#New balance patch candidate: T1 eco structures, laser accuracy, light unit balancing

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strange edge
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My comment is not directed at the relative frequency of changes it’s about scope

dry solar
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They are related to the general point/both sides of the argument

strange edge
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I would rather see more, smaller changes

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Let me have one of these smaller changes every month and have more meaningful conversations about that one change in isolation

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The change as it is I would argue is not testable

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Huge cortex eco change and fundamental change to its core unit that requires major rebalancing

dry solar
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Well, what if you want to adjust the game in a way that considering each set of changes in isolation is somewhat worthless? What if you want to balance things around the new 'default' instead of taking time getting there when earlier micro adjustments were just wastes of time if you consider the larger context/idea?

strange edge
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Are any of these micro adjustments?

dry solar
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Entertain the idea. It applies.

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Doing these eco and t1 changes here, separately, would be a bit wonky imo. Considering they both directly impact the same area. Cost of units is eco change fwiw. Laser accuracy most affects T1 stuff.

strange edge
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I’m not saying each of these changes are bad or that I want slower changes

dry solar
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From another direction, the eco changes directed at 8v8 faction meta vs T1 stuff is more impactful in 1v1, don't matter if they're both put into the same balance adjustment. They can both be tested at the same time.

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Oh yeah I get what you're saying. It's about less drastic changes all at once.

strange edge
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Emp is a big change not getting discussed here cause we’re talking about wind and lasers

dry solar
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No, it was discussed here a lot.

strange edge
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Sorry by here I mean “right now”

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“We’re trying to grok this hard problem and we haven’t even talked about X yet”

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Not that there isn’t meaningful discussion to be had past present or future

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FWIW im on board with most of these changes in spirit

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However, The numbers that seem to come out of previous discussion seem wild to me without reading alllll of the history. I’ve done my own testing with grunts vs other t1 in earlier iterations of the patch

dry solar
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I'll be honest I do see your point but I just don't think it's an issue. I feel pretty up to date on all the different topics discussed here, and the way they affect each other. I think the air changes are tiny, the eco building changes are quite uncontroversial. The only 'big' block of changes are the T1 changes which should all go together anyways, with the laser accuracy rework that also affects shuri. edit: forgot EMP changes for a second. They mostly affect a different area/phase of the game than the other changes, again, so piling the changes on doesn't hurt here.

quick fulcrum
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Im also not a fan of a huge batch of changes at once and multiple stacking buffs or nerfs, but i prefer this to no change. Especially in alpha. And i believe part of reason why its like that is the fact that game is developed by fans basically

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I see these changes as a new baseline to tweak stuff

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Far from final balancing

tired hound
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I would like to propose reducing the self D timer on LLTs to 4 seconds

strange edge
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I similarly would be interested to see a constructor cost normalization to open up even more flexibility (with appropriate balancing to movement speed, bp of course)

strong spear
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balance changes have been asked to be put into more singular but larger amount of prs

scenic breach
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I'm convinced League of Losers makes regular balance changes just because, not necessarily for balance at all but just to make changes and upset the status quo.

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Haven't played with it yet, but grunt reduced range means it also crit masses worse in late game, being much less effective in numbers since not as many will be shooting at any given time. It affects more than just early-game skirmishing.

static olive
tropic gust
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im seeing a lot of players trying armada front now playing centurion + rocketbot, there has not been a buff to the arm botlab in ages yet all of a sudden players just rediscoverered that it works without needing a balance change to try it

hybrid jasper
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there was a buff/bugfix to centurion targeting not that long ago

void cove
tropic gust
solemn tendon
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Its taken like 3-4 months

upper elk
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Did the slinger get a buff too?

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I have indeed been seeing it in a lot of supreme games but I thought it was just meta evolving

solemn tendon
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No, people were just sleeping on them as part of a unit comp, rather then the typical solo yolo mega micro application

upper elk
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Personally ive only seen the latter working, have not actually seen slinger as part of a serious unit comp

solemn tendon
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Welder + gunslinger can be pushed out fast early and provides a strong ranged component and doesn't requie a bunch of energy to be effective.

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you can field up like 6-8 welders with 2-3 slingers and just walk through a lot of people, especially in lower tier matches. So its gaining alot of popularity, probably only going to be more common with spider nerfs.

upper elk
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thats a lot of metal for a first-t2-unit play

solemn tendon
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It doesn't have to be super early, if it shows up as a unit.

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I don't think its as appliciable in high tier, but low tier where they fial the Tzar micro, and the gunslinger micro often... its just easier

upper elk
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Unfortunately a lot of normal t2 units effectively shutdown the slinger, so ive seen it being viable only in the t1-t2 transition phase (in high os lobbies)

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I assume we focus on high tier lobbies because in low os lobbies most anything will work lol

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And yes slinger micro is one of the most fun micro elements ive experienced in the game

solemn tendon
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That's not the case here, this came form high tier. Its just more vsisibly effective when you see it play out in mid tier.

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Im gunna blame IWC for it since it was his video lol

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A few gunslingers backing up welders is no joke though.

tropic gust
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slinger is like a t2 bot pounder

outer fulcrum
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Nah

solemn tendon
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You have 3 options for pre-fusion T2 units as Arm bots... you can pump some hounds which is kinda bad. You can open Spiders, which is my personal choice as webbers + recluse is amazing at killing and then eating all the T1 army metal. Last you can go welders + slingers, Which is like a giant wall for all remaining T1 armies that is either nearly impossible to push through or just a steam roller coming at them.

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The idea isn't "Imma rush this out", its just these are the core of your comps that are available on reaching a natural T2, meaning no bought T2 con, and making your own T2 lab in lane etc.

hybrid jasper
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I think fatboy is a more realistic 3rd option than hounds

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pre fusion hounds just kinnda...bad

solemn tendon
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Fatboy to me would fall into a "im gunna rush this one unit" type play

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Maybe Im wrong though, I just dont ever find myself personaly going for fat boys as an in the lane type go to

strange edge
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Fat boy is a more op unit against t1 than gunslinger

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I’d rather have one fat boy with welders than the same cost of gunslinger with welder

hybrid jasper
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I think slinger has one advantage over all the other t2 rush units

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its the best at com sniping by far

solemn tendon
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If I was going to choose between 1 slinger or 1 fat boy... Im taking the fat boy lol

strange edge
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Fattest of all men

solemn tendon
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but the idea isnt its a 1 unit wonder rush

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Its that its part of an actual comp you might field early in t2 as an army

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The issue I have with fatboy is that its a lot easier to flex over and and find an opening to take out someones single fat boy as they are killing your team mate than it is to do that to a few gunslingers. I'd say its going to come down to the map and situation but the fact remains... the reason you are seeing it more and more is because its effective.

fickle marsh
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It makes no sense that incisors dont get a range nerf with grunts. I am going to be really disappointed if the new balance changes make incisors even more OP, they are really not fun to play with or against

