#Balance demons

1 messages · Page 4 of 1

naive shell
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pulsar forest still op

civic quest
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I like spam pulsar keep me safe

naive shell
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behemoths are funny lol, I am a huge behemoth fan

zenith fjord
naive shell
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i think behemoth should cost 50% more but have double hp and be 50% slower

brazen heart
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Behemoth is insanely strong as you put a clock on enemy team

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They need to react to it , so you need to prepare for that (do they have a a few commanders )? Do they have 1? They won’t try dgunning etc

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Behemoth works way better with a forward t3 lab

stray turret
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beat but they are slower and shoot very slowly, kill themselves to spam.. Shivas would deserve at least a speed buff and perhaps the missile improved

brazen heart
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You just put shivas on hold fire and set target to the units you want them to fire

civic quest
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They are balanced around their speed

brazen heart
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You also want a the Can wall in front of them with your own grunt spam

civic quest
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The only problem with shivas compared to razors is they perform poorly without support

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Most people will just 1 click them into their deaths

brazen heart
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And shivas are slow , razors are much faster if they leak behind enemy lines , shivas are the t3 thug , slow rezz push

naive shell
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razors still op tho imo :/ should cost 5k. demon should cost like 7.5k (idk I don't really play with demons so not sure how op they are rn after nerfs)

civic quest
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I haven’t played since tourney so I need to still test it out

naive shell
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idk I think razors have been way out of line since the targeting update like a year ago

brazen heart
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Shivas are a deathball slow push unit , like sniper , starlights etc

naive shell
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maybe with snipers probably king of t2 again, razors won't be so obnoxious

brazen heart
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Demons is slowly getting to the “balanced” territory, still a bit overturned , razor is also heading that direction but still op , razor is op because it can do everything

Both demons and razors are S tier units

civic quest
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Snipers can only delay for so long before op vanguard comes

spiral knot
naive shell
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snipers being the apex predator does wonders for the meta ecosystem imo, but yeah we'll have to see how the meta develops post mauser nerf pepepray

brazen heart
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Vanguards are ok , imo too slow , you want op catapult

naive shell
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making the opponent build arti slows down t3 tempo a lot, which i think should make razors and demons less op

civic quest
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Need spybot nerf

karmic yacht
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demons pre hp nerf would trade evenly with kargs. while being a lot faster

brazen heart
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Spybot is totally oppressive and op unit

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The fact that in lategame you have a t2 lab spamming spybots is disgusting

civic quest
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Yeah I play against randy and he have 18 spybots hiding in lane

karmic yacht
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seems like there is something wrong with the unit when in a 1v1 you have a constant chain of spybots
stunning t3 units

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and random spybot stunning stout clumps too

lavish haven
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Spybots are deceptively expensive, require more micro attention than pretty much any other unit. Are one of the few options available when playing from behind, are used defensively primarily, and are underused(or not used at all) by 99% of the playerbase. And have clear and very hard counters. They are not a problem.

pine snow
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so far they're only abused by a few players yes, but when you see your 4 razors stunned for 30 sec by a single unit, it hurts the game. In the future, more people will master the spybot micro and then something will have to be done. Reducing the EMP time is a must imo

drowsy minnow
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emp rework was partly done to help that, makes them a good pause button but not an infinite lockdown

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current version still has too high an overall effect from most things emp, as it took quite a while for people to innately realise that the slowdown was also a powerful debuff

lavish haven
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Spybots are not secret tech. They've been around in present state for awhile. And...yet...they're spammed by only a couple players, and even then probably in less than one game in ten by those few players. If they're so powerful, so op, they'd have been picked up by the playerbase at large a year ago, just like whistlers, or janus, or hounds. But it is relatively rare to see them, and even more rare to see more than one or two. All you have to do to convince me they're OP is explain why almost no one uses them.

pine snow
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"If they're so powerful, so op, they'd have been picked up by the playerbase at large a year ago" no coz there's a flaw in that

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spy bots require some skill, some micro. Players are lazy. Whistlers require very little skill. When you see Baron stopping razors, EMPing labs and shit, if everyone did this, it'd be nerfed pretty quickly

karmic yacht
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whistlers require some positioning
empbot is just why it's nice to have an emp bot at this time, bop 25 sec stun

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there's nothing that detects them except tracer and spam

stray turret
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And here again, Arm in advantage as their spy bot is cheaper than Cor’s

pine snow
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yeah 50% more energy required, all of this for 80 more HP points

buoyant valve
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I've been told Core's is shorter so on extremely rare occasions a shot that would have hit an Arm one won't hit a core one, is that worth 30 M 3k E and 40 seconds of BP? 🤷‍♂️

pine snow
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but Cortex botlab is much better than Armada botlab overall

buoyant valve
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Oh yeah, gotta love the op core botlab opening animation. /s

lavish haven
# pine snow spy bots require some skill, some micro. Players are lazy. Whistlers require ver...

But most players do not do this, and cannot do this. We want skill expression in the game, and spybots are perhaps the best example of this. When I get a clutch emp off I feel good. When an enemy does one to me I can appreciate the skill. Unlike with the boring micro(or lack of micro) of most other units. So again, when everyone is spamming spybots then it might be time to look at changing them. But, I highly suspect that moment will never come.

stray turret
buoyant valve
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I don't believe it's the circle, it's the height of the model/hitbox, but i agree it's unjustified.

pine snow
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there's plenty of tiny things like that in BAR

drowsy minnow
drowsy minnow
neon epoch
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Jeez topic still emp bot

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Well at least emp sucks if its by itself, unlike demon /s. Emp bot demon new meta? emothinxD

stray turret
drowsy minnow
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probably worth trying

stray turret
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Yep.. perhaps also together with the arm cheaper wind issue

drowsy minnow
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econ is a bigger issue

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same reason I've not changed air properly, just too much to handle at once, even if it is holisitic it starts to lose meaning

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can't be sure what results are from what or why

jaunty talon
drowsy minnow
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no air emp is very op

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it's just lower skill floor so used more often

glacial canyon
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T3 needs to be op imo. T3 is when the game should be ending if it gets there. I would love to see a buff to Lunkhead and Cataphract since they almost never see play. Also Core and Arm should have the same number of T3 units hopefully 10 each one day 😄 The 5v5 tournament actually made T3 look a little weaker considering teams needed to use things like Calamity to close things out.

drowsy minnow
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t3 should be high value/high value within their specialism, and not hard countered by spam especially if cross terrain type (as it's basically unsupportable)

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imo a lot of core stuff fails that competency test, and arm gets 2 very good antispam units, thor especially is basically everything in one

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thor -should- be good, just core should have very good things too

stray turret
# drowsy minnow thor -should- be good, just core should have very good things too

Yeah the Demon is a first one I consider rather good. I think this should happen to Cor T3 - improve Shiva (as in Balance pack), get T3 tank (as good as Thor), lower price and HP of Jug and make it faster (essentially it should sit between Demon and Beh, so practially on par with Titan). Then it I could consider it as good as Arm, but I would still miss a smaller fast raider T3 unit, perhaps with lasers to counter spam

drowsy minnow
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imo that's why the demon is 'overused'

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it's just the competent one :\

buoyant valve
# lavish haven But most players do not do this, and cannot do this. We want skill expression in...

I gotta disagree with that most players can not use spybots. There are no in game tooltips indicating that they have a emp explosion on self d. It'd be like adding the paratrooper property to idk, fatboys and laughing at noobs who don't know that they have this hidden mechanic. I'll admit it takes some micro but it's counter pretty hard by spam which doesn't take any skill at all, literally making a lab and setting some way points.

jaunty talon
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Ive never seen demons get emped by spybots anyways, almost always like the stilleto/abductor, apparently demons got an hp nerf so i guess id say its balanced now

karmic yacht
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adbuctor is global, spybot is not 😉

buoyant valve
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The constant HP nerfs to the demon just make it more vulenerable to stunners

drowsy minnow
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yup, it's all downsides tbh

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razorbacks still better unless it's a golf course battle, and even then iffy

neon epoch
stray turret
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I think Demon should be kept alone already.. Cor T3 will never be on par Arms if it gets keep being nerfed just because it is better than other Cor T3s. The reason it is used more is that the other Cor t3 are worse than Arm not because Demon is op

neon epoch
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Cortex still has the best individual units in the game, albeit more expensive

near osprey
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demons are getting an hp nerf so we are in the right direction

drowsy minnow
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and the demon is hard countered by long range high damage, or emp, and guess what arm has in spades

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juggernauts are very bad value compared to titans

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main use is usually brute force walking nuke tbh

neon epoch
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How are you calculating value?

drowsy minnow
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utility for metal, dps sometimes a factor in that

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iirc clyret was convinced titans were best endgame t3

neon epoch
drowsy minnow
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razors cost less metal so in an afk fight should lose to demon

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the problem is all these 'comparisions' are in the middle of a golf course with queensbury rules and a half time break

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in a REAL BATTLE demon is mostly shat on from long range before it gets anywhere, and/or EMP'd

neon epoch
drowsy minnow
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if you do manage to get one through it's either a sole unit so dgunned, unlike a rauder scattering, or just zapped from air for free

drowsy minnow
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plus free exceptional AA because arm

neon epoch
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aa on razer just got nerfed

drowsy minnow
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also demon is much worse HP for metal than razorback, which it was already slightly under, and razors have always been thought of as glass for the metal

neon epoch
drowsy minnow
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usually not when you're using demons, no

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sheep did a load of tests akin to those when I was dialing in the demon, and he found that -absolutely everything- trades well into demons

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demons are 'overused' because the rest of core T3 is just pants

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plus 'op rush value' can condense into making demons a power spike unit, same with razorbacks and dragons

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and in those cases it's not the demon's fault tbh

neon epoch
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Im convinced 99% of why ppl think cortex is trash is cuz of cost

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Units themselves not bad

drowsy minnow
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'pay more to arrive later to the battle, see less of it, be shot from long range or the sky, and do more damage in fewer shots so spam hard counters everything'

