yes hounds are better at kiting but imo sheldon coubter them and snipers
They seem like an infinite value unit only spybots and lucky negotiaror shots beat them
Also fiends giving no reclaim makes them no risk units
Maybe my main issue is with calling it a hitscan. With that aside, I don't disagree that some of those units are quite strong, but I do disagree with the solution being "give core the same ability".
I.E, I don't think the solution is "give core a long range laser that does massive damage", that's too 1:1. Instead I'd say that is their trade off, that maybe those arm units need a nerf, and instead propose providing core with an easier means to dealing with them in a distinctly way.
yes
when the long range dps units are too strong bulls, skirmishers and heavy tanks diversity suffers
the problem is that non hitscan weapons are basically hard countered by ticks/spam, to some extent even hitscans are with long reloads. there also has to be a equal APM answer to monolith units, eg rushed T3, that isn't 'hope someone already had snipers or starlights'
by hitscan I mean almost instant damage, eg laser.
re termites, they just need light buffs to a couple of stats and are then decent units in their niche, as pack has done
I mostly mean later game yes, and yes I do actively want to distinguish as much as possible, but some things are so fundamental that they will look somewhat similar even if set up differently. eg siegebreaker being thought of as a starlight, when it's much closer to a sniper really, and it -is- worse than both, with greater tradeoffs, completely deliberately
that said ideally sniper and starlight should both be nerfed a bit, starlight reload especially, then siegebreaker will be free to be less potent
What's the changes you have done to termites if you don't mind looking it up?
52 (+7) speed, range 450(+110), damage 350(+85). speed and the laser dropoff makes the actual damage boost a shot usually more like +40, but they're less kitable with the range behind it
they're in an odd place to balance as arm counterpart has two spiders, and both are weirdly competent at ground level still
the damage boost may be a little too high, it's not been clear from testing yet, as people only build them on maps that really favour spiders anyway
the other way to go might have been making them cheaper, or remove their corpses, but much less than either and they were more often than not just cross country metal donation systems, that were killed long before reaching a target, let alone killing anything there
I agree i think they need more range, maybe not 110 but some range would be fair, it's very rare you find a good time to make them be really useful like recluse can be and once you have committed with them it's usually metal you are giving away 😦
No corpses is interesting idea, maybe give them same timer as Fiends so we can remove wreck easily but still need to micro a little bit.
the range was insanely low before, and on some maps where they are useful, say ascendancy, recluses were too good against them on rough terrain
they have low vision (380) so can't actually use that range without spotting / a spread of other supporting termites
which means more metal down the pan, and core have no webber to make the raid free or even profitable
@teal scarab , this is the thread
It definitely hurts when you're fighting recluse across hills and their magical rockets hug the terrain over cliffs while you need to have an unobstructed path to shoot back even disregarding vision/range.
this sounds overtuned af to me. Per cost, they are not that different than sumos but with AT capabilities. Though their slower speed makes them easier to see ahead of time and easier to pick off. I think with those stats, they're probably better than sumo on flat terrain
main issue is the horizontal speed is lowered when they have to climb cliffs too
the range -sounds- OP but actually means they're much better when supported
as they only have effectively +40 range without support
and as said, they have to get value to not just be cross country metal donation systems
Buff sightdistance pls
making them benefit from support is good game design
would have to reduce range a lot more for that
termite is solo unit- recluse has emp spider support
scout planes exist
giving the only AT unit a benefit for support? That just makes it sound like you want to buff them as regular ground units over having them be more specialized
it also means they're better in groups, support each other more
as said it's a lesser tested change, they still don't feature much even so, unless it's a specific spider map
with those changes, they would be featured more in non-spider maps
your putting the dps pretty close to a mammoth
you'd think, but in reality not seemingly so
I'm not hard set on them aside from speed being essential to buff, range and damage could swap for vision and less reclaim left
331 > 437. Mammoth has ~500 dps. sumo has 343
yeah, I mean I'm mostly just letting you know, ofc I don't expect it to be a finished product
they do less max range and take E to fire, contrast to recluse that gets long range shots for free
I don't want them OP, just actually likely to get value
atm even with these changes they're not built much, in lobbies used to the pack
webbers also tidy up after recluse raids resulting in minimal M left
one of the key issues with balance testing is getting people to actually test the differences. Very easy for people to just play the game, and not build something because they're not used to building it. Especially when it's a specialized unit
lab balance parity not remotely met by stock game termites, and I was hoping to avoid having to nullify the metal left as that's a bit too close to recluse/webber
the idea of the termite is that it's a cross country brawler rather than the recluse's guerilla warfare focus essentially
but as the hound/consul meta showed us, recluses weirdly powerful on ground level too
imo, just making them cheaper/faster is a better way to go
1) it makes them a bit more termite like to want to have more of a group of them. One of the biggest turn offs is the cost - doing a specialized raid that may or may not work with an expensive unit is fairly prohibitive, even if they are in a good spot (which can lead to overbalancing because 'no one is using them, must be bad').
2) Expensive means fewer of them, and the fewer there is, the more "all or nothing" the tactic becomes, making balancing it more of a knife's edge, making them feel either very underwhelming or very overwhelming
3) Easier for something to get through and deal damage, but defender can feel better about at least destroying some of them.
if they're much cheaper they need to have a smaller model though
for current cost / unit focus they should beat recluses in fights, esp considering webbers exist to tip scales
as they were, recluses were able to out brawl them surprisingly well
in theory I agree they should be cheaper and more disposable yes
alternatively remaining expensive but being competent and not leaving metal behind, also viable options
recluse are very good, they have more dps than hounds, building 2-4 recluse as first units is still meta imo
they kill all t1 bot units much faster than hounds and completely destroy pawn/grunt all in, i don't think you can have termites compare to recluse.