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This has the potential to genuinely ruin my enjoyment of the game tbh

lost magnet
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it's fine all the 1v1 pros probably testing that patch and it will be released without major issues 🙂

severe wedge
solemn tendon
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Blitzes are gunna be even worse lol.... Incisors got a vision range buff

fickle marsh
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Blitz did too

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Blitz arent just bad vs incisors though theyre just... bad

solemn tendon
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which would have mattered if icisors didnt get one to match it lol

fickle marsh
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Ehh Im not even worried about the vision buff

solemn tendon
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I see "blitz are the worst unit in te game" arguments weekly

strange edge
fickle marsh
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Its the fact that grunts got a range nerf and incisors didnt
So now grunts just cant beat incisors period

fickle marsh
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I just want more incisor nerf and more blitz buffs that dont maintain blitz as a worse incisor and incisors as the most unfun unit which youre forced to play

solemn tendon
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If they had given them a real LoS diff... we would have had it lol

fickle marsh
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Theres many options to do it

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But the point is BPL s5 was literally just incisor build after incisor build winning and now my fear is these changes are just leaning into that. I guess we'll see how significant the buildcost increase is

tropic gust
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welders on their owown can get killed by grunts with pincer manouver, gunslinger knocks them back working like a pounder in this composition

lost magnet
fickle marsh
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BAR aint 25 years old 😩

solemn tendon
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Star Citizen and Ashes are going for the title

fickle marsh
solemn tendon
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2012

fickle marsh
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God damn

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How old is BAR actually? Like BAR BAR not BA

lost magnet
severe wedge
fickle marsh
fickle marsh
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Almost 15 years though god damn

dry solar
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I'd have pretty much the same argument from Grunt v Pawn (units in primary roles fighting each other should not have differences that make micro op vs the other). I was just coping w/ "oh their turn rate is actually bad unlike bots, maybe they don't need a range nerf vs Blitz but something else..."

solemn tendon
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There's really not much of a reason to make a blitz... pawns are nearly as fast now and will get flanking bonuses and dramatically more DPS than the same cost of a blitz. A range/vision advantage would at least make blitz viable if you had room to kite out or just out manuver the incisors.

fickle marsh
severe wedge
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neb #1 incisor hater fr

pulsar lion
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Spy bots will be borderline useless, decrease their emp time slightly instead of the current patch pls

lost magnet
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well better learn how to be a 1 click gamer 🙂

astral wigeon
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give blitz more speed....

astral wigeon
elfin dagger
astral wigeon
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what emp damaged reduced from 56000 to 4500???? like not even 10%? come on....

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35/20s to 8s

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i wonder why not simply delete spybot now. u cant even stun a antinuke anymore and launch a nuke. sad. another nice mechanic removed....

astral wigeon
ornate crystal
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But yeah it's just such a huge nerf to botlabs

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and saying "it's good for vision" isn't really an argument as no one uses spybot for vision, ticks or radar or spam is way better. Maybe if you want to watch your opponent but who even does that.

dense vine
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I wonder what was the process of the GDT for the spybot, the nerf look a little too much

ornate crystal
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IIRC they think invisible unit gaming is bad for the game

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I agree with that to an extent, but there are other ways of dealing with the issue. This effectively removes the spybot from the game and makes botlabs even weaker.

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I just hope we don't lose cloaked com dguns

strong spear
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That’s the Balance teams work

lost magnet
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if you can only play monospam unit gaming, like stouts, jags and marauders/razors on repeat then yes you would think spybots should be removed but it's forgetting the fact that you also could try to learn how to play properly the game. There was issue with spybots but it seem balance means removing stuff since the balance team was formed

strange edge
fickle marsh
# severe wedge neb #1 incisor hater fr

Yeah I dont like being forced to play with a unit that is horrible to micro and that's entire gameplay loop is "make a ball and just send it at your opponents base because they take forever to kill and you'll just win"

severe wedge
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light tank hp nerf when?

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they're like medium-light tanks right now

fickle marsh
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For real

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Thats interesting. I imagine its hard to find a good balance

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But hopefully the BP nerf really does make a difference

severe wedge
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hmm, it wasn't always this way

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incisor used to have 690 hp, same as current blitz

fickle marsh
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When did they last get an HP buff

severe wedge
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not sure, i think they just got progressively more hp over the years

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to make vehicles be a lot tougher than bots, but slower to manoeuvre

chrome cloud
# ornate crystal IIRC they think invisible unit gaming is bad for the game

Ironic, given how low vision is for units generally. I'm a bit confused why you'd say spybots aren't used for vision though, as they are often used that way, particularly when you either can't afford spam to do the job or spam isn't cutting it for whatever reason. They also have the benefit of consistent vision versus intermittent vision. I can often tell when someone has a spy bot near me when it becomes clear the enemy must have vision on me to be attacking me the way they are. Their ability to stun large units for so long made them overpowered really and often the primary means of stopping some t2 and even t3 pushes. I'm glad to see their EMP ability nerfed. Particularly since when you're the 'slow and tanky' faction and your units can just easily be stunned for days, your advantage is way too easily negated by a single invisible unit and a few backup units to do the killing.

lost magnet
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8sec stun duration is extreme nerf but probably would have been fine but removing stun ability will change entire gameplay.
The most used t2 lab is already armada veh and the only thing that used to make t2 bot labs viable was the emp bot with well placed detonation, otherwise the whole lab is mostly useless now.
They also removed the only 2 ways to counter tzar/fatboy, so game will just be a race to poop that unit as fast as possible, making coop the only factor to winning the lane

ornate crystal
silk sparrow
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rip tickspam forever op

ancient cedar
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My 23 OS ass also thinks that unsneaky pete and the heavy EMP nerf will make Tzar/Fatboy rushes way too strong, and hard to counter.

quick fulcrum
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It will probably increase coop big t2 units as there is less fear they will get snapped in half by comm or spy

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Which MAY be good on the long run as it will show more problematic aspects of coop

ebon shale
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cheap counter to T2 units bad. Especially if its t1 locked

tropic gust
fickle marsh
ancient cedar
# ebon shale that is the point

The point is to make a different unit way to strong?
I agree that the ghost is way to strong now, but nerfing it into the ground like this will make other units OP.

How about it only stuns heavy unit for a shorter time, like 4s? So a stun into Dgun is possible, but not exactly easy. So a ball of t1 can do significant damage but not kill the unit during the stun duration, unless you use multiple ghost.

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Now I imagine, you are either forced into tzar vs tzar, or forced into blind snipers to counter those units. If you outright remove the two most popular counterplays for an already popular unit its going to be too strong.

ebon shale
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And you have to make heavy T2 of your own

ancient cedar
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I agree the counterplays need to be weaker and less braindead than just easy stun with a spybot.

quick fulcrum
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Spybot is opportunity unit, never guarantee, as there's also counterplay here in terms of spammy units in front of t3.

fickle marsh
lost magnet
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there are people that don't even know unit composition, they only have 1 lab that will make only 1 unit, then they complain their unit balls get stunned so they would rather just delete what kill them

ornate crystal
# fickle marsh Doesnt the spy bot still stun for 7 seconds and is cost reduced significantly? ...