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demon breaks some of that nonsense and therefore is competent/'op'

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note that pro micro CAN get much better value from some units especially when rushed, and even moreso in 1v1

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but FOR MOST PEOPLE, core is harder to use

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and somehow everyone in loblob has forgotten this

neon epoch
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Obv higher cost investment is higher risk

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Its not even about micro, its about supporting your pushes

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Arm is nice cuz u can spam same t3 it over and over until its massed since it cheaper but cor u make one op unit and send it with other stuffs

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Ppl forget the 2nd part

zenith fjord
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Man, if "pay more to arrive later" doesn't describe Cortex in general, I don't know what does.

neon epoch
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Cortex actually has the cheapest assault t3

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Shiva not bad unit for that and armada only has expensive razorback with no aoe

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U can rush shiva faster than razor so idk where that arguement comes from they trade fairly well too

drowsy minnow
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ticks > shiva

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to the point they will destroy your own front line

neon epoch
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If u have t3 u should have juno

drowsy minnow
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pawns do the same, and can't always juno when you're raiding with shiva

neon epoch
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This comes back to where i was talking about supporting your pushes

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Need some sumo or cans etc or shiva just good for holding other t3 with towers infront

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Also in non 8v8 shiva even stronger

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Also i like to seperate the spam issue from t3 balance

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But generally shiva trade with other t3 very well. Also there are PUBLIC widgets that cause units like shiva to ignore spam

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Making every "viable" unit anti spam non aoe since spam is an actual problem esp in 8v8 meta seems like poor solution imo

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There needs to be alternativr solution to spam that doesnt require entire game rebalance

drowsy minnow
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units in general need to be better at handling spam, it's the only long term fix. widgets shouldn't be a requirement like that for basic competency though

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thing is shivas are meant to be amphib assault, which is not possible to support overmuch, salas are nice but also rapidly killed by shiva ff

drowsy minnow
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thor in particular has no right to be quite so 'fuck everything'

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razorback shoots too well, but it makes sense it's good vs spam

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thor needs to work out what it should specialise in, and yes I'm aware they see less use in loblobs, which should hopefully mean they don't care so much that I want to fix the OPness in mortal realms

cosmic atlas
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How do you explain then the higher cor winrate

stray turret
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Cor units are better individually but the value per money (metal) is favouring Arm.. Arm is apparently historically favoured due to reasons like they represented the “soviet”, they were the bad ones, they have scratched/rusty texture.. We are now trying to equalise it a bit and make the game more interesting by having actually balanced factions. We can discuss if Mammoth or Sharpshooter is better in T2, but T3? I don’t think there is any discussion on which is better tbh.. Cor needs improvement there and the economy (wind) to be considered on par. Otherwise we will just keep seeing Arm and Cor will be used only by top tier as they can prove they can win even with that

drowsy minnow
cosmic atlas
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We should do something about this too then

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Because the speed nerf wasnt enough to make them equal to pawns

cosmic atlas
drowsy minnow
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grunts are -probably- okay, centurions need some work though

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power flow from ticks > grunts > cents > fiends works well

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grunts literally hold up all of core though, and nerfing them makes core t2 position really unsteady

stray turret
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But higher tier, Arm wins - hence it is so much used in larger team games

austere turtle
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Bruh shivas may aswell not be amphibeos the only time when that is usefull is when youre navy and youre building an amphib lab for a land invasion

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when youre sending shivas through an entire ocean the enemy will have enough time to scout it and even build enough pulsars to just kill them at the shore or send a titan or thor there

jaunty talon
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there is the salamander

austere turtle
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yeah but the shiva being amphib is not an argument

jaunty talon
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?

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i guess point is no reason give deamon amphib

cosmic atlas
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Core grunts dominate t1 and then u have easy transition to sheldons who arw the most op unit in t2 and almost impossible to punish

stray turret
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And Shiva is really not good T3 imho, Rauders just dominate early T3

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Cor just needs a bit of improvements including Eco to be equal to Arm

cosmic atlas
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Sheldons demolish hounds and seem to outrange everything for very low cost

stray turret
jaunty talon
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The units have their uses

cosmic atlas
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Honestly sheldons range makes a bigger dif

stray turret
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I would argue Sheldon is worse than Hound which we could discuss forever, but no way Sheldon is OP imo

cosmic atlas
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Op because for how versatile they are for their price

drowsy minnow
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hounds literally have two firing modes, making them doubly versatile?

cosmic atlas
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Yes one that can hit still target and one that can actually hit moving targets for less dmg

drowsy minnow
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tbh hounds should probably be plasma only, and require a gunslinger escort or something

stray turret
near osprey
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sheldons absolutely destroy hounds

drowsy minnow
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sheldons counter hounds, hounds counter basically anything T1

near osprey
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anything t2 counters t1

drowsy minnow
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hacksually, there's a good window where T1 > T2, as they're better value dps for the metal

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hounds however can just kite that infinitely
so the crossover phase has minimal punishment time

near osprey
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there is no such window

cosmic atlas
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There is until you get 10 hounds

near osprey
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more like 3 or 5

cosmic atlas
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But if hounds beat t1 then sheldons shit t1 from the other side of earth

drowsy minnow
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I seem to rarely fight sheldons tbh, but pretty sure a wide enough scattering of light T1 could enclose them much more easily than it could hounds

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if they're poking and dancing from behind porc, it's a bit different

near osprey
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this t1 would die to pyros or whatever

drowsy minnow
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depends what they're with yes, I try to chuck some sumos in personally

stray turret
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And the longer range of sheldon is less of an advantage than the extra speed of hounds

near osprey
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no shit if they just stand there at hound's range

civic quest
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lm ao

stray turret
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Ok so Sheldon wins when they fight beyond the range of hound and the hounds must not move.. awesome. The 20 extra speed of Hounds is greater advantage imo

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but saying Sheldon is OP is just ridiculous imo tbh

near osprey
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hounds wont get close without being severely damaged or killed by pyros

stray turret
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You are just bringing scenarios where Shledon winds.. I could do that for Hounds, it is pointless. I am not saying the Hound is always better (Though I do say I would preffer it to Sheldon), but I am saying the Sheldon is imo definitely not op

near osprey
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i know of no scenarios where hounds win

stray turret
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I just showed you 2

near osprey
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these are completely unrealistic

stray turret
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they can also just run around sheldons

near osprey
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sheldons will always engage hounds at max range

stray turret
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and I dont think it is so unrealistic.. hounds can avoid the sheldons shots, whereas when hound switches to gaus the other way impossible

near osprey
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hound ball cant avoid shit

stray turret
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no man, you won't convince me Sheldon is OP.. just because of extra range and being worse in everything else. I never heard anyone complaining about sheldon. What would you say about Starlight or Sharpshooter then?

civic quest
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sheldon not op but they do beat hounds

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like 90% of the time

near osprey
cosmic atlas
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Sheldons range is mode valuable in breaking frontlines than hounds speed

cosmic atlas
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And as hornet said they can always run behind porc

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Also imo their range makes reclaim easier if you lose them

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The power of sheldons come from the fact they dont need to commit to anything just slowly making u bleed and forcing u to go juno

jaunty talon
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This has nothing to do with demons bruh. I guess ur just mad at sheldons being decent

stray turret
near osprey
stray turret
jaunty talon
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Well i take issue with ur name lol

fair leaf
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sheldons win against demons. don't believe me? well, just think about it

jaunty talon
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lol

near osprey
cloud fossil
sage flame
drowsy minnow
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they looked like golf course battles which in theory should favour demon far more than real game situations

teal oak
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in my experience Core t3 does sorta feel dogshit

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it badly needs a medium sort of bruiser that isn't moving at glacial speed, akin to Thor or Titan, seems so weird Arm gets a big heavy tank/mech and core has nothing medium sized at all

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Also juggs are just bad, it costs more than 3 thors, is slower, does less comparitive DPS, less comparable health even (despite being a core unit wtf?) AND it doesn't get 3 sets of EMP missiles.

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Core does do fine in general but T3 core just always feels to me like it's badly missing something similar to a thor

drowsy minnow
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I have a T3 cor tank cooking but just don't have time to finish it atm

austere turtle
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making mass shivas means you have a lot of rockets flying at any time that alone makes them kind of shit

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arbiters are good early on but ones you get too many of them theyre bad for yourself and the shivas shoot even faster then arbiter

austere turtle
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oh yeah allso arbiters are propably best used with manual targeting but i dont think anyone does that with shivas

zenith fjord
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The problem with manually targeting shivas is they have two weapons with completely different characteristics and reload times.

austere turtle
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yeah thats what i mean, if we had a dedicated brawling t3 cor unit then maybe people would just use the shiva in the back with manual targeting

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rockets might need a buff for that tho

stray turret
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Honestly if Cor had dedicated T3 brawling unit, people would just not use Shivas at all as they would just cause ff. I hear some people say they are not bad, for me they are the worst T3

drowsy minnow
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I want people to have the choice

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if you want to jockey shivas, great; if you want a tank line, great. just have the damn choice rather than a few tepid things that will probably mostly kill you instead

sage flame
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sadge tests

drowsy minnow
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and people wonder why I give up taking balance discussions seriously ¬_¬

sage flame
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ask 10 ppl thoughts on balance, get 15 opinions

drowsy minnow
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pretty much

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semi autonomous demon balance being vastly worse than pro jockey'd demons is real though, and doubtless relates to the disparate feedback & reactions. boils down to core needing better afk fighters with lower micro potential

wary turret
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well thats super unhelpful

karmic yacht
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Citation needed moment

tiny jolt
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I kind of like cor being the faction with big micro potential.

The drastic difference between well microed units and afk units is one of my favorite parts of this game.