Maybe they could have little HP regen like the gunslinger but much less so you can harrass instead of wanting to all in and hope for eco damage
recluses are very overtuned considering they're meant to be hit and run raiders
whether something can kite coms is a huge difference in independence. and no t1 com trans helps non-fast raiders a ton
as long as termites are tanky enough i think self d to deny reclaim is okay
termite were terrible vs coms before, especially if com was atop cliff, dguns hug the ground
often they'd never even see what killed them
it shouldn't be that surprising that a long ranged faster unit can out brawl slower units, especially in a vacuum, where there are no fighting constraints. (ie, can't back up too much or base is in trouble)
I try to minimise 'golf course' testing
realistic situations and comps matter a lot
well, what I'm trying to say is, by trying to keep recluse within these bounds, in order to get what you want, they have to be overtuned, and it's going to feel broken af when a good player gets their hands on it
can be a budget sumo if needed, making a unit too slow makes the force projection ass
to get what you want... as in? make it more commonly used?
recluse is like t2 rocket bot. rocket bot is like t1 recluse xD
a lot of dmg but dodgeable*
with that change, I'd much rather have a termite than a sumo lol
yeh it's a massive change
range matters less than you assume as they're pretty blind
termite should be capable as a solo unit but it can be used as support vs spam
and dps buff is halved at max range
well then give them like 480 los
tbh ticks still counter them if rallied into them before they can climb a cliff
so pair soemthing that sees with it >>
I'm not even talking about the AT part of it
I'd have to drop range again for that
with current buff they work better in groups, making investment worthwhile
well what can you bring with it AT
besides making air lab
like I said, I'm not talking about the AT part. I'm saying I'd rather have it than a sumo on flat ground
+110 range is huge, not just for dmg but for what it can attack without diving in
salamander doesn't do that much dmg at max range but the range allows it to kite coms effectively
mm yeah
much more range than a sumo, a lot more speed than a sumo, less dmg and hp than a sumo but still formidable
doesn't get kited by mediums
and has range to kill coms
recluse being 340 range but faster (~52) seems fine
I did think about dropping LOS and increasing range in my own testing too, but how does that actually affect the game? What you say is true in their AT capabilities, but bringing the range up to 450 (from 340) is a MASSIVE step up from a sumo at 275 range. Then adapting their damage to be closer to a mammoth's than a sumo's? That's very extreme, and I have a hard time seeing why I wouldn't just use a termite over a sumo in every situation then
can sort of kite coms but not that easily due to it's model size
yes range and speed are crazy huge changes. esp laser unit range
make recluse have nearly the firepower of an assault unit, but not quite the tankiness
sumos actually do a lot more dmg per cost than mammoth
it's just arguably not useful dmg since the range is short
that's not true at all
which part?
even at full range, mammoth deals 151 damage (which is 50%). sumos deal 137 damage at full range. Mammoths also attack faster, so it's even more dps difference.
I did miss the per cost part
a mammoth is reasonable against a thor in head up battle but for stopping a thor or marauders running by its not good
cause not enough dps
I'm not sure why the discussion has turned to mammoths
just saying that mammoths don't exactly do more damage than sumos. while they do dmg it's not very high for its cost (all in hp and range)
Dont make Termites into all terrain sumos imo- make gun weaker but buff speed and sight so its able to shoot consistently- currently suffers same issue as pounder (-powerful but doesnt get to shoot at enemies enough)
so like all terrain salamanders with the speed of a centurion?
seems reasonable
it only has +40 range effectively, when used on its own
it kinda feels bad tho it's a solo unit but it can't shoot it's full range. like the turtle afaik
nothing except an air scout can show the way
u dont use scout planes for unit vision btw
which buffs the hell out of when they're supported (i.e with a ground army)
it does mean that groups of termites work exponentially better though
that's true, but other units are better value for metal in ground comps, sumos especially
give it the tools to spot for itself and speed walk to places in time. to differentiate it from salamander and fast raiders you can keep it only moderate speed and give it acceptably good hp to tank light defence and only neccesary range
it should be able to retreat and try other attack routes
but not so fast like a salamander
problem is it's intended to be a brawler that can cross terrain, it's not a raider in the way a sala is or a guerilla fighter in the way a recluse is
the unit role is in a weird place
yeah why tank dmg when you can just outrange hte static
it being less blind is a good buff, but would come at cost of less range
skill issue
adds a huge amount to basically any comp when you do
340->450 range for a laser is huge
it can't use it when raiding though
I really want to see termites in a ground comp though, see how viable they are
would guess not very due to lower firing point, and wide hitbox, would block dps density heavily
but having something that has tactical options might be nice
i think they are fine vs pure spam and some t1 tanks, but not tanky enough for mainline use
If u wanna use scout planes you have to ask for one and park it on the ground basically
a T1 airlab dip isn't much investment
it just feels bad
even if you can't buy scouts for some reason
my spider is blind i need to baby sit 1 air scout that dies to random aa
buying air scouts repeatedly for menial tasks like giving range is painful
air scout is for scouting strats, location of units and spotting for arty
I mean it doesnt rly matter if termites cant catch up with the recluses anyway
would agree yes, they are outliers in that they're unsupported types that can't see, nor provide any AA for themselves
even webbers can shoot up
termites should be fast enough to dodge recluse shots and run away but its fine if recluses beat termites
yeh giving termite ability to laser shoot up is fine
imagine commando has 400 sight range
"just build an air scout" otherwise you can't see
All unit compositions should have vision support capacity imo- ex. vehicle labs have whistler
even if a unit can see it's firing range an air scout obviously has a lot of use
scouting where the weak points are, where coms are, whether you should even BUILD that unit
making units feel bad without an air scout is not neccesarily good design
not all support needs to be combat buffing
Chronopolize tweak package when? 🙃
maybe xD
i would just change fewer units. the hard part is testing the numbers and convincing plp to test it
Ideas are like assholes, everyone’s got one
the focus was on rewarding groups of termites in a scaling way
should an all terrain assault unit thats kind of expensive be a critical mass unit?
it was a way to preserve some of the original unit decisions too
but as I've said I don't agree with an unsupported unit role being blind
it's possible that was an errant value to begin with, who knows
doesn't need critical mass, just a few in a spread
otherwise they have little to differentiate a raid with them from recluses
which as said are surprisingly good brawlers
I can trial a juggle of stats to favour vision more though, and see how it plays
note that more range than vision is not remotely unique, parrows have the same
also remember that recluse has range of 600, with sight 440
parrow you can bring other units with it
recluse well it's a rocketbot (longer range skirmisher) so it makes sense
380 sight is pretty low
I'll test something different next pack edition and see if it improves things
i havent played much with termite but reclue has decent aoe so you can use it pretty easily with set target command to move and shoot out of sight range and still do damage, I dont think thats anywhere as effective with a laser weapon of termite
lasers have a sort of linear aoe when blindfired, but it's vastly less yes
I still think the self supporting pack mechanic is notable, but in interests of making the unit more generally competent will move some range buff back to vision for next test pack
Termites cost 700 Metal...let that sink in for a moment.
pretty rude dude
sorry, how ?
I mean they would be 700 if increased cost from 600 lol
bulls have 494 sight, tigers 462 sight
This can be especially important since Termites may finally shoot earlier than recluses. The current situation is:
A recluse spots a termite. All recluses fire, turn around and wait to reload. Repeat.