No? their cost isn't changed at all, they're merely a bit cheaper when cloaked.

The problem with the new spybot stats, they will only be useful vs early t2 units. But they cost so much and cost so much BP... why shouldn't I just build my own t2 units to stop their early light t2 units? Cuz when I stun them for the measly 7 seconds, assuming the spybot isn't revealed, i still need something to kill them, which no t1 unit can do that fast.

ornate crystal
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they can't even stun units with a larger emp resist like recluse

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This is just gonna promote stupid coop t2 tzar/fatboy gameplay

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the only reason why I would build arm bot lab over veh lab were spybots and recluse... now it would be just for the recluse

ebon shale
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To move away Spybots main purpose to intel/AN snipe from a 20s stun on anything

fickle marsh
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I think its a good change, they can pretty much nullify most units up to T3 rn which is just stupid OP

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And it holds those other units back

ornate crystal
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Build cost is the same

ornate crystal
lost magnet
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imagine having to use something like ticks/grunts to find spybot, that not fun gameplay, what's fun is having my coop unit be unstoppable at 6 mins into game. Want to make coop razors, sure thing, now both commander and spybot won't be able to counter it.

fickle marsh
fickle marsh
final swan
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I think another approach to deal with spybots is reduce the cost, and more importantly the upkeep cost, maybe range & accuracy (pintpoint where the cloaked unit is more precisely) of intrusion countermeasure system.. considering spybot can be afforded very early in the 't2 stage' its counter should be similar.. but 125 E/s feels too expensive when you just get to t2. so maybe reduce some of the nerf on spybots and buff intrusion countermeasure instead?

about the sneaky pete - consider reducing its cost? not sure if its a good idea or not tbh. as it stands right now its somewhere around 2x the cost of its cortex counterpart, and yes it does have slightly larger radius but might not be worth it now that cloak is gone.

personally I don't think the t2 radar buff is big enough.. from 1v1s perspective, just the fact I need to send out a t2 constructor, exposing it to raids just to build the t2 radar already a big discouragement considering they are much more expensive than t1 cons.. ontop of that its still 5? 6? times as expensive and only has about 50% more range, its too rewarding for the opponent when they kill them.
in teams games the issue is that junos are very often already fired all over the map to counter scout spam, again losing 400/11k to a random juno that was gonna land anyway is not ideal when you can just repeatedly place t1 radars, most players can live with the reduced range

lost magnet
ornate crystal
hybrid jasper
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so ur saying ppl wont be able to play pure greed with a commander, rattle and 3 llt now? 🥷

ornate crystal
hybrid jasper
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front t2 lab sell into double sided mex upgrading should NOT be the standard meta as far as i'm concerned

ornate crystal
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It's definitely preferable to an unstoppable 6min coop tzar/fatboy, because at least the rattle can't go to other lanes, can it,

hybrid jasper
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thats a commie issue not the needed ghost nerf issue

ornate crystal
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ghost nerf will promote commie

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I'm not even sure if rattle can even be emped now, and if it can, it will be just for 8 seconds

hybrid jasper
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cool, there needs to be max amount of commie so something can be done about it

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pretending it does not exist and having gentlemens agreements is a shit solution

fickle marsh
# ornate crystal You're supposed to have spam going with those t3 units, and if you can, there's ...

Sure you might have these habits down already but you also arent in the vast majority of the playerbase who are more casual gamers

Regardless if t3 can have spam support to counter spybots there are still scenarios where spybots just shut down big pushes without much effort. I fully support the nerf, they are still useful for shutting down sheldon/hound balls which was the best use case in terms of balance imo

ornate crystal
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Yeah, but what good is a sheldon ball stunned for 8 seconds? You still need stuff to kill it, and nothing but t2 units will kill it in those 8 seconds...

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sure you can at least use the time to get close but it's still too big of a nerf

fickle marsh
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8s stun is still huge

ornate crystal
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Not to mention it probably can't stun porc now, which just promotes porc gameplay

fickle marsh
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It probably cant or definitely cant? Youve tested it?

tropic gust
fickle marsh
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And like youre saying you arent getting your units stunned by spybot anyway so whats the loss to you?

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You cant punish newer players as hard with it? Or what?

hybrid jasper
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I think that if you didnt have any units to kill whatever you stunned around in 8 sec ur unlikely to get them there in 20 sec

ornate crystal
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I already said that my main problem with it is that it not only makes t2 botlab even less appealing than it currently is, it also makes coop tzars/fatboys so much more viable, combined with the sneaky pete nerf. I hate commie gaming, so obviously I'm upset it's getting promoted. I also rarely use spybots btw since I usually play vehlab... so I'm actually advocating against my Playstyle xd.

I haven't tested whether it can stun t2 porc, but since the new values are just enough to stun hounds/sheldons, I'm gonna make an educated guess that 1 spybot isn't enough to kill t2 porc which all has more BP required and health.

ornate crystal
hybrid jasper
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how many medium tanks does it take to kill a tzar with a surround again?

ornate crystal
tropic gust
hybrid jasper
ornate crystal
tropic gust
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incisors and even blitz way better vs tzar

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i hahave killed many tzar with blitz

hybrid jasper
hybrid jasper
tropic gust
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in that case the enemy t1 player didnt do his job tho

ornate crystal
hybrid jasper
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thats again...not a tzar issue than

ornate crystal
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I'm not talking about the tzar issue, I'm talking generally about commie stuff, which just gets promoted by this patch

hybrid jasper
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I mean it gets promoted the most by being the ideal way to play imo

fickle marsh
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I mean if you are commieing a tzar at 6 min you are kinda banking on your opponents not having t2

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The counter for this of course being the sneaky pete dgun, but this is still possible even without a cloaked sneaky pete

fickle marsh
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Cloak and dgun

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Just like you do anyways XD
You just cant rely on OP invisible jammer

ornate crystal
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yeah... good luck with a cloaked commander without dgun on open field

fickle marsh
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You can still make jammers...

ornate crystal
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which will get one shot instantly

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because of the rather superior range of the t2 units

fickle marsh
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Just have to protect them. Yes they will be a target but you still will have time to get commander in there to dgun or find another counter

hybrid jasper
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if the tzar is commied u can also afford to lose a shitload of stuff before you kill it and be fine/ahead

fickle marsh
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Yeah

ornate crystal
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how will you be far ahead if the commies get their t2 cons and upgrade their mexes while you struggle to kill the tzar and can't go t2 yourself?