That being said, Arm is advertised as the strategic faction (read careful attention to unit choice and control) with cor as the powerhouse faction (read, afk big fighters to win). So cortex being the heavy micro faction required faction seems a bit counterintuitive. It makes sense though if you consider big powerful guns and the need to avoid friendly fire.

drowsy minnow
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problem is it just results in cor units being unbalanced for non micro usage

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a lot of the balance disparity issues that exist in mortal realms would be greatly mitigated if that were more evened out

tiny jolt
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True. As much as I love manual firing banishers vs balls of spam, it sucks having to do that 24/7 to be any amount of effective.

And that feeling goes for a lot of cortex units matchups vs most other things.

austere turtle
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marauders are propably the unit that gets the most use out of micro and even without micro theyre good

frail bramble
pine snow
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or they just get killed having accomplished nothing, like gunslingers

gleaming meteor
jaunty talon
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Is there any unit you dont need to micro?

karmic yacht
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llt 🙂

austere turtle
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its the most common game ender wich is why i say its the one that benefits the most from it. Having to micro a unit like the arbiter or catapult just to deal normal damage istn a huge benefit in my opinion

frail bramble
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You still need to control it and it benefits from some set target but behemoth probably least micro intensive moving unit :p

still need to micro it's support forces though.

austere turtle
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yeah grunt spam and behemoth is afk strategy for when youre on 10fps

fierce delta
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It's really not that hard to understand that lasers attacks are balanced around distance and it makes for a more interesting gameplay allowing to micro the unit depending if you want more dps or stay long range for safety or whatever.
Demon is a flat dmg with same range as Razors, nothing unique is added to gameplay, just a buggy long range fire attack, so it has 1,7x dmg per metal than Razors at max range and it doesn't allow for any interesting micro or gameplay.
The 10% nerf to HP did help to negate no brain 1 click tho.

drowsy minnow
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further it is the more it will miss though, and it does friendly fire damage

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you get much better aoe vs spam with manual control vs fight-move also

teal oak
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I just think core t3 needs a bruiser type unit badly

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Similar weight class to thor, and has to be just as good, not half speed and emp target for no particular reason

jaunty talon
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dude

teal oak
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Like I have no idea why jugg is such a fuckin meme unit compared to arm t3

summer oriole
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jugg is bit too slow mostly and hand cannon spreads bullets too much for mid range but its still pretty strong if you dont get it out of position

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cause titan has speed so it can run away if you miss position it

lavish haven
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the various stats of jugg and behe are kind of irrelevant in your typical 8v8. All that matters is that the price is too high relative to lolcannon value. Play without lolcannon, and magically cortex t3 is much more valuable.

jaunty talon
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a good strat is get jug/behe then make it a puish by spamming behind it- stonk if no dgun

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to be fair jug is like a glorified catapult lol

fierce delta
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Jugg you need a lot of micro to not lose it to commander and you gotta have air scout spam for radar plus grunt spam and juno to remove jammer. It's a lot harder to do than spamming demon at 20 mins and hope 1 get through and win the game.
There is a reason you only very rarely seen Jugg rush win games and when it does it's by an op player.

teal oak
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3 thors are better than jugg in every way, cheaper, faster, more dps application, emp missiles, more health, 3 dgun targets imstead of 1

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Jugg is a fuckin joke

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Anyone who builds one is trolling

jaunty talon
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bruh

regal mantle
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I mean he's not wrong, there is a reason every eco position goes armada

teal oak
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I am a core main yet somehow have more arm games than core because I main eco, 5d chess

fossil peak
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I've gone back to shiva and catapult spam

teal oak
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just make Arm lab

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how to best play core, ask for a t2 arm con > op

drowsy minnow
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'just get an arm con' shouldn't be the solution to 90% of the balance issues

naive shell
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yeah demons feel kinda underwhelming now that snipers and spybots are good again imo, catas and shivas op

drowsy minnow
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problem is a proper solution to this is a recalibration of the core T3 lab as a whole,which A: takes mad time, and B: will probably be too large a change at once to get approved

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shivas being faster in water is one step, demons having more HP now they're not amphib, and a solid core T3 brawler tank as a meatshield / shove unit that won't be freely popped by snipers constantly

fossil peak
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Core t3 could still be made better with some buffs

drowsy minnow
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it could, but the issue is more lacking roles than dps efficiency

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karg in particular is hard to buff as it's all terrain

fossil peak
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I'm aware, but I would like the lab to be less than useless and numbers can still help

drowsy minnow
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understandable entirely yes

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have you played my balance pack? it helps a bit there

fossil peak
#

I have not. I prefer to play core experience most of the time in the time I have available to play

drowsy minnow
#

fair enough, it might help see how things could be improved via numbers though

spiral knot
#

third party balance tweaks are difficult to assess, because they're not played widely enough to develop a meta, and the specific modifications are often difficult to track down, especially when they change

#

Things that play better in a smaller pool of players who are often flying pretty blind with what the changes are are going to play quite a bit different in an official balance patch

drowsy minnow
#

can be yes, it's why I keep changes infrequent, but people are used to the pack now as it's been around a while

#

mostly it's rounding off rough edges anyway, removal of 'core tax'es, etc

brazen heart
#

Demon still super strong unit

teal oak
#

I think demon is ok, I think the friendly fire nature of them isn't mentioned or recognised enough

#

I see all the time people killing their own demons with demons slightly behind

drowsy minnow
#

it also never shows up in the 'I put X units in a golf course and demon killed them' tests, which is literally ideal case for demons

teal oak
#

I still think the larger issue is the rest of core t3 as a whole

#

it's really badly missing a unit in the thor/titan weight class

#

and jugg is undertuned quite severely imo

karmic yacht
#

Jugg sucks for cost yeah

fierce delta
#

With the mausers fix, you pretty much need both factions now for mid game no matter which one you start with
If you start armada sheldons/fiends and afus are very nice to have and if you start core you need ticks, sniper/starlight, annihilator, emp launcher ect
Same for t3, each faction have tools that are exclusive to them, that's what make the game fun to play.
It's probably going to be more standard to play both kinda quickly depending on the map and playstyle (air players sharing t2 cons will most likely happen a lot more on macro maps).
I don't think with demon t3 core has anything lacking now against t3 armada, only titans/thors are better but those come late game, t3 core is better for midgame and late game the lolcannon end the game, titans are very rarely winning games in a high level match

drowsy minnow
#

titans I see people praising all the time tbh, including (and especially) high level players, iirc clyret was saying they're best T3 unit

spiral knot
#

Most games end before late t3 is very viable, including titans. They're strong in numbers but there's never a reason to make numbers when you can just make a lolcannon instead, unless you're playing FFA

fierce delta
# drowsy minnow juggs are very bad value for their dps output & speed, and considering they're a...

Yeah i agree but Jugg plays like a Tzar, you rush one super fast and you try keep it alive with support and if you can dodge the dgun kill most ennemy commanders with it and push far enough to do big dmg you won the game. It's not meant to be spammed like titans.
Same as a tzar you make one super fast while other team is on lower tech than you. It's basically the same concept but for t3.

So if you buff it, you make it super strong, just like the people saying tzar should be buffed, coz they think it's a fighting unit like the others.

drowsy minnow
#

so basically 'if you already won, then it's something you can maybe win with'? compared to the supposed 'game ender' value of a thor, it's pretty poor?

#

maybe core needs less power density in units, so the 'but what if it's rushed' argument preventing general competence crops up less

spiral knot
#

Tech rushes like that are not something you do when you're ahead, they're a big gamble because you put yourself at a big unit disadvantage and open yourself up to a game-ending dgun

fierce delta
#

it's more a gamble play, you hope to not take dmg before you finish it and then you hope to be able to do huge dmg with it.
Usually when it comes out the other team doesn't know it so they aren't prepared for it, then just slowly push foward and nothing other than dgun can stop you in time.
You definitly not winning before it, it's kinda like any other rush play, instead of building afus you decide to do all in on a Jugg.

fierce delta
drowsy minnow
#

it's almost irrelevant as to the why really, the result is a lot of units in one faction that are much harder to safely use, in terms of cost, utility, micro needed, friendly fire, lacking antispam capability, compared to the other

#

I am constantly purplexed how people just cannot see it aside from 'well that's how it's always been'

#

outlier units like gunslingers in an otherwise rounded lab are fine, they work as they're outliers, if all arm bots were gunslingers things would be a bit rum

spiral knot
#

That's not the argument at all. It's that these units have a powerful niche that many players don't get, but if you give them a general stat buff that niche becomes extremely overpowered. Like if you give the tzar lasers like you've often suggested, as a rushed unit it will literally be unstoppable by t1 and all early t2, making a dgun the only possible solution. Understanding these kinds of niches is vital to making balancing decisions, because if you just go "people don't make this enough, lets buff it" you open up tons of broken loopholes.

drowsy minnow
#

niche units are fine in a niche as long as rest of roles are covered by alternatives

#

tzar sponsons are to let it fire at far targets preferentially with main gun, as they can handle closer units. it would still need support but it would be a lot better at not shooting your own units

#

but in the situations where it's rushed and microed by a top tier player, that extra dps won't help it much nor change anything significant

spiral knot
#

Right, but as a rushed unit spam is its only weakness (besides dgun). If you mitigate that weakness then it no longer has any. You're approaching balancing it as if it's a main fighting unit, when that's not its actual role, and if you give it tools to perform in that role without vastly changing its stats to take it out of the tech rush role, then it will be broken.

drowsy minnow
#

it would have a cost increase too most likely, but if that is the sole intended role, then why is the parrow also given high cost to prevent a similar rush? it leaves the only main tank as the tiger which is weaker than bulls in groups / less aoe

#

(tigers being a bit faster and in small amounts having better trades with bulls is useful, not saying tigers always bad)

spiral knot
#

poison arrow is a very different unit and IMO it sucks ass, not going to make arguments in its defense

drowsy minnow
#

you then also have the banisher with high cost and poor 'unit IQ', and then that's half the core veh roster hamstrung one way or another

#

how would you suggest buffing parrows to competency then, without the 'but what if it's rushed' argument biting it in the rump?