Another thing to note: all weapons do basically double their DPS when couted from the first shot until the second shot is done. That means the recluses with their high alpha damage can soften up the termites before they shoot very well.
for guerilla units that makes a kind of sense though
But isn't it funny how huge the pushback is when you try to make the termites as good as recluses?
recluses still have more range and LoS than termites, despite costing less, and having a support unit
Recluses OP, nerf a bit, too pls
yeah, it's tiring. even with pack buff termites lose to sumos despite costing more
I do agree termites should be less blind though, it is odd they're that short sighted to begin with. maybe idea is to reward rescouting? but again it's not a thing arm worries about in some way
Kiting sumos with the current pack termites and Grunts will be easy
it should be, sumos are walls
Plp say welders and sumo counter marauders/Salas
I laugh. Unless it is a narrow choke you can just kite them / go around
If you need to defend then make pop-ups instead
they -block- them at most
yeah they do but they are incredibly expensive for the area they cover
yes but nowadays people consider Armada rocket bots to be better, so often open with that.
even on a low wind map they'll open Armada
Cortex becomes a bit niche, maybe thugs for the lip on Koom (but even that is not a given)
one thing that I feel is underused is the armed mexes, do people consider them bad or ?
maybe too long to build compared to normal mex + LLT ?
I think Jaguars should be amphibious. Then both sides have 3 amp tanks. Arm lightning. Core . Heat ray. Perfect
that removes some of the asym that makes it interesting
Jag is too good to be amphib
To be Honest I think it would be better to make Poison Arrow not amphib and a lot faster. Cor would need a unit to counter bulls better
the tzar with porc or tigers in front is already good vs bulls. or banishers
Imagine jags on t1 lab being amphi
Salamander little worse but not by very much
This is spot on
There already is platypus lol
its basically a t2 marauder at that point with it's speed
difference is jags can kill tons of spam sent to kill it
plats can kill ticks but not that good against pawns
imo Tzar is too slow - something between Tiger and Tzar would be good, Poison Arrow is just not very good for it's price
A big part is the turret turn speed, a standard core tax.
Imagine it had an AA gun for no reason and a fast turning turret... It would be an arm unit, then.
Don't forget that they all kill the air wall for free.
platy is much much worse than jag
jag on land dumpsters spam
can kite it perfectly
Ya, poison arrow's turn speed seems faster than its turret turn speed, lol. I don't know if it truly is, but the turret definitely moves too slow for parrow to effectively smirkish. It's normal turn speed is crazy fast, though, I think the same as a salamander, like as fast or faster than a stout.
If it had decent turret speed, it would be a fairly competent unit for the price. A great Banisher escort, being about the same speed.
As it stands, it's still a better unit than Turtle, though.
I'd give Turtle a bit more HP and some light torpedoes
i couldn't tell if he was making a joke or not
@rare orbit one thing missing in the balance pack is the Sprinter buff - I think the idea was to make it cheaper. It is still the plan?
i agree with this. Just not the framework in which balance is considered balance
This isn't how I see it play out in higher OS lobbies.
Map energy values and T2 lab choices normally dictate faction for balanced maps. Core/Arm mix is generally balanced for these, this Sulphur Springs game is an example (https://bar-rts.com/replays/addc7d665491e6a411e082f588f8d634).
It only skews one way or the other when maps have imbalanced features. Solar maps like Moonrise (https://bar-rts.com/replays/96c48166070d00e92aa751bc1541ebc6) or Darkside (https://bar-rts.com/replays/16d884665d977b6a6607ebf98015af1d) have primarily core line-ups. Wind maps like Hotlips (https://bar-rts.com/replays/78398866a5b46ef79d584961e5fbae86) commonly have ARM line-ups. Flat vehicle maps also see arm, because you want to abuse Arm T2 veh on something like Starwatcher (https://bar-rts.com/replays/d92d88665a58ec95b5548199f7a141fd), but you can see the reverse on maps where people like Core T2 bots.
All this to say, I don't think the T1 faction differences are a big issue. It's more rocketbots in general, along with the garbage that is core T2 veh.
Core t2 veh application is just tzar rush n support with salamanders
Banishers n tremor unreal unit design
I wonder when redesign bcz it's unbuffable trash
imagine Tremors with 2 firing modes, the current ballistic one, and a more direct one like the actual Calamity.
well.. that would be actually cool
Quaker
more like the mini ragnarok in the extra unit pack
It would be extremely abusive. Imagine trying to kill a direct-fire tremor while it's kiting. The DPS would have to be cut so much it just to make it halfway fair.
yeah it needs tweaking obviously, I'm just bouncing ideas
Well then it cant kite, Make it like some of the older rts units, it has to unpack and repack before it can move, it still moves slow so it needs a a escort an cant fire unless its had time to set up.
youre right that not having it balanced can be abused, doesnt mean we cant balance work around it, this shouldnt be the reason too stop brainstorming ideas
no deployment mechanics, unless it's mostly visual & automatic
would also be a functional nerf to the unit
wouldnt it just make sense to reduce its move speed once it starts direct firing?
A simple solution:
- reduce the fire arc
- give it a bit more HP
- give it direct fire with a bit less range
- accept that this will be a bit like a lot of Quakers
What is a tremor if not 10 wolverine in a trenchcoat
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here is a tweakdeff for that if you want it
delivered to you at @cerulean skiff request
it does what you asked
No
Damn volshok really asked for a dev precious time just to make a guy wish come true. You are such a great person!
Jesus!
😉
that's how you balance salamander, very nice
Should give banshees emp damage aswell, will balance them too
That's just Quaker but combined into 1 entity with high hp so it doesn't have the drawback of being squishy.
Tremors r unbalancable might aswell just remove them for a new unit 👍
Astounding conclusions...
they do actually work much better with a solid dose of impulse
but means the attack has to be a shotgun rather than peashooter
Can we double fire rate of gunslingers and improve projectile speed by 50-60% ? And give them +3 speed ( maintaining initial dps )
there was an idea to give them 6 shot bursts in each hand, which kind of worked, but made them a little too frontloaded
if your concern is spam the pack versions are competent against them
I like him to raise exp faster , and faster fire rate and faster projectile speed with a bit more movement bonus speed will do the trick
Gunslinger design of unit in TA was 100% a masacre dealer while in range
exp gain can be tuned without altering projectiles further
needs to be a bit tankier
have you played pack version?
I saw this video in which Bloodir Raghna and co. talked about some balance issues.
I loved the solution for rez bots:
Let rez bots pay the metal gap between the wrecks and the units, too.
#🎞️|bar-videos message
A tweak will not do it, but a mod could...
Lol u mean in order to rez u have to pay metal?
Also is there a problen to need a solution with rez bots?