ornate crystal
hybrid jasper
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how were cor players defending the tzar till now? xD

fickle marsh
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Its not like the tzar is just going to face an empty field with nothing but a jammer and com...

ornate crystal
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jammer is a #1 priority target

fickle marsh
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If its tagreting the jammer you now have time to walk your com up

ornate crystal
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you don't... because the tzar will ride around in circles like a janus and will get away instantly after firing the shot

hybrid jasper
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just wait for it to invevitably get stuck on a rock and go dgun it lol

lost magnet
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you know 1 tick can kill a tzar right

hybrid jasper
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i will take it back if it turns out to be op but i'm skeptical for now

fickle marsh
lost magnet
ornate crystal
fickle marsh
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Janus are siginificantly faster though. Its just not the same

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And youre talking like the game should be balanced for like 1% of the playerbase...

ornate crystal
hybrid jasper
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com just needs to wait on the edge of a far-away placed jammer and walk towards the tzar, even if it takes a few hits while leaving the jammer it should make it I think

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if you get the timing down

ornate crystal
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And yes, these balance changes will be felt the most by the top 1%

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Most of the playerbase won't even notice the grunt has 20 less range

lost magnet
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actually it's a lost fight to argue with the clueless coz they are in the balance team gg

tropic gust
hidden niche
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whoever nerfed spybot is this guy

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deserves raise and head balancer position

fickle marsh
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Spybot is still very useful just not the most OP in the game anymore

hybrid jasper
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elaborate xfact pls, why does the spybotnerf make u happy or is it sarcasm

hidden niche
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spybot was the most giga broken unit in any professional environment, 650 effective metal cost unit countering 5k+ metal on repeat. and there is no counter play to it. only damage control. spam cant cover all, and spy bot can dodge. counter system doesnt reach enemy terrain.

ebon shale
hybrid jasper
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that was my feeling the first time i used one

ebon shale
fickle marsh
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Lol now that most OP player agrees with me my opinion is valid

ebon shale
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figure it out

fickle marsh
ebon shale
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and spybot on antinuke should be brought back with a already made gadget

hybrid jasper
fickle marsh
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Not to mention the countermeasure system for it would still require walking units up to find it

ornate crystal
ornate crystal
void cove
hybrid jasper
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taking control away from the player for 20sec would be a bad mechanic in any game imo

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regardless of balance

void cove
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Don't get me wrong, EMP is either going to be "very strong" or "mostly worthless" there's very litlte balance space between those two points; since you'll always choose to kill stuff over stun it if you can afford it; so stunning has to be cost effective otherwise its better to build dps.

Was spybot too strong? Probably
Is it now going to be too weak? I expect so

hybrid jasper
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I can see some strategic uses for it

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even just sitting still providing vision of what the enemy is building is incredibly op

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I know from playing alot of with a ghost nuke addict

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he would sneak it in early, notice he wont be able to get to the AN, than just feed info on what their air and eco were doing

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which is probably a stronger play than nuking them xD

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this play is now buffed btw

severe wedge
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i dunno, you still pay 8000k per bot, fixed cost

void cove
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Yes intel is often underrated. My main concern is lack of ability to deal a skillshot to delay or compete against a sudden charge/rush. Those will basically just game end in most circumstances i can think of now. The spybot nerf substantially weakens perhaps the only hold and comeback mechanic

fickle marsh
hybrid jasper
fickle marsh
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And spybot for vision is still so good

severe wedge
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someone pointed out that people will use stealth tank for the same job instead

hybrid jasper
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yeah sure

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its just convinient because most eco builds go for botlab

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another play that will still be possible is emping enemy porc

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before a break attempt

void cove
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that was always possible, and already under-used as a strategy afaict

fickle marsh
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It can at least still slow down T3 pushes and stop some T2 pushes

void cove
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I suspect its now too weak to substantially achieve that result, you already had to pretty much 'be ready to pounce with your DPS units to make a bunch of stunned units actually die before they start up and continue on their merry way, reducing that to 8s or less for larger units means the timing of that attack and the amount of DPS you need to have available is substantially higher - 2 3rds higher infact. So its payoff will just be that much harder to realize

fickle marsh
void cove
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Ultimately we'll need to see esp along with all the other changes. I feel this nerf is to much of a change in a single swoop

void cove
fickle marsh
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I see what you mean but maybe the change needed to be big in order to see what else needs to change first

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Like maybe the spybot alone was holding certain units back from seeing their potential, so now that its nerfed those will see changes too

void cove
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Yeah, its one of the two major "how to balance" philosophy, since you have to also deal with momentum of meta and player reluctance to try new things following changes; e.g. swing from OP to underpowered, so people get used to fighting without it being strong, then buff it back upto where it should be etc... that's a whole PhD in itself

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Also as player average skill creeps up as it will overtime in anygame, stuff like this often goes from "op" to just "strong" as people understand how to avoid using monoballs and driving them directly into obvious spybot traps, so we may also end up nerfing it now, to fix a new influx of players, but once they learn and we have more stable larger average skill lobbies, we realize its more fun when its stronger, if we have less OS delta in a specific game

fickle marsh
#

Yep, so thats why I would rather see the balance team try these big changes out especially while the game is still in alpha and new players are streaming in

#

After all if balance changes dont happen, even if they are controversial, a game will stagnate and die

void cove
#

Yeah, we do need to keep the ball moving - we all want to see this game the best it can be, that IS the one thing i'm confident we all have in common, the exact method however i feel will always be a long discussion 😄

fickle marsh
#

Lets just hope it avoids another fork 😅

severe wedge
#

more janky tweaks added

#

now with banisher, parrow, recluse, tremor, but no spybot nerf

tired hound
severe wedge
#

what do you think the benefit would be?

tired hound
#

It's all already underutilized part of the game that feels very rewarding and I would like to see it more widely used. The problem is that 6 seconds is frankly too difficult to time correctly as units have gotten faster

severe wedge
#

I can think of a few negatives: 1) self-d timers are standardized at 5s, no reason to add another special case and 2) this would disproportionately affect arm because pawn/blitz has to get closer to llts

tired hound
#

I tested the range of the explosion and it's 1/3 the llt range. Still close enough for all units to avoid the blast if they don't approach the tower. Also not all units have 5 second self d timers. Spy boys being the first thing to come to mind

severe wedge
#

yeah I did say "another" special case, I know some exist... but there's nothing in the game to indicate why LLT would be one such over other buildings and units