#

turret speed is my main gripe with the damn things, they can't shoot to save their lives

spiral knot
#

i would just delete it, it's a completely redundant unit with salamanders which are better in every conceivable way. Otherwise completely redesign it

fossil peak
#

I'll agree with hobo. Sponsons on tzar would be insane

drowsy minnow
#

admittedly that did predate salamanders, so core veh had no good antispam option to try to escort it with

spiral knot
#

It's really weird for 1 lab to have two amphibious assault units that basically serve the same role, no other lab has that. Anyway it's kind of besides the point, I agree that core has lots of unfilled roles, but the solution isn't to arbitrarily buff units that already have a strong role, like tzar/demon/shiva etc. It's to add new units or redesign existing redundant ones (like parrow)

#

And half of t3 balance problems, especially late t3, all come down to the fact that lolcannons are way, way too cheap.

drowsy minnow
#

if parrow could be reworked into a better generic non-stupid non-nanny-required MBT then that would also work to solve the issue

wispy kelp
#

bUt GamEs nEed tO enD aT 60 mInutEs

spiral knot
#

i mean they do, but lolcannon is easy to build well before 40m even without a dedicated tech rush for it

drowsy minnow
#

lolcannon being costlier makes more sense, I've always agreed that to be the case

wispy kelp
#

im stating the reason why some people dont want to see LOLcannon buffed
thats litterally it btw

#

one thing i will point out is that in ashes of the singularity
multiweapon cruisers were a pain to rebalance

spiral knot
#

there were tweaks floating around for a while to triple its cost, I'm not sure why that never gained traction, seemed like an unambiguous positive to me. lolcannon costs less than 2 juggs lol

#

and its infinitely better at doing damage than 2 juggs

wispy kelp
#

litteral months and it was done for making sure the cruisers didnt lose too baddly to frigate spam

#

its way to much to ask zecrus to constantly balance IMO for multi weapon based units
as changing the secondary weapon leads to a bunch of mess and confusion later

#

it took me and resopmok a few months of testing things
at one of the released tests assualt cruisers which are not meant to handle frigates were practically anti everything

#

if there is one faction identity that core follows
its that their units facade in their usefulness more than arms
they tend to do something even if they lose

fossil peak
#

I have a lot of opinions on core units as of late.

drowsy minnow
#

'disposable and rezzable to do it again'

wispy kelp
#

TA also had a command system so bad that it actually hurts to play TA now that spring came along

drowsy minnow
#

seems people main arm and dip into core for a few bits, unless they 1v1 in which case all hail grunts and fiends

wispy kelp
#

sheldons dont work in 1v1

drowsy minnow
#

1v1 I get good milage from sumos
(slow milage, but they get there)

wispy kelp
#

its actually the core med tank that core does best

drowsy minnow
#

a ball of stouts is hard to argue with either, iirc hobo joe was carried into the loblob on a raft of the things

wispy kelp
#

he got into that discord because i invited him
as he was doing gridmenu stuff

spiral knot
#

stouts go brrrrr

drowsy minnow
spiral knot
#

i just abuse basic macro competancy to get away with doing well with extremely simple unit comps because i'm actually very bad at changing up my strategy midgame

fierce delta
#

why would you want to change Tzar, it's a unique unit that's super fun to play, high skill ceiling and perfectly well balanced already. One of the few things that's viable to do on core t2 veh.

wispy kelp
#

its a really good generalist unit on move orders alone

#

and its not bad to put into armies
it has HP to tank and a big gun to splash light turrets

drowsy minnow
#

because you usually only get good value as a top percentile player, mortals usually don't, it dies to trivial things, usually tickspam which is 0apm to set up and core are very bad at countering. putting a tzar on the front usually results in it blasting your own front away unless you watch it constantly

wispy kelp
#

on dsdr i remember getting a tzar out in 8 minutes
and it was really domminant but it needs a transition after that which is tigers or banisher or eco

#

tick spam is extremely counterable by grunts alone
grunts beat on cost without micro

drowsy minnow
#

I should try tzars more now salas are mainline though, it might be a little different

#

but I still think at the least they need better aiming skills, better target preferences

#

the sponsons were to enable that primarily

spiral knot
wispy kelp
#

im aware of a case where tzars fire when it shouldnt
that is a case of unit script being wrong

drowsy minnow
#

sure, as long as there's good alternatives. as I say gunslingers are a nice option to have, as you also have welders

#

and when core does have a micro heavy unit specifically, eg the commando, it's really poor in most cases (glass jaw to emp)

drowsy minnow
spiral knot
fierce delta
#

tzar you pretty much want to use on hold fire with set target and you have ur commander behind it for protection and repair

spiral knot
#

tzars don't need to be changed. Core just needs other weak vehicles to change

drowsy minnow
#

that would be fine too as I say. the sponsons were an idea that predated salamanders

fossil peak
# drowsy minnow perspectives always useful, especially if you were arm main before

If you wanted what I'd touch as a core main without touching arm. Sumos should be a tad faster, theyre abysmally slow. They could gain 5 points of speed to be more wieldy and still be slower than zeus and the sheldons they protect.

Demon feels a tad squishy to me, id give it a little health.

Idk why the behemoth needs to be slower than a mammoth. Core has so many abysmally slow units that it locks them out of really seeing much play considering these units are also expensive.

#

Behemoth could gain 5 speed, a near 30% increase, and still be slower than the mammoth.

drowsy minnow
drowsy minnow
fossil peak
#

It's a bad ethos and doesnt function. Being late is dead

drowsy minnow
#

sumos also cost a relatively high amount to fire per shot, for unclear reasons

fossil peak
#

These units rarely see play

wispy kelp
spiral knot
#

If the targeting for the tzar were to change it'd need to be part of a larger target priority rework, having one unit have special rules like that would be very bad. And a larger target priority rework would completely upend half the balance of the game

fierce delta
wispy kelp
#

they are meant to tax you on making the next unit if you are engaging

#

snipers make that fundamentally clear in ways that people tend to miss

drowsy minnow
zenith fjord
drowsy minnow
#

it would also help solve the spam problem properly

#

people have to use widgets for destupiding units and that's just far more broken imo

wispy kelp
#

sumo has ~3x the dps

#

and competantly can take on welders if need be

spiral knot
fossil peak
#

Sumo trades well into a lot of units. IMO only thing sumo needs is to be a tiny bit faster

wispy kelp
#

far worse than you can imagine
just trying to do things in ashes with targeting priority was painful
as it has to be very intentional to the balance

fierce delta
#

yeah i think only tzar and shivas should ignore ticks imo, coz of the friendly fire issue, you can't have units trying to clear spam in front of them, they just die to friendly fire, it's kinda dumb how strong tick spam is against shivas coz of that, if there we not10 iq and would not fire at ticks it would buff shivas massively i think

drowsy minnow
wispy kelp
#

its worth noting that FF protection only by drawing a line simulating the arc of the shot

#

even at max range welders still lose to cans

drowsy minnow
#

baseline unit handling experience should not be utter frustration

drowsy minnow
#

note I want to buff arm units too where needed, eg centurion aiming is sub par

#

just happens that units that do more damage in fewer shots, eg core, are hard hamstrung

zenith fjord
drowsy minnow
fierce delta
zenith fjord
drowsy minnow
#

I mean they could be hold fire default, by default

drowsy minnow
fierce delta
#

If i knew how to code i would just do a widget to be able to add some units to a "blacklist" that a unit just ignore with some parameters

drowsy minnow
#

so people with cheat widgets get better game value than defaulters, which is wrong

zenith fjord
#

People whine about it, when all it really does is make units less stupid.

drowsy minnow
#

and imo that should be game baseline anyway

fierce delta
#

ive never noticed it in a game

drowsy minnow
#

you'd just assume it was manual set targetting probably

zenith fjord
fierce delta
#

snipers/sheldons/shivas ignoring ticks i think is very noticable and must be super weird, coz it's part of core gameplay

spiral knot
drowsy minnow
#

it's both really, but they make it worse yes. banishers especially as they literally change missile course after firing, can steer it right into your units

zenith fjord
drowsy minnow
#

and banishers will too, but they all shoot the -same- tick (if you're lucky, otherwise the rockets just went in to the arse of your tanks)

zenith fjord
#

And this assumes you aren't using a fight command, which overrides target priority. Don't use fight commands.

fierce delta
#

yeah sure but if you are getting tick spammed you usually have issue getting los on the good units, just ignoring the tick completly on the units you want to would change fighting in a very big way

spiral knot
#

When does fight command change target priority?

fierce delta
#

it become closest unit or something like that i think, over high value units

drowsy minnow
spiral knot
#

huh, well i'm glad i never use fight command lol

drowsy minnow
#

talking of target priority, has anyone else noticed the AA doesn't seem to be too fussed about fighters vs bombers any more?

zenith fjord
drowsy minnow
#

no, it has an exception for liches
hardcoded armpidr weapon ID case

zenith fjord
#

Does it? That's good then, I must have missed that part of the conversation.

drowsy minnow
#

point is the whole thing seems to be not working, from a completely non scientific set of observations

spiral knot
#

It is still working, I did a code dive and several tests when someone brought it up the other day

drowsy minnow
#

that might explain some of what I saw then

#

ah okay, thanks, I'd missed that. how much is hardcoded vs automatic, eg do we need to wire legion in specifically?

spiral knot
#

its based on weapon type, any aircraft that has AircraftBomb or TorpedoLauncher as a weapon gets top priority

#

And the hardcoded liche weapon, as you mentioned

drowsy minnow
#

trying to find the file again, one sec

spiral knot
#

unit_aa_targeting_priority

drowsy minnow
#

10 points to calvin, thx

#

if weapons[i].onlyTargets.vtol

fierce delta
#

liche is higher priority then bombers i guess?

drowsy minnow
#

that's what I was looking for, so hopefully it is automagic then, and what we were seeing was latching onto a fighter etc first

spiral knot
karmic yacht
celest aurora
#

Marauders should also be slower than T2 tanks, else nothing can catch them. Currently, they are faster than everything except flashes, which they destroy easily

vestal tide
#

there is a faster tier 2 tank, the jaguar, and it has aa also. but it is arm 😛

celest aurora
#

Just move Thor to the Core lab. It fits much better with the Core ethos. There is a reason the biggest tank in TA was a Core one, not an arm one. Arm is supposed to be for fast, light, stealthy units. At the moment, it has those, higher dps and range, and also the biggest tank in the Thor.