The suggested transport solutiong is so sad
nerfing rezbot BP would be damn nice
bot mobility keeps them viable, and economic advantage, and scouting, and reclaim, and repair, and free cross lab units
you basically have to open bot in most games atm it seems
Better nerf rocket than to do this
that too tbh
I didn't say how much of a nerf though, rezbots costing more might be fine too
Rez bots absurdly broken
Making them pay 40%... hm
40%m and 50% e makes it kinda cost and risky
Rez bots are honestly not an issue in my mind compared to almost anything else. They are easily available to both factions. Idk...maybe balance different later.
they force you to botlab as soon as practical no matter ur opener at high lv
or have 1 person pump out rez for team. cause rez on frontline is busted
makes hover opening sussy cause you just rez
hovercraft lab takes a lot of bp to create and tear down
plp use bots anyways without too much early game rez bot reliance. cause bots can cover area for less metal commitment
if I can conserve metal while still being present on the map I can make more winds and nanos, w/e
or just have more force
Well, listened to the whole thing. I don't really thing the rez mechanic needs to be addressed rn compared to wider issues even with the points brought up. As one of them said, most people don't even think about it. I liked the other stuff they talked about ie commie/ air etc was a good listen but doesn't belong in ths
Is thread. Specific gap from that balance discussion was definitely salamanders.
paying metal for rez just makes it non viable ,u already have to drain ur e economy and waste extra time
Just reclaiming metal is already powerful, but I dont mind the suggestion
it's 50% the e cost of the unit and 0 metal right now, with a super high bp unit rez bot
the rez sub is like 100x worse than the rez bot and it's still a good unit go figure.
Its good because less reclaim in sea
thats coz its a sub and does not die from surface ships, if it was a rez boat it would suck hard
yes but rez bot has the speed to avoid enemies
sub is pretty valuable yeh, but it costs twice the bp cost to make (6200)
Rez bots are also extremely squishy
yeah i'm not saying buff rez sub
rez bot are squishy but they are very fast so they don't have problems standing near the action
Rez bots is something that both (all three resp.) have. If there are any changes to it, I would suggest making it separately, not in the balance pack.
On that note, the Banshee is now very viable I think. There is one big problem though. Looking at Banshee and Shuri now, it is quite clear that Shuriken should be in Arm arsenal while Banshee fits more Cor. I understand the argument that "Cor needs something to stop run by". Well what to do with that? If we want to differentiate the faction really, then Shuri and Banshee should be switched what do you guys think?
i personally dont see a problem with rez bots they are expensive and require some micro to not just die. Banshee will forever remain a niche com sniping unit in 1v1 and shuriken will be op by design
Banshee is acually quite useful for mex sniping and even run by catching in the Balance pack. Of course, Shuriken might still have higher value. I wanted to spur a discussion, if Shuri should be in Cor air since arm is the "EMP" faction.
Also rez bots are a comeback mechanism in a very snowbally game
Rez bots are a snowball mechanism as well.
But they shouldn't be part of this balance pack, I think.
it's kind of a separate issue, and I can't keep adding polarising things into the pack
makes it much more likely someone will reject it based on the 1% that bothers them personally rather than the 99% that they like
expensive? 2 rez bots can rez like 8 grunts no problem
emp is too strong to only give to one side
like the shuriken?
well arm has stilleto/abudctor, sort of webber
both side have spybot
shruiken just OP af
better at shutting down defence then t1 light arty technically
2 rezbots can also just die with minimal value too, you need to have control of the wreck field to rez anything, and rez bots die to literally anything.
We need banshee buff in base game though, dead unit right now anyway
Minimal value means you made a unit and you failed an attack, or they made cheaper porc and ur units are nullified.
Rez bot literally can do everything. Just using them for repair and reclaim is already insane
Yes you can mess up and int the rez bots. But that's 100% your mistake
78 speed, it's not like it is a slow unit where it is easy to get caught
Randomly, I tried 3 salamander charging into 3 welder, Sala won
And welder is more expensive E (tho less bp)
Arm bot lab has the best econ features tho ig (cheapest t2 con, butlers, arm winds)
all else being equal, veh should beat bots
also, unrelated but might as well put it somewhere for now, this is the rocketbot physics tweak I've been testing. would appreciate more feedback, especially in 'OP' games where it's the only bloody thing built
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Why should veh beat bots when they're the higher speed unit?
bots have mobility advantage, also somewhat better economics
so in straight fights edge should go to veh, whereas bots can in theory be where veh cannot
Bots have mobility advantage for the trade off of veh being faster and tankier
indeed, but result of that is as I say, all else equal, bots on average weaker units
This is just the opposite case if u watch any 1v1 tourney game, bots r used to push straight into enemy with a front lab for thugs, meanwhile stouts+blitzes raid everywhere even if there's llts. Same happens in 8v8, ull see many ppl spam stouts and go to another lane to 1v2 down an opponent bcz rocketbots cannot push into 2-3 claws with walls
Stardom literally monospamming stouts and winning.
rocketbots better in that situation with this
yeah, I said in theory. that's the intended game design, that veh are somewhat better value for metal if bots sit there and brawl
I disagree bcz rezbots + plasma bots just win any afk brawl
if resbots are being used, its not an afk brawl
Repeat + Area repair / Repeat Line Patrol
Anyways to consider how bots perform for balancing u always factor in rezbots
i would have assumed ressing would be needed for thugs to win it, but I'll admit I've never seen that exact scenario play out
U also have to factor in how commander+units perform instead of just the units
And commander + thugs perform better than commander + medium tanks in a straight fight
i believe statswise medium tanks are the most repairable units in the game
there may be other factors swaying thie engagement though
what does it change?
makes them fire in a low arc, meaning they don't have a line of fire in front of them
therefore you can rush them with other units
As long as this still means they hit dragon teeth, this would be a nerv.
yes its a nerf and thats probably the intention. so you can use tanks to melee them without dying halfway
To make things clear:
I wanted to ask if the rockets still hit dragon teeth in front of other bots and some defensive structures.
depends on terrain height, but they're better at shooting over walls yes
Well that is something you don't really want, I guess...
It's all a thing of getting the right balance.
But then again:
If rockets have an arc like plasma, what is the difference to plasma then?
I am asking because I want to understand your thoughts.
they have a high arc, which makes them more like dumbfire rockets, less like missiles. lets them arc over obstacles somewhat, more advantage from hills - but the main point is that you can simply bumrush them
it puts them back to support and specialist role, rather than general anything
so basically bot artillery?
Has to do with tanks needing to drive in a circle + com has diff movement speed. Micro is harder, com can’t be in a good spot repairing when the unit runs past him, so much more punishing for stouts to stop moving than thugs
Thugs vs stouts isn't as plain as their stats alone, it barely matters if one is stronger than other in an isolated fight.