#

LLT self-d is currently very powerful vs arm, attacking in a way to mitigate it is quite difficult imo and you give up some damage efficiency

tired hound
#

Can you elaborate? The range of a pawn/blitz is 180 and the LLT self D is ~143. Any fight move command should keep them outside the self D range

severe wedge
#

you don't attack into LLTs with fight command ever though

#

the optimal attack path is to run past the LLT to maximise flanking damage

#

and for more efficient raiding in general so you can hit the next thing

tired hound
#

Often times with enough units to kill an LLT it dies long before you get units past it to flank

severe wedge
#

if you have to micro to stay exactly on the edge of range that's a burden

#

in general I think LLT self-d is already very good vs arm, you just don't see it because people don't play arm in 1v1 so nobody under ~50 os has it in their repertoire

tired hound
#

The difference is smaller than the one between rocket bots and the LLT range, people manage to do that constantly

severe wedge
#

I don't think we need to buff LLT vs arm specifically

tired hound
#

I find it to be a general buff but I understand why you say arm is more impacted

#

My main goal is to get people to realize it's a thing and use it more often. Currently I just think it's too difficult to use regularly. Moving to 4 seconds takes the skill down to a level I think 30-40s can handle without radically changing overall outcomes of games

#

Now that you bring it up I would be okay with also increasing the self D range for arm LLTs so that it feels the same to both sides

#

But then the arm mirror might suffer

severe wedge
#

I feel like it's too strong an ability to buff in general because of the disproportionate damage it can do

#

like if it's too good and reliable you'll see people do a little dance every time they attack an llt

#

which I guess some people might like but I'd rather keep the units moving

tired hound
#

I would much rather people take the static seriously than walk by it without caring. It's the only static in the game that can be ignored if you simply have 5+ units

severe wedge
#

yeah because it costs less than 1 blitz

tired hound
#

Also fair 🙂

severe wedge
#

also static feels kinda weak in 1v1 mainly because of the openness of the maps we play

tired hound
#

Yeah I'm trying to avoid the specific map discussions as if you choose to put down an LLT that's on you regardless lol.

#

It wouldn't make them so oppressive that you start seeing a lone LLT in a field enjoying the flowers 🤣

#

Also, I am still unsure as to how this change process works in general. Does each suggestion need some kind of vote and then there is some dev who implements all the changes? Does there need to be some # of people that vote for it to make it live?

#

Because if no one else chimes in its kind of a 50-50 on this one.

severe wedge
#

well it's not a democracy, just a suggestions box

#

one more thing on the timer consistency, you could argue imo that all the timers should be reduced if the goal is to see more combat self-ds
you'd get op damage with self-d on factory and estorage

tired hound
#

except those units are not designed to be on the front line

#

and are cost prohibitive enough to deter that behavior

severe wedge
#

I meant for opportunistic self-d during base attacks... though factory is pretty reliable already due to high hp

tired hound
#

Also i woould need to test the range on other units. Why isnt self D range listed anywhere? Thats another thing I would like to see changed

#

I think many players dont even realize how useful a self D can be since its poorly communicated

severe wedge
#

you can see it in game with space+x on a selected unit

tired hound
#

when did Elon Musk get into BAR? 😛

scenic heart
#

Is this coming out on Saturday 22nd or Sunday 23rd?

clear pond
#

I just dont get the balance change there.
I don't think it will affect spam at all
if they wanted to reduce spam they'd buff juno that actually deals with spam.

fickle marsh
#

So they took out spy bot nerf? 😦

severe wedge
#

no I meant our homebrew tweak

naive hawk
#

t2 radar shouldnt be junoed

fickle marsh
fickle marsh
#

Juno rework is based as hell its a shame it didnt catch on

severe wedge
fickle marsh
severe wedge
#

that's the balance we crave....

fickle marsh
#

We must ensure the only viable unit is incisor

#

Might as well also make it the same buildcost as a tick

severe wedge
#

have you played slow build incisors yet?

fickle marsh
#

I was saying this needed to happen months ago

signal owl
severe wedge
#

partial implementation

fringe tulip
#

The emp change would require a change to the explosions table, which is why it's not in the tweakunits.

scenic breach
#

Could buildings like anti-nuke have negative EMP resistance?

fringe tulip
#

Yes but that only affects the damage taken, not the max duration. It would guarantee a single spy bot got the full 8s though if it had a paralyze multiplier set to (E.g.) 10.

outer fulcrum
void cove
empty lava
#

can 1 spybot stun an anti nuke atm?

#

how many seconds stun do you need to successfully nuke through

ornate crystal
#

it's map dependent

empty lava
#

at a typical backline to backline distance

#

huh it's gonna be annoying to get your jammer ships juno'd

#

~300 metal each one

#

banisher and esp poison arrow buff is nice

#

maybe poison arrow will be useable as an amphib surprise unit

#

i do like the spybot becoming more of a recon unit and less a generic stun answer to many things (esp heavy t2 and light t3)

#

8 seconds is a massive nerf tho, unless you are personally controlling the units to kill the hounds/sheldons they might live

ebon shale
#

as a pawn/grunt/t1 tank annihilator

empty lava
#

it should shrug off spybots easily too

ebon shale
#

Any proper T2 does

#

Think from popular units, it is fiend, sheldon, jag mauser hound sprinter that still get affected

#

didn't check core vic, but salas have innate stun resist, and tigers got much more hp

empty lava
#

it's good. tigers are expensive and it's cringe having to eat spybots all day long

hybrid jasper
#

interestingly 5k dmg ghost emp seems like a bit of a cortex buff

#

the only t2 arm units that can tank it are turtle and fatboy

#

and i'm not even sure if the turtle can because it has exactly 5k hp

minor vale
#

Units just around the threshold get stunned for a tiny amount of time

hybrid jasper
#

for cor its: sumo, mammoth, tzar, tiger and parrow

quick fulcrum
#

The buff Sumo needed but nobody thought of peepoShrug

dense narwhal
#

Im not sure if 1 Spy should be able deal with Heavier T2 or no

quick fulcrum
fickle marsh
topaz whale
#

Looks like the devs might decide to implement the spybot duration of 20sec to buildings in general, so they would still be useful against anti nuke and porc. Good if it goes through. https://github.com/beyond-all-reason/Beyond-All-Reason/pull/4485

GitHub

Restores the pre-Mitvit:new_balance spy bot vs anti-nuke building interaction (20s stun vs 8s stun)
Work done
Added a UnitDamaged event hook to unit_paralyze_damage_limit.lua to allow overriding th...

fickle marsh
quick fulcrum
#

Hope stun vs buildings is 20s again. T2 porc is very strong, it should get shut when no ics built

fickle marsh
#

Yeah I dont mind spybots being really strong against static, its just when they can counter units 100× their value that they are unfun

dense vine
#

If you tick/grunt spam in front of your T3, you can detect com in jammer AND spybots, this nerf is way to big and just break a mechanics for low resources gamers at t2 botlab to MAYBE counter early t3 rush/commie..

fickle marsh
#

Lol what if they just walk their spybot around your spam

#

Needing spam to spot them is a null argument theyre still OP regardless

dry solar
#

That's part of the point, it should not have the amount of power for a lower resource gamer to ez turn the game around (comeback mechanic too strong is just as bad as snowball too strong, but one is more earned), and the counterplay is overstated (XFactor straight up says it doesn't exist, and I'm inclined to believe one of the best gameurs in the gayme).