#

Should be tactical nuke blasts. The Juggernaut is currently very underwhelming for supposedly the best unit in the game, it even gets stomped on by Thors!

#

Core is supposed to be slow, but easy to use and with overwhelming firepower. Currently, it is slow, hard to use and with UP firepower.

celest aurora
cosmic atlas
austere turtle
#

t1 bots are definetly better for cor but with t2 vehicles im not so sure the salamander is kindof carriying that lab for cortex but everything else isnt really better

#

I enjoy tigers but i know alot of players think theyre shit

#

i just like them because they play exactly like stouts and brutes

stray turret
stray turret
austere turtle
#

yeah but the tigers are easier to pump out in numbers early on

#

after that they are pretty bad

drowsy minnow
#

I'd like the parrow to be the core MBT, with the tiger the medium raider/early tank. but it needs a lot more competency for that

austere turtle
#

when i have all of my brutes from early on left i like to complements them with tigers for an early rush

stray turret
drowsy minnow
#

depends if tzar is locked into role of 'rush one or don't bother'

karmic yacht
#

a lot of units are rush them or don't bother

fierce delta
#

Why is demon so low on energy with 90k? It's well below other t3 units, it should be around 110-120k by looking at other t3 metal to energy ratio

drowsy minnow
#

it's buildpower heavier though

fierce delta
#

BP not as much an issue as energy to get, making if at least the same as other t3 would help, core t3 lab is demon on repeat for the most part
and it still has the most dps of any units without any bad side to counter that, why should it get an E discount
the unit was cracked when it was released with super low bp, high hp, amphi ect... It should also lose the E discount imo

karmic yacht
#

thor gets the metal discount xD

fierce delta
#

thors is only really good on strait when you make a ball and push with 10+, it's never played like that in other maps, thors is very rarely made and almost never wins games. Currently it's demon on repeat for every t3 core labs, i hope it won't take 3 or 4 months to get another change

drowsy minnow
#

demons are good, but partly the issue is just rest of core T3 is bad, it's the competent one / less likely to kill your own units

#

make the rest better options and suddenly less mono demon

fierce delta
#

demon are better than any other t3 units currently, even with the multiple nerf it got;
They are both the best fighting unit and raider unit combined in 1
Rosetta is good map to see how good units are

rapid vault
#

I dissagree, they have low hp so cant really fight snipers or push into defences. I haven't really fought demons except when it was just a means to ending us due to eco advantage.

fierce delta
#

It used to have almost the same hp/metal than razors before the 10% nerf, now it's little worse but they still do a lot more dmg per metal, so overall they take less dmg coz they kill much faster

rapid vault
#

I should clarify, they arent great at frontline duty and pushing into defences, but are very good at raiding.

karmic yacht
#

snipers in transports 😎

#

yeah as mobile raiders with medium armor they are crazy. force projection

rapid vault
#

Or just use the transport if your arm t2 air

karmic yacht
#

god the abductor...

rapid vault
#

bring a decoy com and a few webbers along in the transport as well

fierce delta
#

yeah, ticks kill all the demon coz they friendly fire and suicide right

drowsy minnow
cosmic atlas
#

Bigger units always have less hp per metal to account for aoe immunity and and more stable dps

fierce delta
#

it used to only be something like 5% less before the hp nerf, now it's a lot better

celest aurora
cosmic atlas
#

But a demon an 10% hp deals the same dps while small units lose

visual falcon
#

reading some of the recent conversations about balance.
it seems every Core which is individually a powerful unit .. moves slowly.

if the mammoth moved to t3 gantry could it be faster ?

or what would the cost be for mounting mammoth laser on a something with good health ?
i really liked the demon when amphib.
i'd love to see something around the demon cost that has dual mammoth lazers instead of the flame

needs to be something in between shiva and juggernaut that actually makes it to the fight.
titans are the best anti-naval in shallow water. that's another consideration for t3 units to balance against. fighting that pesky lasor of de000000m

fierce delta
#

this is almost all the games in op lobby btw, unless it's a heavy wind map
if you do razors you trolling 90% of the time

drowsy minnow
#

short of making the demon objectively worse for cost in basically all ways than razorbacks, and therefore not helping solve the T3 lab disparity issue, I'm unsure how to change that. the demon used in more open battles lacks some of the downsides from the AoE weapon, so with OP micro it is potent, but is still even weaker for cost than razors. The unit is doing what it should be, it's just that loblobs swap cons pathologically so can cherrypick the optimal units for their use case from each lab.

#

I saw a razorback rush on rosetta yesterday, with rauders as a chaser, at a princely timing of 7 minutes (with 6 probably possible)

#

lobsters gonna lobster, in short, and will always optimise the fun out of a game

fierce delta
#

Yeah it's not an ez problem to solve, razors are still good if you rush them very fast with coop coz there is no demon on the fields yet but demon is the best unit in the game currently for sure, it demands very little micro, the dmg is really insane and it has long range.
I think a good model is the pyros, super high dmg but low hp and short range and you actually want to come close to units and not stay at range in 95% of cases. That's an unique way of playing the unit and it even has a selfD mechanic to make it really fun to play and be balanced.
The main issue with demon is that the weapon is constant dmg no matter the range and it has huge range with best dps by far in the game, it's literally not respecting fundamental unit balance imo and it offers no unique mechanic or fun gameplay.

Like if you think about it, every t3 unit in the game have a unique way of playing them, each one of them is difference on both labs and that's what makes them balanced. Razors is cracked but it has laser attack and only 550 dps at max range.

I think something is still missing to the Demon that would allow it to be interesting to play and unique, currently it's just a Razor with constant insane damage and razors already wasn't the most demanding unit to micro but demon is by far the most 1 click factory on repeat unit in the game.

Idk, as an example, maybe instead of a beam flame thrower it could have more of a cone to it and less range, melting huge zone in front of it, making it super good to kill many units at once but poor at killing big t3 units. Then you add something like emp missile from the thors but instead it throws fire bombs napalm, making a pretty big AEO on the ground, stopping units from entering it, that way you can temporarely block flow of enemy units.

It's just some ideas coz i really dislike the units currently but im sure many people do like it, coz it's very strong and very ez to build and use. Perfect unit for every skill level.

drowsy minnow
# fierce delta Yeah it's not an ez problem to solve, razors are still good if you rush them ver...

cone damage isn't a thing that exists, and scattering too much really breaks the flame visuals. the demon would also miss small targets -more- if it did that, and hit large ones with most of the DPS. if/when volumetric damage natively exists, then yes it would be ideal, but until then the demon is actually best thought of as a T3 pawn, and in a way, a razorback a T3 grunt (with magic arse-shooting abilities).

note though, that as such the demon -can- miss at range, and it has wild friendly fire problems so you have to use them carefully. there is also skill in micro with them, which oddly I rarely see in loblob land, which is force firing the flame streams before a spam stream/well within max range. you then get a wall of fire along the ground that will not miss spam that enters it (this is how they're meant to be safely used as line holders)

I'd argue that razors are easier than demons, and vastly safer. demons will happily kill your afus if ticks camp it, whereas a razorback will surgically (and magically, tbh) remove the whole lot near instantly and with no friendly fire damage at all

the demon being shorter ranged isn't possible, as arm have obscene long range DPS, and by the time the demon is in range it would be dead. it'd also imply it has to be even faster to catch up with razorbacks & zone rauders, which becomes power creep. I did want to give it a self-D blast that leaves a fire puddle, but that'd make it higher skill use so require a nerf in cases it's useful for in mortal realms, and it's already holding up core T3 on its own as is.

fierce delta
#

Okay then if engine can't do it's sad but it is what it is 😦
Idk in high ts lobby we don't use demon to kill spam or to defend afus and kill it by friendly fire, ive almost never seen demon do friendly fire but in some rare cases i noticed it made a difference but it doesn't looked to be controlled by any of the players to do that, it's kinda random where the fire goes.
It's hard to tell at long range if fire is half missing the target or not coz unlike the pawn attack we can't tell where the fire is really hitting and micro against it; something that's possible to do against pawn.

Anyways thx for the replies, ill keep watching demon run around quietly now. 🫣

drowsy minnow
#

there is a feature request for volumetric damage, in part specifically because I need it for real fire, and if/when it's in engine then I'll test an alternate demon that does fire cones. it might make it too much of a friendly fire liability though, as it would by nature fail the line of fire checks, which is Bad Form for units. will have to see how it goes at the time, and to what extent it's possible

fierce delta
#

that's really cool, i think if it has a unique attack it would make it be very interesting and much easier to balance, coz it would not be competing against razor but just be its own unit, with new strength/mechanic that you can tweak without being tied to another unit

fierce delta
#

very bad gameplay, add nothing to the game, only a big waste of time and showing how bad the direction on the game is going
(salamander and dragon also have huge issue)

drowsy minnow
#

vast open field maps will favour some units more than others, naturally

karmic yacht
#

Is it more op than jags and pawn/grunt/ticks on flat tho?