Thugs perform better against commander and utilize repairs much better than stouts bcz how the micro for each of the units r
Stouts are often in a ball doing circles to concentrate their dps against a bot-line, this makes them almost impossible to repair while dealing dmg
With thugs u just set a repeat repair command and zone out enemy commander from ever being able to repair
If its an afk brawl, which is what was originally being talked about, then the tanks wouldn't be driving in a circle, and the thugs wouldn't be microed either, meaning that stats are the only thing that matter.
Also, would it even be necessary to do so? Stouts have considerably better stats, could they not just stand there? I'm pretty sure that a line of stouts would beat a line of thugs with comm repair if they afk fight command into each other.
I do agree that with good micro, thug/resbot has an advantage in that fight. Which is why Janus are as they are, to give vehicles an effective counter.
dps on plasma is not even real, people micro to dodge as many shots as possible, the most important is for the shots to connect to the targets and kill unit so they can't be repaired
What u gonna repair stouts with early? Commander isn't fast enough repair and ull lose ground even if u dodge as much as u can
HAHAHA. If the tracks and wheels kinda hinged out and it submersed.... ... Hahaha how was my statement of "Jags should be amphibious" misinterpreted so badly.
I know theres a designer/client meme in here somewhere
Exactly! MAYBE ....just maybe... the best way to address the shuriken problem is to give Arm one too... and then give Core a crappy T1 lazer gunship
Then we don't have to reinvent the fking universe trying to figure out how to make the banshee not OP while also not being shit at stopping raids.... Also i thought maybe make shurikens (this i feel would be a must for both factions but even implemented for core could offer a balance in where raiding against a core player becomes more successful....but i think both factions would benefit from this) more expensive and tanky.. So instead of ten on the field you would have say 3. Still i think a paralizer drone does have a strong argument for a being an ubiquitous unit.
I dont think banhee can become op if air is contested, like even with hornet pack i would still prefer shuri to banshee given the cost gap. Also killing the diversity between factions is not what i would like to see since its already limited
Lets just give banshee its shotgun so it can deal with something other than mexes and comanders and hope arm air becomes more viable given they also get cheaper wind
do u know how many commanders I will kill when the banshee gets its shotgun...lots
Not if air is contested
And u can do this already. Each banshee could be 2 figs for your opp
@torpid jackal
@crimson sentinel
see pins, I need to do a new summary & breakdown, but need to finalise torpedo bomber stuff first
Ive been popping coms with those bad boys long before it was cool . 😉
@vernal merlin
i tried a sumo drop and it wasn't that much dmg.... sumos don't have that much more dps than cost per salamanders. their short range (270 vs 360) makes their laser damage fall off more
0.30 sumo vs 0.25 salamander
stout is 0.32 but it's shots can miss
just really high dps combined with speed lets it choose it's range. long enough range to kite coms and the speed to shotgun when desired
Tried rocket bot arc change. Definitely think it's more in the spirit of what it's supposed to be instead of vanilla.
imo, its a bad change due to how its made, those new bots simply do nothing. Either give them some sort of splash damage or make rockets track their targets at least a bit near the end.
currently, they almost never hit anything. Panda made like 15 rockets bots vs me yesterday and he did grand total of 320 damage with them, simply because my tanks moved around or were in radar range and thus safe from falling rockets
The point of the change was to make them good against stationary targets ie llt. And not good at all the things thugs should do. So it sounds like it's doing exactly that from your description. Ideally now we see a handful for breaking porc more thugs etc
you're misusing the units, you've not adapted to what the change actually does to their effectiveness in given situations. that interaction is exactly the point
i guess shall see how it works in practice
rocket bots should be support units for removing statics, which they're very good at now
it changed the unit completely indeed, maybe more games are necessary so that players adapt
yup, that's why I always prefer sustained feedback from people used to changes, rather than initial/kneejerk feedback
people are stuck in habits without realising it and it takes a while for them to adjust
They probably need more range if it's like that
How does bots deal with janus without direct fire rocketbots ?
Seems like rocketbots really the only thing keeping janus in check t1
turning rocket bot into bad arty is really not a good idea
Compared to what?
Is there any reason the Scorpion is more expensive than pit bull? If I put them 1v1 they die both meaning their direct fight ability is pretty much the same, but pit bull is invisible giving it much more surviveability.
Overall, Core though supposingly more sturdy faction where one would expect the pork units would be more efficient actually seem to have much worse static defences. Take Pulsar vs Bullwark - Bullwark could have the same range on the main gun (1400) and it would still be worse as the dps at that range would be way lower, only when a unit gets closer to like 700 ( not sure there) the dps is higher but these defences are build pretty much in T3 era, so the dos in the longer range is what matters
Short answer:arm op
scorpion doesn't miss moving targets nearly as much
Comparing static def vs static def is beyond useless. Core static def has more hp generally and more damage per shot, which does matter in some situations but not very significantly. Pulsar is better vs t3, bulkwark better vs mass units but will also do ok vs t3.
there's some dmg break points, i believe scorpion one shots a blitz??
Also faster projectile with tracking, iirc.
I think I also saw some pass through damage? Not sure.
Short answer:
Look how often you see a unit and you will know how OP the unit is.
And I rarely see Bulwarks.
Scorpions have a small AOE, pit bulls are gauss so they never have AOE even if the stats tell you otherwise (engine). That makes Scorpions slightly better against groups (and small, fast targets that change directions in the slightest, like a small bump in the ground), but it doesn't matter too much. Both pop ups are decent. Both are built frequently.
I have never seen a cloaked pit bull in a real game so that is quite irrelevant.
I didnt know the scorpion rocket tracks. The pit bull projectile is so fast it doesnt matter much though.
The Bullwark should get the range though no?
Bulwarks are quite common in high os lobbies, they’re quite tanky, cheaper than pulsars and faster to build. They might do worse against big units but they’re quite good defense to protect areas of the map against spam pushes of t1/t2 units. Less range than snipers/starlights but a t2 arty placed beside them solves that problem kinda
Bulwark actually takes longer to build than Pulsar doesn’t it? At least if it was indeed faster to build, but it isn’t. Saying you have to put something next to it just tells me its a bad unit. Lower BP and longer range would make sense for the Bullwark imho
why tf are you putting porc against each other 1v1
pretty sure it has lower build cost + half the energy cost, pulsar costs as much e as AFUS. Also, pulsar requires antispam beside it as well, there's no porc that's completely self-reliant (except for dragons claw during t1)
no porc is self sufficient period. even dragon claws die to t1 arti.