#

#1326243940730667160 message

#

Spam isn't exactly a desirable part of the game either imo. Part of the reason for the T1 changes this patch was to reduce spam.

dry solar
#

Noted. Doesn't change my opinion on the principle of things tho.

dense vine
#

Never said Spybots is not OP rn, but this nerf is not balanced and just will make them useless, it is not how you balance a game

dry solar
#

We'll see about making them useless. You might be right about it being an overnerf, but I can't agree with the reasoning you initially provided.

dense vine
#

The nerf on tick/grunt spam is ok, lets say "tick/grunt wall" now

fickle marsh
#

And spybots arent gonna be useless from this nerf. I suspect they might get a cost reduction if they dont see enough play but buffing the cloak cost is pretty huge for making spybots more useable early into T2

dense vine
#

"Just avoid your units EZ" => no, just look moveSpeed of respective units

fickle marsh
#

Its not a move speed issue though

#

If you cant see the spybot move speed doesnt matter

hidden niche
#

tbh spybot still very usable and fun after patch

dense vine
#

Well, let's see the "damage" of the over nerf indeed

fickle marsh
#

Im all for this change, spybot is still very strong for vision

hidden niche
#

instant selfd very op

fickle marsh
#

And cheaper to maintain lots of them
And they still counter early T2
And they got the new attCk command

#

And you can still slow down early T3 with enough of them

#

People crying because a 300 metal unit cant infinitely nullify 60k metal in T3 units and structures 💀

hidden niche
#

nothing feels better than get 3 razerback perma stunned and dgunned or killed, because enemy made them for essentially 0 cost in 20 sec

fickle marsh
simple island
#

Plus I feel like spy bots primary purpose always should have been exactly what the name implies "spy" as in scouting and giving sneaky Los. That's why it's a stealthy and cloak boy.

Maybe armada can get a skuttle alternative in the future with the full power of old spybot but only cloak no stealth just like skuttle.

gilded grotto
# fickle marsh And you can still slow down early T3 with enough of them

The only issue with using "enough of them" is the loss of self-immunity to EMP. So you have to spend your limited attention resource to micro a large number of them to insure there is enough of a gap so they don't self stun each other and that you have them close enough together not to lose too much of the emp damage build-up you are applying.

I have a feeling the self-immunity nerf is going to hurt worse for having them be viable against anything bigger than a Bull. Stacking multiple of them, combined with the new auto-detonate attack AND restoring the self-immunity would make them viable but at a significantly increased resource cost from before and still a cap of 8 seconds of that stun vs the 20s from before. Probably worth paying for the self-immunity with a further reduction in damage, if needed. (Assuming the building stun is kept at 20s so we don't have to worry about damage:hp for buildings).

Quick math on the tradeoff here. For an 8 second stun on a Razorback you need at least 3 spybots to hit it, one-after-another so you'd pay at least:
405 M (11% of the Razorback cost)
26.4k E (38% of RB)
52.8k BP (60% of RB)
+attention for microing them

Obviously you'd aim to hit 3 RB in a go, if you can manage it, which would improve the numbers. But this cost is just for a temporary stun. You still have to kill the units.


Adding a cooldown for emp damage would be a nice-to-have as well. So once something is stunned, it is immune to stun for at least 1-2x the duration of the stun. That would solve the perma-lock-down case.

(Disclaimer: These have been the musings of a mediocre player)

topaz whale
#

The quick math value just shows why the unit was bonkers before 😂

fickle marsh
gilded grotto
fickle marsh
topaz whale
#

he is talking about this @fickle marsh Dany testing found this weird interaction

fickle marsh
dense narwhal
#

Arent Spybots supposed to be Emp-immune

severe wedge
#

not post-patch

empty lava
#

it's just pre-spread and screen with bodies or splash aoe

#

and yeah I think old spybot too punishing against heavy t2 and t3

#

you made t3 gantry why do you have to be the one dealing with the headaches of constantly sweeping for spybot

empty lava
wheat kayak
# fickle marsh Oh, that is weird! Obviously they should detonate at the same time. This seems l...

I tested it with way more spybots, but didn't post those finding.
The short story is spybots EMP each other occasionally, its not 100% guaranteed to happen when you self-d them.

Considering that random-based stuff is getting patched out (e.g. laser buff), this should definitely be fixed to never happen.
As for the how, don't know whats optimal. I'd naively suggest a short term fix by simply reintroducing EMP imunity and work on a proper, long term fix.

#

The larger issue, IMO, is that if you do an attack command with two adjecent spybots on the same target.
They will, 99% of the time, not detonate at the same time due to being at slightly different positions. The first detonating spybot is therefore almost guaranteed to zap the second one if they aren't spaced outside each others zap range.

fickle marsh
#

Yeah I feel like they need immunity only because of this glitchy behavior

agile spoke
#

Now all the not unit builders and afk gaming guys will have a hard time dealing with superior army value enemy pressuring for map control

#

So they will need to actually play the game

hidden niche
#

@minor vale after actually testing new patch for first time for real. I am afraid to say that pawn grunt interaction is worse than it was before, in favor of armada. I recommend to revert pawn hp buff immediately as this also impacts other match ups such vs blitzes negatively. pawn stats are just too good right now.

#

also I think it will get only worse with time. as users grunt proficiency is already at its peak.

minor vale
#

Yeah I suspected as much, but it's out of my hands for now

agile spoke
#

Pawn gaming incoming

hidden niche
agile spoke
dry solar
#

If the Pawn gets a hotfix it should definitely be touching the HP imo

quick fulcrum
#

Blitz is still hot garbage

tropic gust
#

i dont understand why they are so keen to change bots but so reluctent to do the same with vehicles

#

i would have understood if they nerfed the incisor in the same way as the grunt but with the grunt i honestly dont understand it

#

core bots only has the grunt the lab has no other units for anti spam

#

and adding more buildpower cost to incisor means you need 1 more con or buildturret and your back to having the same old OP incisor

fickle marsh
#

Maybe instead they should undo grunt range nerf

dry solar
#

Grunt rage nerf is the best targeted change for bringing Pawn and Grunt closer in high level 1v1, which is where the biggest faction pick disparity is. It should be the last thing reverted.

hidden niche
#

I was thinking about maybe buff grunt dps. While keeping other nerfs. Very spicy not sure

timid vector
hidden niche
#

In current state with range nerf and pawn hp buff. Too often grunt and pawn will meet and grunt has no chance to beat the pure stats of pawn. Especially on bigger maps where multiple armies fight each other at same time. Idle grunts essentially get deleted rn

#

Also pawn was always very strong VS blitz. Kind like a hard counter. And pawn received like same hp for x2. 5 less cost