#

Can technically def it with sniper + trans, emp bot, abductor?

fierce delta
#

how about watch replay

fierce delta
#

aka, marauders dies to a lot of units and defence, even t1 units and t1 popup are a counter to marauders
so you can for example quickly build like 8 t1 popup and it will defend against marauders
meanwhile to defend against a demon you have like 3 options and all of them are nearly impossible to have that fast

drowsy minnow
#

it's something that can catch or zone them more than a direct counter/counterpart, esp without the amphib. on maps like flats, rauders can poke anywhere and you can't have a wall of maws along the whole map just in case rauders want to walk into them
the main parallel is the razorback, which itself is reasonable at zoning rauders (except with a lot less friendly fire and the ability to have more/them out sooner)

gleaming meteor
#

demons is empable as fuck

zenith fjord
#

So what were you doing while they stuffed 14k metal into this project?

drowsy minnow
zenith fjord
#

haha

naive shell
#

because of how difficult scouting is and how hard aggression that doesn't outright win the game is punished via reclaim, optimal play even on open lane maps often devolves into heavily defensive eco play where both opponents have to guess whether the other is building defenses, eco, or army

in this situation, investing in eco/tech is usually optimal

#

It is being argued that demons are by far the best unit to "win the game via aggression" , which I don't really agree with, but it is not inconsistent with "optimal" strategy and usually gameplay flow

fierce delta
#

it's really pointless, as the stats shows there is like 1% of players capable of playing op lobby, so it makes sense no one understand when good players try to argue in here and it also makes sense you don't care about balancing the game for people that can actually play it
i will let volshok try his best to argue

drowsy minnow
#

I'm not disagreeing there are outlier cases where pros can get high value from demons, but they're a top level unit and that -should- be the case. as they could with razorbacks before. demons have a lot of downsides, and yes those feature less in open maps like flats

#

if you can think of a way that demons could be less potent at top level while also not completely sabotaging core T3 for the rest of the playerbase, I'd be interested in suggestions

#

but the full solution is as I keep saying, a T3 rework, and that isn't a light undertaking

naive shell
#

To an extent, I agree with raikoh that demons are too similar in theme to razors, because well, they are very similar. But also there are a lot of similar units between factions, and I don't think demons and razors are more similar than like, pawns vs grunts, or mauser vs quaker, or even like, sniper vs sheldon

tbh I think the rest of the playerbase needs to just figure out how to use shivas and catapults, and then demon can be made ~50-100% more expensive with more power budget for hp, range, etc and be made more of a thor counterpart, and have more options for messing with where and why it's powerful without being such a strong tempo pusher

teal oak
#

I'd rather they just give core a non shit thor/titan counterpart that isn't flame weapon

gleaming meteor
#

everything except for catapults are pussy units

I do not believe I need further elaboration

drowsy minnow
#

the other other problem, is lobsters don't like change, or relearning their responses, so can resist anything new even if it's needed for the game balance.

you shouldn't need to 'figure out' how to stop most of a lab from killing your own units. the lab has to have easy apm options too. A higher demon wouldn't be a thor counterpart, it'd be more a titan, and it'd lose the mobility it needs.

the crux of it seems to be 'demons can kite razors like grunts can pawns'. suggestions actively requested for how to adjust that matchup, without overpowering razorback further, or slowing demon into uselessness

drowsy minnow
teal oak
#

I am not sure why Razor needs to counter Demon honestly? entire Arm lab counters rest of core lab, so

drowsy minnow
#

because lobsters hate change

naive shell
#

shivas counter all of arm t3 lab except titans

teal oak
#

htf is shiva ever gonna catch marauders or thor?

naive shell
#

if you're leaking you already lost

drowsy minnow
#

but more seriously, there is a valid case that it can trade too well with razors on open fields, yes ... but that is also more common itself in loblobs as they seem to love open lane maps, and will micro the feck out of units constantly

teal oak
drowsy minnow
#

I agree but it seems high drama in lobster town. IMO the solution isn't so much demons too good as rest of core T3 usually too bad, or slow

naive shell
#

one of the big things I have noticed is that the aoe and dps of demons makes them uniquely nearly impossible to spybot

drowsy minnow
#

it's why I recommend abductors yes, even shuriken can still work

teal oak
#

they can be countered by shuris and those T2 emp transports

drowsy minnow
#

yeah, easily. complete glass jaw, razors hold them off far better

#

pulsars, snipers, same heavy air response as you'd have to give a thor (and that's the only non-arm counter to thors...)

teal oak
#

I feel like the game needs to be balanced regardless of Arm lobsters honestly, cos it will be a shitshow when 50k steam players join otherwise

naive shell
#

speaking of, just as it is nearly impossible to spybot, it is nearly impossible to dgun

teal oak
#

thor is impossible to EMP, so

drowsy minnow
naive shell
#

the thing is that demons won't miss a radar dot, while razors will

drowsy minnow
#

petes/jammers required, yes

#

or wait until it's out of radar coverage, but hard to guess that one

naive shell
#

You can't put jammers all over on lane maps and hope to have com in position in time

gleaming meteor
drowsy minnow
#

it's trickier yes. but that same wide dps spread that is useful to demon here, is same reason demons are bad at defending vs spam leaks
whereas razors are godlike

#

people seem to tunnel vision on the best case scenarios for the unit and disregard the downsides

naive shell
#

Ok but top level players generally don't leak spam

#

And leaks usually signal the end of the game regardless

drowsy minnow
#

or small chaff in your other units. ticks into your main army is a problem for demons unless micro'd, but noted yes, relatively rarely top level

#

as I say, it's as if the game is different depending on map/os/teamsize

#

genuine differential balance suggestions welcome, but mostly the thread just devolves into circular noise

naive shell
#

but I'm not really an op player these days, just a strategy enjoyer

celest aurora
fierce delta
drowsy minnow
fierce delta
#

yeah im not saying it would be better overall, they are already pretty fast (but maybe already faster than razor?)
but it since Demon is a pawn essentially and razors a grunt, i think for that matchup to be balanced it would make sense for it to follow the same principle as t1 grunts/pawns, or it's always gonna be 1 sided for demon, just like it would be if pawns had more range than grunts

drowsy minnow
#

demons cost more so should be better, but some sort of zone where razors can poke briefly might be worth trying. would probably mean modifying razor speed as much as demon though

tiny jolt
#

Isn't razor having better surgical spam removal and AA while being cheaper while demon costs more but has more raw power (which comes with friendly fire risk) intended?

Demons should eat razors since they cost more and are more "specialized" for raw kill ground stuff potential.

If razors were a reasonable response to demons, why would you build anything else? Arm should use snipers/starlights, or emp, or bombers to stop demons effectively. I don't think razorback should be the answer to a demon.

Cortex players being able to invest more metal into a demon to catch the incoming razorback should be rewarded with a nice flaming pile of razorback wreckage ripe for reclaiming.

drowsy minnow
#

I think the kickback is coming from there being zero razorback counterplay with OP micro, and they're used to packs of wild razorbacks roaming the land

#

if I can find some zone where demons still where they need to be in normal lobbies, but loblobs can still bot jockey micro them a bit, that might be worthwhile testing

#

razors will still trade badly, but they should be maybe be something a demon has to consider, rather than free kill

tiny jolt
#

Could two razors split and kill a demon? Or do demons still win 2v1?

drowsy minnow
#

the problem is the pulsar though, as this means the demons will have to chase the razorback to get in the killing zone, and any razor with a pulsar behind it could bully a demon all week

fierce delta
tiny jolt
#

That makes sense though right? The pulsar has that effect on the demon like it should?

Replace the razorback with anything. It's the pulsar zoning out the demon, not necessarily the razorback doing anything special.

Cortex has answers to the pulsar, and that answer shouldn't be just more demons imo.

drowsy minnow
#

balance isn't a vacuum, if it's set so the matchup is pawn v grunt level 3, demons will lose badly in reality

spiral knot
#

the point is that there are two fast mid-t3 units that are glass cannons, the razorback which is notoriously always on the edge of being too OP, and then there is the demon which has 1.7x more DPS and much higher range

#

when you look at it in that way it becomes easier to see why it dominates high os lobbies

drowsy minnow
spiral knot
#

friendly fire is a complete non issue with a little micro, hitscan is also not really a big loss either because it has lots of aoe and defeats streams of units without it

drowsy minnow
#

I've seen demons delete bases chasing ticks many times
loblob level, I daresay less of a concern, indeed

spiral knot
#

anything big enough to survive more than like 1 second of sustained fire is probably t3, and so has a big enough hitbox that all the flame will hit regardless

spiral knot
fierce delta
#

those trade off aren't real in our lobby, the real trade off is that it's a bigger unit, so dgun punish it more and emp also
but those counters alone aren't enough to have good gameplay
Razors were a pain in the ass, when i see razors now it's nice that it's not demon

drowsy minnow
#

I do suspect any 'solution' to demons also requires altering their mirror, eg the razorback

#

but I'll see if I can cook something without it, initially at least

gleaming meteor
#

on a related note, I feel like abductors are going to need a nerf

drowsy minnow
#

have you considered our lord and saviour emp rework?

gleaming meteor
#

Even so

spiral knot
#

i like how everyone predicted that EMP would become broken and unbalanceable once we had the playerbase to optimize the meta for years

drowsy minnow
#

try the emp rework ones, let me know what outliers you found

spiral knot
#

and now we are finally here

gleaming meteor
#

You can prevent an adductor rush by keeping your fighters directly over the battle space, or with like ten+ truck flak, but it is incredibly powerful for how cheap it is

drowsy minnow
#

no disagreement here

gleaming meteor
#

The change to make abductor continuous beam so far seems to be a serious and possibly unintended buff

#

It's still about the same against large targets like the demons, but it is now significantly more effective against streams

#

And is even reasonably capable against emp resistant units like salamanders

drowsy minnow
#

it does need tuning down yes, that change was recent & experimental. it needs a reload time between the beam still, and/or lower dps

gleaming meteor
#

I was kinda okay with how incredibly powerful old abductor was, because it was mostly anti large

#

But at present it's just general CAS that stops almost everything

drowsy minnow
#

it was too good against crowds still, as it could strafe

#

and vs smaller things it sometimes struggled to hit at all, therefore couldn't 'abduct'

gleaming meteor
#

Under the current condition of abductors being incredibly broken, demons aren't op at all, I would say