According to the website it´s 9:12 for Bullwark vs 8:40 for Pulsar, unless it´s different ig Bullwark takes longer to build which is crazy
Sure but unless something is baiting the dragons porc, those artys will take a day and a half to do it IF AT ALL
btw
speaking of weird stuff, what do you think about adding submerge mode to the sea torpedo lauchers?
when submerged, cant attack, but its underwater
how would it make sense that it cant attack when it fires underwater already?
it uses air pressure to launch the torpedoes, doesnt work if entire thing is under water 👍
I love it. Matter of fact i wish some units had 2 modes like that (similar to firing modes)
compressed air, not atmoshperic at best. Think about the subs 🙂
the new torp bomber t2 acting as a gunship is pretty bad, the only reason for going torp bombers was to avoid aa, the t1 sea aa range got buffed and torp range reduced, now for 400 metal u get a unit that is close quarter gunship that cannot engage if theres sufficient t1 aa, they are also much slower so way harder to micro away from incoming figs, became just absolue waste of metal
Where can u see the range change?- Range should be 800 and hardstop the torpedo imo
idk where the detailed changes are if anywhere, the range looks smaller on the unit and its much exagerated due to it being a gunship now rather than a bomber.
So you want a unit that sea has no way to counter?
vanilla is very much counterable with t2 as it is t2 unit, I dont want a unit that can easily be countered with t1 aa ship for the same price if not less. Seaplane torp gunship already exists, why have one that is more expensvie and worse than that
Tell me you aren't microing your torp bombers without telling me you aren't microing your torp bombers.
?
same speed, more dps, less overkill, but less range
it may well need more tuning but I need to see it in real engagements first
Ya the commitment of them and lack of range is not great. You basically cannot use them without air superiority but you cannot have it.
more speed makes sense to add, range is pretty high already, comparatively
too much range also makes the cliff problem worse
I might overlook something but it feels like the first of these rules were skipped
- learn how abusive a unit can be microed
- talk about balance
i had arm torp bombers bug out, they shoot the torps and the torps just stay in the water without moving
Kk, that is a different topic which version?
Regarding the vanilla torp Bombers: you are aware that T2 anti air ships loose to well microed Bombers with the same cost, right?
ya very aware. Torpedo planes are also irrelevant when firing over land :/ and they need vision to be effective. The main case sea players have is how effective they are in open sea battles, and conveniently forget how free it is to play sea after it is won
the balance patch version, i was using arm t2 torp bombers today and they failed to hit a commander while it was reclaiming, the torpedoes just landed into water and failed to go anywhere, but when commander cloacked the torps did go past the radar dot. And yes, I am very well aware about torp bomber interaction with t2 aa ship, you need a very open sea and you surely can kill it with micro and perseverance. And yet I still dont think its a problem beyond the fact its a 2v1 at that point. To land the torps you need vision and since the jammer ship so cheap and large radius, you pretty much always need vision at the point of torp hitting the ship, which is not always easy to maintain so its not as straigthforward. Lastly we are talking about 2v1 afterall, its a way for air to interact with the
Still normal flak trucks have an easier time against normal Bombers. For me this feels way better than the torp Bombers.
well torp bombers are usually specialist unit, only good in one location
typically they don't threaten afus or eco or land armies which is usually the majority of the game
the torp bomber speed becomes an issue coz of poor handling, to stay out of range you gotta turn after release of torps but then ur speed drops to a crawl and takes some time to accelerate, hence super easy to snipe with figs
And if a sea player could build fighters out of their naval lab, then we wouldn't have a problem. But that would be juno-tier stupid design.
Imagine if we has the atlantis sub from supcom
I would buff the range on the single target weapon of the t2 naval AA unit, t2 should counter t1
Another idea is to add t2 single target AA naval turret building
There's only birdshot
A longer range one to manual target torpedo bombers
Similar to mercury but lower range
theres an air player for that, you seem to assume its 2v1, both sides got an air player and its unlikely so dominated by one side that the other air player will not contest ur torp bombers. 410 metal early on is a lot, and with the current balance patch handling of the torp bomber its just not viable to build one. You dont wanna keep your figs over the fleet if theres aa there, and if you dont then couple t2 figs will just snipe the torp bomber coz its so clunky and cant get away even if you see the figs coming 5-7 sec out
Sounds like the torpedo bomber is really bad now lol, maybe change should be reverted
My 2 cents: land-based AA is good enough that you don't strictly need an air player to defend against bombing runs (both static flak and mobile flak). You need to invest enough metal into AA, and that does hurt your strength against incoming land attacks, but its doable.
Why shouldn't sea-based AA be as good at defending against torpedo bombers, as land-based AA is against regular bombers? Why is it not desirable for sea players to have a viable counterplay to well-microed torp combers, but it is desirable for land players to have a similar counterplay?
it isn't, but people hate change, especially change that makes something exploitable, not exploitable
not sure it's in the right place yet, but it's definitely a balance improvement
is there a reason they can just have their range reduced? thats the only egregious part of them
that would be a flat nerf and still make them bad at handling terrain, and not solve the overkill
this makes them strictly better at removing boats, wasting fewer firing cycles on same targets
I did try retargetting but it's very hard to make that work properly in water
and even when done, you can't really see much difference in most cases unfortunately
rework them entirely. Get rid of the stupid useless braindead torpedos that move weird and quite often crash into a beach or shallows and instead make it drop DEPTH CHARGES.
that makes them vastly more commital, but it is an option yes
It would be neat to see the torp bomber changed to a small spread of depth charges as it would really differentiate it from the torp gunships.
I'd at least be curious to see how it played out in testing
im not sure what overkill you talking about? we are not talking about using 20 of them at once, noone does that early on and when they do the overkill really doesnt matter. The handling in water around terrain is less of an issue than the shit handling it has now as you can pick a side from where to engage and still have it manouverable. The problem now is that when you tell them to turn back they basically stop in place and it takes them good 3-4 sec to even start accelerating to their speed, which makes them sitting ducks. If you make them like gunships at least make them as agile so you can pull back. I would say either just keep them vanilla with -10% range -20% damage or smth similar or if you want them like gunships then slash the cost by 30%, you can reduce damage to compensate for that but 400 metal for something you still need massive air coverage that you cant retreat and save is not worth the investment when you can spend less on the gunships and do just as well if not better plus be able to use them somewhere else afterwards
im not sure about the specific context but the OLD (aka base variant) torpedo bombers had HUGE issues with overkill. Maybe not if you used 2 or 3 of them but any higher amount would regulary, even in the hands of good players), cause huge overkill. Occasionally more than 50 % of the torpedoes would scatter useless. They do 1.5k damage per volley and it absolutely did cause a ton of wasted damage in many circumstances. I havent played with the reworked once but i have seen them and im pretty confidant in saying that overkill is less of an issue. The question basically then is how "important" of an issue is overkill to you.