#

also there is the interaction where pawn can kite grunts now lmao which is quite questionable needs some extra testing

timid vector
hidden niche
#

Atleast incisor vs pawn is maybe balanced now xd

#

Blitz vs grunt also not bad

#

But ye pawn vs grunt and grunt vs incisor is horrible. Blitz VS incisor might be okay on some maps

#

Quite hard to balance all 4 unit perfectly

#

Soon legion gonna add additional 8 interactions gg

timid vector
fickle marsh
timid vector
fickle marsh
#

Yeah but their plasma doesnt hit shit and is very low DPS anyways

#

Rn legion has no real fast bots except for the broken centaurs but those arent good for deal w arm

fickle magnet
#

Gl starting cor bots vs cor vehs now btw

quick fulcrum
#

Grunt vs incisor biggest issue maybe, its hard to take down tanks now

#

Pawns kinds eat through it but grunts just sad

fickle marsh
#

Makes no sense why only grunt got a range nerf

#

Keep incisors and grunts the same range fr

Was already cancer playing vs incisor then they just nerf grunt vs them completely

#

This is the only new change I am frustrated by

Incisors + grunts and pawns + blitz are supposed to have the same range !!

severe wedge
#

guess we still have to make our own balance tweaks 😆

minor vale
minor vale
tropic gust
#

pawns actually outrange grunts while retreating cause their projectiles overshoot

#

armada can now choose between: 1 counter grunts and remain mobile with pawns or 2 counter grunts even more but less mobile with centurions

#

and core can choose to pound sand

fickle marsh
#

RIP cortex

upper elk
mild raven
#

I don't think a slight increase to pawn range is going to cause major issues with pawn effectiveness (except maybe vs blitz...)

peak gazelle
#

We need like a centurion for cortex

#

Then we could balance the matchup more closely for grunt

upper elk
#

Isnt pounder the centurian for cortex?

fickle marsh
#

A new cor bot would be really cool

fickle marsh
#

Make sumo t1 and smol

upper elk
#

smol karg is a good idea too

strange edge
#

what about small fatboy

#

t1 lob plasma with slowdown like fatboy and tzar but just with t1 damage

severe wedge
strange edge
#

"enforcer"

fickle marsh
scenic breach
#

Ticks and Bricks. >_>"

frigid galleon
#

something with a heatray

#

core needs more heatrays

fickle marsh
#

I think a green laser instead

#

Or mini missiles like a small karg

clear pond
#

grunts feel bad

#

make grunts not feel bad

quick fulcrum
#

If anything grunt could use BP decresea to be more ... umm.. pumpable

#

Its fine not to have cent counterpart imo if you can overrun more

ebon shale
frigid galleon
#

termite also has one it's just you've never seen one cos it's the worst unit in the game

frigid galleon
#

Jugg also I think technically

ebon shale
#

Here, done

#

Still rather low compared to like 10+ in legion's arsenal

fringe tulip
#

Cataphract laser blaster, but on a mini sumo (the size of a perimeter camera.)

outer fulcrum
#

Buff grunts, they get dismantled by whatever I throw at them now

fickle marsh
#

^^^

outer fulcrum
#

Honestly speaking for real, i can't tell if they shoot or not because they do nothing to enemy units outside of the first few minutes

#

Like, I'm actually considering rushing a few medium tanks up a mountain as a viable strat against a cor bot player

next moon
#

@minor vale is it time to lock this one up?

tropic gust
#

Does that mean pawns finally get nerfed

empty lava
#

adding stealth to skuttle is like taking the gremlin and going "well hmm armvehicle lacks a tanky frontline option so we will buff gremlin hp by 100%. It's a t2 unit so it definitely should have more hp than a stout."

#

surely it won't become a broken stealth attack unit, right?

dense narwhal
#

If its revealed by radar then whats the point. U could make Skuttle not broken without stealth

ornate crystal
#

Skuttle is fine as is

brazen oar
#

I feel like skuttle does not have enough damage right now. Cant even one shot a razorback, whats the point. :kappa:

astral wigeon
fickle marsh
#

Yeah make centurion fast and give em lower range

tropic gust
#

cause you don't need to make llts everywhere

#

centurion + rockos just hard counters plasma bots, pawns, grunts and ticks and centurions are just as fast as thugs

rose hound
fickle marsh
severe wedge
#

show him the clips 😆

#

when the 9.9 impulse guns started stunlocking my tanks 🤯

fickle marsh
#

Lmao Ill find them

tropic gust
#

Centurion is fine as is

#

Just give core one too

#

Plasma bots are unplayable without mobile antispam and I'm tired of spamming llts everywhere

dense elk
#

Ur commander is a fucking mobile anti spam

empty lava
#

spam + plasma bot beats spam

tropic gust
#

And rocketeer + centurion beats them even more

#

People are sleeping on the utility of centurion

empty lava
#

Against centurion u just kite them to hell

#

And make 1 beamer if you want

tropic gust
#

No the rocketeer will kite you

#

And the centurion will be repaired

#

All the centurion needs to do is take damage and prevent close up fights

#

And if someone looses all their grunts to your centurion you can immediatly send a few ticks causing friendly fire

#

And centurion and thug actually both have 45 speed

fickle marsh
#

This is the balance we all need (after this I changed impulse from 9.9 > 2)

astral wigeon
#

centurion gets beaten hard by thug and overall much to costly. but seriously, i think pawn now a bit too op maybe and grunts too weak now. somehow units should be in-between of what they were and what they are now.

tropic gust
#

centurion doesn't replace thugs but pawns as support to thugs or rocketeer

rose hound
fickle marsh
#

more like a super pawn

fickle marsh
astral wigeon
# tropic gust centurion doesn't replace thugs but pawns as support to thugs or rocketeer

a very costly unit anyway for a role u can fill with pawns anyway. so were is the benefit? also stacking to that kind of group its taken very easy out by enemy plasma bots or even rocket bots. they offer much more for their money. theoretical its good against spam but it sucks at anything else especially for that cost combined with the slow speed. and also cost wise its not worth to build it against pawns etc. u would need a groups of them to work well and then again. who spend so much metal on it. its better invested in sth else.

astral wigeon
strong spear
tropic gust
#

And you can repair them

#

Pawns and grunts constantly need to be replaced

#

Centurion + rocket bot works so well that it made armada viable before this patch when grunt had 230 range

hearty sigil
#

What makes centurion good is that they can kill commanders (if u have an insane micro and pay a lot of attention).

empty lava
#

centurions overpeform in mixed lobbies because people will walk spam incorrectly into them

#

if you play someone who always dances around your centurions it will be a headache

tropic gust
#

At that point you succeded in making the fight purely about rocketbots wich is the goal

#

The centurion only prevents leak and takes damage for rocketbots while getting repaired

#

Pawns cant tank for your rocketbots

#

If your centurion moves sideways in front of your rocketbots most rockets will miss and fall short in front of your own rocket bots, then you can move forward and fire your own burst of rockets

frigid rapids
#

2 centurions + a commander makes a really mean commander drop

but yeah centurions are great at stopping a pawn run by from killing all your rocket bots

I suppose it's a math sum, did I spend less metal into my 2 centurions than they spent in pawns/grunts. if yes I should win the rocket bot duel

pulsar lion
#

really appreciated the quick patch

there are ALOT of good suggestions and feedback above, but in general - a lot of it has to be tested

I think the game would benefit a lot from more frequent, and smaller balance updates. It doesn't take a lot to decrease something by 1-10%, and nothing is broken enough to warrant 80% nerfs (if it did...why did it take so long to catch?).

arctic portal
#

Hey when will we have a buff towards hovers

arctic portal
#

I really would like a rebalance to grunts again

fossil trench
#

I still feel cortex been needs printers or a cheap reclaim unit in the game. If you're T2 cortex veh or t1 you've got no tools to control reclaim well.