#

But that's a rather abnormal interaction

spiral knot
#

t2 arm air also isn't a given by the time demons show up

gleaming meteor
#

That's basically a massive skill issue

#

Rapid eco or geo pivot into abductors is highly meta in straits lobbies

spiral knot
#

That's a thing the meta can adapt for, but having required hard counters like that sucks, if you can't deal with a ground unit with similar costs in ground units then it's probably overtuned

spiral knot
#

anyone can pivot in any game, but it's significantly harder to do in a lane map with early t3 timings

drowsy minnow
#

if there's no air player a liche rush would have been decisive a heck of a lot sooner

spiral knot
#

not really, in lane maps without dedicated air there are not enough valuable targets for liche rush

gleaming meteor
spiral knot
#

and by the time there are valuable targets, there will be fighters up

gleaming meteor
#

If we're talking early, any dedicated air player is still core

spiral knot
#

it's ditto for tech players in a lane map

gleaming meteor
#

You will have to lose space to buy time to get a t2 arma air lab up and abductors

#

So demons aren't completely useless. But getting that demon up in the first place took 14k metal investment in a gantry and construction. The abductor response takes about a third of the resources and BP.

spiral knot
#

yes, I'm aware of the tradeoffs, abductors are the standard counter on all maps. My point is that that forced response to a very specific tech for a very specific unit to counter one unit is breaking the design rule to make this less of a rock paper scissors game

gleaming meteor
#

Ye

But my general point is that razor vs demon balance is actually probably less important than demon vs emp balance

summer oriole
#

if we rly want to balance it to be pretty same strenght as razorback we reduce cost and nerf stats acording how much cost was nerffed if demon started to cost less metal it would also have less hp and dmg and it would be balanced

spiral knot
#

yeah i agree, i think the conversation got a bit stuck on razors since they're the closest counterpart, with the current balance you should not be making razors into demons, they just get chewed to pieces

#

you should make emp and t2 and thors

zenith fjord
#

My opinion remains that gantries and lolcannons are too cheap. Change that, and the issues with either being rushed go away.

gleaming meteor
#

...why should razors be able to fight demons, anyways? Given the sheer number of other tools that arm has against them.

fierce delta
drowsy minnow
tiny jolt
#

I'd rather see karganeth balanced vs razors as the mirror.

Karg is just a slower, all terrain-tax-paying, less accurate version of a razor.

Razor is a swiss army knife that should be a jack of all trades, master of none. Demon is raw dps on a stick.

If loblobs have optimized the game down to where raw dps on a stick is the only important thing, that's a sign of a problem. Maybe demon is overturned and the DPS just is waaaay too much. Or maybe there's just not good answers to neutralize the DPS stick (or the DPS stick is too resistant to those answers).

drowsy minnow
drowsy minnow
tiny jolt
#

Would upping the spread on the demon flamethrower do anything meaningful?

Aesthetically an unwieldy weapon spewing fire everywhere could be on brand for the demon right?

More spread might be a buff vs small spam, extra friendly fire risk, and at max range maybe some t3 threats can dodge a few so effective DPS is a bit lower? But if you let the demon get close, you're really cooked?

drowsy minnow
#

yes, it means it would never hit anything small ever, and still do more vs large units

wanton cradle
drowsy minnow
#

slowing the fire would give some dodging ability to OP players, but also risk making demon again unable to hit spam, and maybe enable infinitely trading razorbacks potentially

civic quest
#

So when demon buff?

frail bramble
#

It almost feels like Demon would be better as a Shiva level unit with less health and maybe amphib to fit into that rauder/razor early t3 skirmisher/raider role which would allow Shiva to be scaled up into something rivaling Thor in power/tankiness while losing it's own amphib.

This is a whole can of worms as everyone keeps saying though and there are no easy answers (since it's difficult to even get concensus on if things are really an issue and if they are what the issue is)

drowsy minnow
#

'rest of core T3 too bad' and 'demon as generalist damage dealer is better than razorback as generalist damage dealer therefore too common'

hazy urchin
#

As a small side note, it is pretty funny that this thread is named "balance demon" with 27 Ayes votes. Everyone wants a balanced demon! Unfortunately nobody can agree on how that looks like...

drowsy minnow
#

it used to be 'buff demon' after the amphib was removed
then got a whole load of yes votes, then it was renamed

fierce delta
#

yeah, i think there is probably 0.01% of people thinking demon is op
the units always has been defended, even tho it used to be so cracked before and even after the many nerf it got, i think it's still very strong
but honestly many players like having an ez unit to use and win games with, including many of the 40+ ts
so they will tell you it's not OP so they can continue abusing the unit and have fun winning games in 20 minutes with demon
But at this rate i don't think many people care about balance, it's not looking good for the video game, the unit could stay at it is, no one would care

summer oriole
drowsy minnow
#

they seem to want it to be direct mirror of razorback rather than 1.5 razorbacks. I have something that might be viable as a basis though

fierce delta
drowsy minnow
#

lobsters prefer wide open maps, demons do really well there.

#

that's a 'golf course battle' test and in reality I expect demons to trade somewhat to much worse. they probably need some EMP resistance too

summer oriole
drowsy minnow
#

mashed together, demons beat razors with about 40% hp left
afk demon, the razor can actually kite infinitely due to aiming lag. might be able to hack around it a little.
with micro eg demon moving into razor, the demon trades well again
BUT. arm units have a lot of long ranged dps, and the demon will probably die to 1000 cuts while trying this, so it might end up with demons being freely bullyable

#

demons have less dps and range, and a bit more health

#

razorback speed reduced a touch, and demon speed increased a touch

#

I'll test it more later, but seems possible potential for something there, if the afk demon can be made to still chase the razor properly

#

it also makes the demon less able to wall off spam, as it's lost some range

fierce delta
#

yeah but you saying that they are strong on the map they are the weakest on, implies they are op on map that don't have a single lane

I think demon are especially an issue on lanes map and Flats is the worst example of that coz there is 0 terrain to create choke points.
I don't know how you balance 20 minutes Demon on a lane map, only emp and commanders can counter it

On maps with techers, like koom and such i don't think they are an issue, coz many choke points and a dedicated techer/air player that can react to them

drowsy minnow
#

when rushed a demon is a power spike unit, as is a razorback, or a tzar, or batch of mausers. what you're fighting is as much that whole strategy as the unit itself

celest aurora
#

How the tables have turned....

drowsy minnow
#

arguably razors should do a bit more to them though, yes, and I appreciate lobsters want something to micro aside from plain 'dps unit'

summer oriole
drowsy minnow
#

I'm not convinced demons are at fault as such, they're what the lab needs for overall balance atm, but it might be possible to find a better profile for the unit that works better for lobsters while also not removing the needs of the rest of the game. will poke at it more another time.

fierce delta
# zenith fjord 7 snipers instagib it.

yeah very cool but 1 you will very rarely see snipers that fast in the game and even if you counter them yourself with snipers coz you know they are coming, it doesn't change anything coz they will just go to the many others lanes where the slow ass snipers aren't, so that solution doesn't work in most maps in the game.

zenith fjord
frail bramble
#

If one side has a demon the other side should be able to field some snipers...

fierce delta
#

I was dguning demon with my transport while doing abductors but they aren't noob and it's meta to have many players spam figs to counter

zenith fjord
#

Nah, before that.

fierce delta
#

If you see an ally rush demon, you make t1 air lab and spam figs to cover, so the other side has no counter

fierce delta
drowsy minnow
#

even normal transports, if you're feeling hipster

zenith fjord
#

I can't watch the replay, currently, or I'd satisfy my own curiosity.

fierce delta
#

doesn't work to transport shit around when you have very little time to react react and you need many snipers at the same spot for them not to just die
but the easier way would be to transport spy bots and spam tick/pawns to kill them once emp
it's very hard to do but can be done

drowsy minnow
#

snipers still deal damage to it even without critical mass of them to one-shot

frail bramble
#

Don't forget even if demon kills some stuff before it dies on your side that's a free demon/pile of metal for you to rebuild.

drowsy minnow
#

demon rush is an all in timing attack in that regard, can easily be OP feed

zenith fjord
#

You still haven't answered the question. What did you do with that 14k metal? They successfully did a T3 rush on you. How?

fierce delta
#

i mean there should be grunts spam with the demon, so snipers isn't very good, starlight much better with the firerate
but you can dodge the grunts with spy and hope to get a good hit and then yes maybe if the demon is alone you can kill it and eat or rezz
but usually demon are spammed very fast and there is another one behind it to cover the first one that got emped

frail bramble
#

Well if they're spammed it's not being rushed though? Totally different scenarios

drowsy minnow
#

if they're demon spamming then that's a different situation to one being rushed

frail bramble
#

XD I win this time on typing speed Hornet

zenith fjord
#

Yeah, if they're spamming demons at 18 minutes, that implies some things about your own team's gameplay.

fierce delta
#

well yes when you build demon you have the lab on repeat, you build like 2 and you start going

civic quest
#

spamming demon not hard just eat reclaim

fierce delta
#

it's a spammable unit

naive shell
#

once you blow one base up just start eating and then you can spam

zenith fjord
#

He still hasn't answered the question.

frail bramble
#

Okay but that's every unit lol? Any unit is spammable with enough reclaim especially if you take out a base and get to eat it all.

fierce delta
#

idk, just watch any replay of rosetta from op lobby to see demon on repeat, i think it's probably about 1 every 40 second or so starting at 20 mins

naive shell
#

I would argue that demon is practically uniquely low counterplay because of the flame mechanics (hard to dgun, hard to spybot, fast and has aa) and that is why it is dominant iat high level

zenith fjord
#

But we aren't talking about rosetta, we're talking about flats

#

rosetta is well-known for being techrush central

naive shell
#

flats has even more metal than rosetta i think

civic quest
#

and better energy

zenith fjord
#

but it doesn't have that absurd mex

fierce delta
#

Idk maybe play the video game

zenith fjord
#

Maybe answer the question

naive shell
#

was probably nuke rushing

frail bramble
#

Yeah Rosetta is the the 12 minute razorback map too and has enough choke areas to play totally different to flats. It's hard to have a player go hard eco to t3 on flats without really good coordination.