Those torpedo bombers that hover look like the mechanic makes sense. But they just get sliced by AA when trying to evade or maneveuver after a single drop. Also watching those rocket bots missed everything that moved practically. So they just become a static line shooting at stationary targets. Even though fighting rocket lines is hard i like the mechanic of trying to dodge the rockets. Dunno. I can see pros and cons in both of it. But essentially removing that use case from the rocket bots just opens up a spot for a unit that should fire like that. I dunno. I still want bar to be TA's successor. I'd rather the addition of new units instead of changing old ones.
I only change units when there's a very viable reason. rocket bots are monocomps that do too much too well, and it isn't 'skill expression' or good for the game when every front, no matter if it's veh terrain or not, is shoulder to shoulder conga lines of rocket bots dancing about
torp bombers I am fully open to other ideas and alterations for, but it is very worth noting that the unit role was so unbalancable that it was flat out removed from ZK
it might be worth making them a little faster and/or better handling with the current experiment, indeed
i agree with you on all of that
their momentum in the swing is the issue. They need some good deceleration. But at the same time Im opposed to them having that hover gunship vibe because there is the puffin which moves like that. The high speed torpedo run is satisfying to manage. And yet the unit design of the komorant is more appopriate for a gunship
Komorants are cool. They used to chill in my pool when i was growing up. cool birds
agreed in some way, but then you have the problem of overkill, and torpedos hitting land too far away
making the bomber range too short is problematic as it rapidly gets into jank territory iirc, it has so much 'free bonus' range that when you narrow the real range stat down, it has trouble targetting
Dunno if it helps, but could custom gravity be a thing? A torpedo that drops faster could change stuff, for better or worse.
might impact behaviour in shallows, but potentially would reduce the free bonus range yes
Failed negotiations . Once lost a match for the whole team because as my torp bombers took off from airspot to tackle ships coming round the way, they vtoled, aquired targets and dropped all thier torpedos straight down on the land and all my t2 converters, which then blew up all my afus and then blew up ecos afus and then the the advance geo went and the tech spot also popped.
dumb ass torpedo bombers wiped out three bases cos they dropped their shit like idiots. So yeah i understand
thats more of a skill issue than a unit issue, just like saying fatboys killed ur frotline with friendly fire cause u keep them on fire at will vs ticks
they are 400 metal each, if you playing an even matched air game you cant afford to make more. Its basically a choice between doing a bombing run where you could maybe kill a player in single bombing or you make 3-5 torps depending what you killing and SLOWLY grind away at sea. Any competent air player can send 2-3 t2 figs and snipe the torps as they come around. Sea is not supposed to counter both air and opponent sea easily, its 2v1 so he needs to have help. If the sea is won, most sea players will be able to counter any air in their sea anyway. And speaking of overkill, land tachyon units do more overkill than the torps do but we dont see that as a problem do we.. Just cause you make 10 torp bombers when you need 3 to kill a t1 destroyer does not mean the unit has overkill issues, just as with bombers, you can make 100 to kill 1 afus or you can make 5, its up to you really.
i've played a lot with the puffin and a fair bit with the angler in real times
honestly they are the king of the open seas, but you can try and take cover behind naval walls or islands and stuff. IMO they could use less alpha and -50 range and/or reduce the missile max flight time by like 1-2 sec. Part of the issue is t2 navy is overpriced, cruisers too slow, battleships too low hp/too fast
They are pretty insane at killing battleships... if not for air figs torp gunships/bombers are basically superior than all the navy t1/t2
The puffin can still do micro, if you really want you could make the angler a better version of the puffin (factoring in that it can't submerge)
it's just t2 cor figs are so cracked that air dies so fast to them, but if you make something remotely capable of function through t2 figs it's utterly broken against ground (either by range or speed)
t2 cor figs warping air imo
that's what I tried to do yes
honestly nerf t2 cor fig and wasp/puffinv2 will become usable without needing broken range/speed/alpha
if they are more agile then they can hover and retreat to friendly aa ships
like a constant repositioning battle
between navy and air on both side
just try nighthawk to 500->400 alpha, and 380->350 speed. It being slower at killing aa means that enemy air should have more holes, instead of t2 figs just stonewalling any air action
reload is probably more the problem, and also arm figs can get out sooner
what would you rather have, a t2 aa ship, or 4 t2 figs? The latter covers the whole map, protects your whole team, and can be used on offense too. T2 aa ship locked to the sea.
who cares about the small stuff, just try a t2 fig nerf and see if it improves the game
you do realise core t2 fig is worse vs torp bombers than arm t2 right? the only place where core t2 fig is better is dogfighting and chasing, i.e. vs other t2 figs. Arms t2 figs are actually better vs all bombers/gunships as they do more damage, and when you engage t2 figs into torp bombers you shoot once, hence the damage matters more than attack speed
also they serve different purpose so not a fair comparison
that's bs
when I build a seaplane lab and make seaplane gunships they are basically strictly better than t2 sub, faster, more dmg per cost, better sonar
idk in that regard just create t1 long range static sea aa like eradicator to counter the torp bombers, would be most fair. Making them into puffin 2.0 without ability to land in water means they are essentially removed from the game
well they would have be faster and maybe +200 range
fast enough to retreat to play around friendly aa ships
puffins can actually beat lone flak ships with very good micro. just pull the weak one back
u missing the point here, making sea planes as sea vs sea means u vulnerable to enemy air and dependant on your air even more, t2 subs can only be killed with deapth charges in sea and torp bombers, which is much more investment than just sending air figs over the sea to take out your air
see the issue is that fig are so fast unless you have at least 2 flak ship they will just fly over and snipe your torps and go back
you can submerge them. subs overpriced, no impact on rest of game
yes air being fast in needed, we tried air rework with slower air and it sucked ass
just like cruiser sucks. 1k metal piece of crap
imagine if the pawn had like 150 speed, but you could only use it to kill combat units (no dmg to workers or econ)
submerging saves some of them but then you do no damage, they are different role units and both have their uses
that's what the figher is now. it's so fast that it stonewalls air plays
in team games yes, not in 1v1
we're talking about team games, no?
but it has to be fast coz the map is so big, you already take a long time to travel across
im not saying slow down the other air units, just the fig lol
yes but you cant just nerf something coz of 1 aspect of it being strong, while it needs it everywhere else
when's the last time you saw t2 fig in 1v1?