naive shell
#

it's actually not that hard

fierce delta
#

Anyways, the good thing about Demon is that Razors not op anymore 🙂
Good direction

civic quest
#

Most maps you can 16 minute t3 demon or razorback

fierce delta
#

wasn't fun with Razors but made the issue 5x worse with Demon
but it makes sense since Hornet wanted a counter to Razors
it's not surprising that it only replace Razors and made the issue worse

drowsy minnow
frail bramble
drowsy minnow
#

as I've said I'll see if something more differential is possible

naive shell
#

I think a mini rework would be good, I'm not personally convinced they're mega op (more than razors anyway) but the unit concept itself is wicked cool and imo is a little too close in actual gameplay to just being 1.5 razors stuck together

drowsy minnow
#

unfortunately the latter is what the balance needs

#

core t3 -has- to have at least one fast thing, ideally moreso unless it's all you want to see on the field

naive shell
#

that's why i suggested make it more of a thor counterpart than razor - rushing a 10k ish unit gives way more counterplay leniency and makes counterplay more punishing, makes the speed less meaningful, and allows for power budget to be distributed differently

#

but idk, that's just a random thought

drowsy minnow
#

wouldn't be able to react to marauder nonsense if it were that late to appear

civic quest
#

are you actually using demons to counter marauders tho

naive shell
#

frankly it shouldn't be a good marauder counter regardless, it costs 6k metal and comes from a t3 lab, if you're relying on it to reflexively counter one of the fastest raiders in the game, that's no good

and if it's powerful enough to succeed at that, that's no good either

gleaming meteor
#

... actually, what is the core answer to marauders

drowsy minnow
drowsy minnow
naive shell
#

dllts kill marauders ez lmao

civic quest
#

drop down 5 air labs and spam shuriken

fierce delta
#

yeah but having a fast units being also the stronger just breaks the game imo
marauders are fast but weak to most units and defence and seek to avoids fighting as mush as possible in orders to sneak in and get to the eco
razors were already considered very strong and were already meta and done almost every games

but if you want t3 cortex unit to counter marauders/razors i don't think it can be done at the 6k metal range
coz then the unit needs to be fast and very good damage to kill a razor but also to have enough HP to not just not die to them, so practically you have made the best unit in the game

drowsy minnow
#

a mass of cheap porc can work if you know where they're going, but as for a unit that can catch them, not possible. mass shuri pre-split about the only sane prayer

#

a lot of wasps worked too, iirc

drowsy minnow
naive shell
#

the defender wins in the end tho

frail bramble
#

Is it possible to make demon a stockpile unit? So it can stockpile 500/1000 shots (made up numbers no clue on actual numbers) with a reload speed on shots that allows them to still fire when depleted but not at max rpm? Could open up opportunities for counterplay when ammo is depleted (say the guns are overheating or smth) and also add some micro ability for good players to deal damage then retreat and stockpile for another round.

drowsy minnow
#

...technically
unsure it'd be good convention to do so

fierce delta
naive shell
#

That's a cool idea but i think I would actually find it very frustrating

frail bramble
#

It's totally different than any other stockpile unit as it wouldn't be a hard block due to quick reloading but would give them a bit of ebb/flow in dps

gleaming meteor
#

clearly the solution is to make demons unable to aim down, so they can only fire at air units or units taller than itself

#

gotta give the razor a chance

drowsy minnow
#

as for 'game vs test', the 'test' cases seem to be the basis of most anti demon arguments, which comparatively rarely occur in game.

frail bramble
#

Lol yeah it's an out there idea and probably not the right direction but tbh kinda feels like it needs some new balance lever to make everyone happy without neutering the unit.

fierce delta
#

ofc when the next demon comes the marauders have to back and then you lost the reclaim fields and you didn't kill any demon and even if you did kill the first one you lost the metal and another one will replace it 40sec later for half the price

gleaming meteor
drowsy minnow
#

something like this has potential, with more tuning
but it does mean the demon needs more HP for its cost again

drowsy minnow
frail bramble
drowsy minnow
#

it's an interesting idea, I did similar with a banisher prototype a while ago

gleaming meteor
#

what if the demon has to squat down to lay an egg after doing too much damage, leaving it vulnerable to attack while giving birth

#

however, if the egg survives, it hatches a brand new demon

frail bramble
gleaming meteor
#

so true

drowsy minnow
#

after every 5 kills the demon stops to lay a fiend

gleaming meteor
#

I...was joking, but now I do want to see a unit like that

frail bramble
#

The infestor (I think that's the name) is kinda sorta similar in how it can replicate itself. Haven't used it much but I love the idea.

drowsy minnow
#

should do, it's a good mechanic

#

obv I'd say that as I invented it but yes, works well in game

frail bramble
#

So far I've only used it when so far ahead it didn't matter but I imagine being able to rebuild a raid from one leftover unit hidden in the hills is incredibly powerful.

gleaming meteor
#

I kinda want some units that reward you for keeping them alive and killing more dudes with them. Gunslinger is kinda a nice gimmick but generally not practical.

I am kinda taking things on a tangent though, because the demon is vaguely a raider unit. Not nearly as disposable as a marauder, but also not the kind of unit that you need to incentize keeping alive forever.

drowsy minnow
#

can be, can also be a good way to funnel your econ into their backline accidentally though, and they're not that strong as fighters

gleaming meteor
#

I haven't really figured out a personal use case for them

drowsy minnow
#

there's a few tbh, some map dependant, but we're off track

fierce delta
#

Just for info, im watching rosetta op lobby right now, the build is 15 mins demon printing at 40sec each

drowsy minnow
#

rosetta enables rushes like that pretty hard though

#

does seem something a meta adaptation could counter tbh, but on a metal rich open bot map, unsure what else you'd expect to be built. maybe kargs?

fierce delta
#

yeah for sure, it's probably the fastest map but flats is pretty fast too, on bismuth demon come later if the game ever goes to t3
it's not all the maps that allow the skip t2 to do directly t3

celest aurora
fierce delta
#

defence against marauders is nanos turret and turrets, t1 popup are very good but t2 just delete them

drowsy minnow
#

problem is, basically no other units hard require premade static to stop, you cannot know they're coming, nor where, and even if you do porc like a loon, they can just go somewhere else

celest aurora
#

It's kind of expensive and takes a long time to cover all of your bases with static defence, takes longer to build all this that the marauders, and most of it will never be used

fierce delta
#

yeah you just defend the zone where you have ur nanos but at least you do not die, save most of the valuable stuff, then you reclaim the marauders wrecks and ur static defence that you do not need anymore

drowsy minnow
#

I mean that's sometimes viable for an eco player to pull off reactively, rare most others would have enough income and BP to dump enough to stop them in time

#

even then the number of times rauders delete strait ecos should show you how hard that is to do reliably

#

and that's when they're expected, and you know exactly where they're going

karmic yacht
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Marauders are ez just t2 wall

#

If they got through u didn't build enough t2 wall (depends on map)

fierce delta
#

Yeah i don't like marauders very much and especially on strait even if you do everything right to try stop them, when a huge ball of marauders comes from the lost sea it's very hard to stop.
Meta was to have emp bombers waiting for them and enough figs to kill the incoming figs trying to kill ur emp bombers.
Or many razors already in position waiting for them.

celest aurora
# karmic yacht Marauders are ez just t2 wall

You want units to be counterable with other units, not just static defences. It makes the game boring if you are forced to build a bunch of statics, just to defend against a marauder rush taht might or might not come. At least Marauders aren't EMP immune! Did the devs consider that? Personally, I think all Arm T3 should be EMP immune, the Thor isn;t enough

karmic yacht
#

Okay okay calm down xD

#

Scouting is important but like who skips marauders honestly. Walls are cheap

#

You scout then when you see them coming make mass ticks and razors. Or abductor for smaller amounts

drowsy minnow
#

part of the issue is scouting info very hard to get, best you can usually know is 'they're already coming'

celest aurora
drowsy minnow
#

ticks are reasonable as the rauders have mostly single target focussed damage, so if they avoid the splash can still surround

#

needless to say, the core rascals aren't anywhere near as good at it as ticks are

fierce delta
#

ticks are amazing against marauders but the issue on strait is that just like mines they die to juno
any decent player will have 1 juno charged to kill the mines fields and ticks when he starts the attack
so you can't use those

celest aurora
zenith fjord
#

Yeah, marauder vs ticks is very much a "we have reserves" situation.

celest aurora
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So basically, every game, we need to construct walls across our entire bases, and have a reserve force of 500 ticks in case of marauder attack? Would be easier just to nerf Marauders' speed to 60 or so, even that is too fast for a T3 unit!

zenith fjord
#

Eh, walls are good against more than just Marauders.

drowsy minnow
#

walls underused in general tbh, BUT that doesn't excuse the pile of everything that is marauders

celest aurora
#

i use walls a lot but generally speaking walls will just never get used by players simply because the way the community is. Just as the same way emp invisible bots will not be used regularly even when its just a net good to use them just as walls or even jammers.
I dont see players make enough use of these units even though they are just absolute net goods in a battle.

celest aurora
#

True, I'm gonna build a big, beautiful wall in my next game. And, I'm going to make the enemy pay for it! Back to balancing demons, they seem to fail pretty hard against my Thors in most games; could they be given EMP immunity or something, to make them more balanced versus Arm units?

fierce delta
regal mantle
celest aurora
#

Much easier though as it's just a couple of flakkers in your base next to your nanos. Building a bunch of popups are walls all over the place is much more of a headache

ruby holly
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Marauders are strong, but not the be all end all on the one map that is basically perfectly designed to make them as useful as possible. If someone spends 9k metal on a gantry instead of making another afus, damn right they should be rewarded by making useful units.

spring dock
#

I know this is a late reposne, but I wonder what the terrain looked like for their test. If it was filled with wreckage then the Razors would not be able to shoot over the bodies.