the t2 arm fig is dogshit at dogfighting tho, basically loses to t1 figs per cost
honestly t2 fig nerf would buff good air players, leave more openings to still get value with air despite not having domaint air control
as a good air player i utilise what i have and still dont have much competition so i dont think it would buff it
i would rather have it as fast as it is, air reaction already needs to be rapid and just focusing and not seing for couple seconds can cost the game, so making figs even slower would be bad
ok imagine if the fighter was 500 speed. now reacting is trivial. 2nd player goes air congrats you are unbombable even if you are 10os
reacting would not be trivial
u still need to react, the punishment for slow reaction would be lower but i dont see ur point about second player going air
even if fig speed is 200 2 air vs 1 makes it hard to bomb the 2 airs
ofc but it makes it easier to bomb their army then retreat, bait them out of position
it gives more room for possibility
so you would make the bombers slower too?
no, i just said figs, hello?
i dont see how that would work
coz then figs be similar speed to bombers, whihc means air manouvering would be nonexistant and whoever has more figs wins
there's a lot of room between 250 and 380
there really isnt
when you have to circle around the incoming air theres not much room or time to do that
that's the one scenario where you are trying to snipe bombers on a bombing run
thats every scenario where you got less figs and wanna try to defend the bomibng run
anyways my issue with too fast units is that they are too global. on wide open maps their positioning aspect is very small
then ticks are a problem too?
ofc... though for other reason like LOS and units being shit at hitting them
I just dont like nerfing air purely from sea perspective. A won sea can defend air super easy at best air can slow it down but at a great cost. Sea is usually 2-3 times the eco of air at t2 and air has opposite air to fight against so complaining about the torp bombers in general is not justified imo. If I intervene in a sea battle, its coz theres a skill mismatch in there and it doesnt always turn the tide, anyone can go air and counter my intervention if they choose to, its a team game afterall. You are not supposed to be able to counter everything by urself beyond the 1v1 scenario
the eco is purely a product of straight having too many mexes
besides mex count, how rich a position is dependent on how forced they are to make units
like pond on hellas. yes they have a fair bit of mexes but they constantly have to protect their exposed shipyard + short rush distance so they cannot greed well.
geo sea has lot easier time greeding than long beach or geo for this reason too
I think what you miss is that even won sea is easy to disrupt because of multitudes of ways to do so.
As a sea player, you are supposed to be ready for
- ducks
- marauder
- platy's
- air
- bombs
While some share characteristics, they don't have the same counter. I.e you don't counter ducks like you counter marauders.
In addition, there is 2 entrances to a sea, so you have 5 things times 2 to potentially take care off.
This is also why good sea players immediately use salamanders. Not just because of momentum, but also because every passing minutes makes it more difficult to hold onto IMO. There is definitely a timing window between "won" and "secured".
I can't even count the amount of times where I made torp launchers and shore and see platy's, or make flak ships to find ducks etc. It's very hard and imo impossible to take care of every possibility. It's like rolling a dice.
Are costal torps buffed in the balance pack, or destroyers nerfed? Because to me it seems on chokey maps it is more efficent to just porc up with costal torps and go t2 because they can outrange destros and outtrade them.
We got a ranked rotato lobby running right now. With brightworks.
No totally not. They took off and dropped their bombs. Picture the beach on FN. Bombers on the ground spamming. Im doing other shit somewhere else. I had both seas falling so I was trying to get out t3 hovers, gunships, make a t2 ship lab and save left sea from whatever. The torpedo bombers VTOL'd. without me seeing. They had acquired a target. Then because the sub or ressub or something underwater was right next to the coast. The script tells the bomber when to drop at a certain distance. Bombs just hit the sand straight on the beach as it laucnched upwards. Like a bird shitting itself when it flys away. No finesse. Ive actually seen komorants dos this . Lol. Anyways torpedoes hit the beach. Hit the converters. Im looking at the other side of the map having a dog fight with flak and a million aircraft. Boom. I dont hear it. But I do go back and im like "Errr , everythings gone. I only saw what happened in the replay. " but i know im not the only one. Torpedo bombers drop their shit over land all the time. Like muppets. But i imagine that isnt an easy problem to fix. The only skill issue at play there was the fact that I didn't have my torpedo bombers on hold fire. do not engage and be sure to take a lunch break every 30 minutes.
@vestal thistle How would you balance it?
Weird question. It's a cloakable jammer. Don't make it cloakable. It's not quantum physics and has been an issue for at the very ! least a year now...
remove cloak tyvm
You want imbalance. Look at the exploiter and t2 exploiter. Arm dont get a mammoth lazer +scorpion missile attached to a t2 mex built like a ww2 bunker. At least core gets a jammer.
Read my argument for a twilight rework here:
Cloaked Mexes
https://discord.com/channels/549281623154229250/1247934890150989884
and here
Cloaked Mexes Again:
https://discord.com/channels/549281623154229250/1258734040639475825
@vestal thistle
I dont exactly see your point? If we talking purely isthmus, then any other player going into the sea with heavy investment like platys/ducks/bombs means they are not spending those resources on the frontline/eco. Hence the frontline would suffer as a result of this pivoting. For this reason scouting is strong and I have seen good players counter them all just by building an outpost in the middle of the sea by the geo. A won sea means that its 8v7 for a while, it does not mean that the sea has to do 1v4 right after winning 1v1. It does happen a lot but mostly by the choice of the team rather than by design.
what you describe is just not paying attention, i dont think the 'new' torp bomber would do any different tbh if the target was at the edge of beach and you attack from the beach side, they would probably still drop bombs on the beach first.
im almost certain they would XD
theres another thing to nerf - naval engineers. Absolute nonsense unit, cost like a nano and builds like a nano but mobile... No other mobile bp as good, butler more expensive, cant build units - 140 bp, twitcher more expensive, can build units - 125 bp, consul super expensive, can build units - 150 bp. Naval engineer - 200 bp and only 200 metal 3.3k e....
Also naval engineers building naval mines are too strong, they can literally fight ducks with them as they pretty much insta build them and they explode for 2k damage, put on repeat and u got some dead ducks
Yes but they need to relative. Cant exactly have a t2 bot with a bp of 70 assisting and maintaing a fleet of battleships
wdym assisting? its basically a builder, give it 120 bp for its cost and ability might mre more than fair
but 200 is way too much, you got rez subs for repairs
Justa is right naval engineers are very good. Their main downside is they move abysmally slow. I'm not sure they are OP but maybe they need a 25% BP nerf so nanos are still more relevant.
You need to see Kcorp abuse them with mines lol, super annoying, their move speed is fast enough to retreat from a lot of later sea going units so you dont lose your bp even if you make a gantry up front or anything of such
Mines are just op