Having a T1 bot lab as well ends up being a requirement right now.

fossil trench
# fickle marsh Make sumo t1 and smol

Sumo is still too slow to use in many games I find.

Slow plus short range in current meta is a death trap vs way too many things that can kite them.

hybrid jasper
fossil trench
#

Yeah that's not a bad compromise but they still aren't perfect.

I'd just give them the consul with cortex options in the meantime even.

(Though adding the T1 con would be less work I'm sure)

astral wigeon
pine mesa
#

Lol i havent played bar in like 45 days and Ic ome on to Discord and the conversation is still exactly the same 🤣

#

Honestly dudes u should consider getting an Ai chat bot to summarise. I wonder what it would say.
Buff Pawn
Nerf Grunt
Cent to Core
Something about shuris
Core Commander wears bellbottoms .
lols

fossil trench
dense narwhal
#

Yeah cor needs a builder assist for T2 veh lab. Its more consistent that way as other T2 bot/veh labs all get one

rose hound
dense narwhal
#

U can assist T2 con with T1 cons but it doesnt really feel appropriate

crimson rampart
#

Ya what ever happen with the Printer unit?

quick fulcrum
fossil trench
strong spear
astral wigeon
#

i agree that this exact case is a disadvantage to cortex to some degree but (it can be overcome) balancing is not about specific 1v1 mirroring units or access to units but more about the whole faction or a factory (path). and for any kid of wreckfield, rezzer is always the best unit for it. so to get the real advantage u have to preserve some rezzers or build t1 lab again and this counts also for armada.

astral wigeon
gilded grotto
strong spear
gilded grotto
quick fulcrum
#

Printer has a lot of quirks. It can be transported and sucks metal on the fly because conturret isnt technically lifted but attached as seperate unit

#

And some other quirks

fringe tulip
#

Didn't it spiral into a whole discussion about redefining 'factories' vs 'buildings' with build power?

#

Or was that the discussion about getting nano turrets to align to the building grid?

solemn tendon
#

Can we just dump the dang thing and give core t2 vehicles an engineering unit already

#

its like printer debacle year 5 at this point, and core still has no veh engie

#

why do we want a unit that is going to either break the game or have such a short build range its impractical to use anyway.....

quick fulcrum
#

For printer it would be smart to make a new conturret unit with different defs - smaller BP, make it disabled when flying, and remodel it into a vehicle. Give it movement etc.. voila

crimson rampart
#

what is a pull request btw?

empty lava
#

it's when you code a new feature or improvement or fix and you are requesting it be added to the main code base

#

comes from the git term "pull", which is used to get changes

strong spear
fringe tulip
#

When they say "PRs welcome" they mean 'do the work yourself'

empty lava
#

features don't grow on trees

strong spear
true shard
#

People playing core atm🤣

fickle marsh
#

at least in 1v1 cor is still very strong 👍

Just took players a bit to adjust to the new pawn

peak gazelle
#

i mean just don't play bot 🙂

#

veh cor play is still very strong

#

it's still a death sentence to play bot cor vs anything realy the grunt is bad and most map are way too big for grunt to do anything

empty lava
#

need to revert one of: grunt or pawn speed change

#

maybe grunt +1 speed, pawn -2 speed

peak gazelle
#

also pawn can win vs veh incisor and blitz
but grunt get outright destroy

#

it's because 1 incisor outrange grunt by 10 range
and that grunt have less hp than pawn
and the damage is realy low compare to what pawn can do

empty lava
#

yeah grunt feels pretty weak even in 8v8

peak gazelle
#

also blitz got hp buff so that make grunt even weaker

#

still the same old problem
grunt is the only unit to have 3 role
anti spam
frontline unit (raid)
and scout

which are separate for arm
tick scout
centurion anti spam
pawn frontline unit (raid)

severe wedge
#

I don't think grunt is as bad as vedor thinks, but it's 3x as micro intensive as before

peak gazelle
#

the problem were the lack of hp on the armada unit they died before you could fight the grunt but now is that still the case

severe wedge
#

yeah if feels bad when you inevitably lose some by running into pawn... but you can still oppress with them on maps like titan duel, crystallized plains

peak gazelle
#

my biggest worry is not the pawn grunt matchup

#

it's the veh grunt matchup

severe wedge
#

yeah incisor needs nerf :o

#

then undo blitz buff a bit?

severe wedge
#

I don't like these tanky light tanks

peak gazelle
#

remember pawn can catchup incisor

quick fulcrum
#

Instead of changing 4 units, just nerf pawn

severe wedge
fickle marsh
fickle marsh
#

Why not make incisor range equal to grunt range anyways, doesnt make sense~!

hybrid bluff
#

I would be interested in testing the matchup of grants against light tanks for the core

#

choose universal map- titan duel

#

I don't have the feeling that there is an imbalance among them

severe wedge
#

hmm, that's a good map for grunts because of high wind speed and smaller size

#

but I was thinking on bigger maps it hurts to have no scout and only 81 speed grunt now that the trading is worse... very hard to exert pressure on the opposite side of the map

minor vale
#

There's basically no hills and no reclaim on titanduel, so there's maps a lot better for grunts than that still

hybrid bluff
#

I don't want to be misunderstood, but opening through grants will allow you to open through a macro-oriented start, which gives an advantage in general + it is not necessary to always attack, you can force the enemy to invest in defense or rebuild the army, while you are reaching a stronger economy and production, the grant is capable of this, I don't know what else to say here, returning to the stage of the game, we build one unit and win, a questionable decision

#

in that case tundra is probably the most optimal map for testing, anyone interested can play a series of games

severe wedge
#

yeah I suspect grunt is good against blitz still
grunt-incisor is the problematic matchup once it reaches a certain point, but then again you can try incisor transition there

hearty sigil
#

Its interesting that it looks like that the "whole" 1v1 balance just depends on a single unit (if you play armada or cortex). I don't know that much about 1v1, but isn't the real problem that the whole balance depends on 1 unit per faction? Shouldn't there be multiple good ways to play 1v1 early game?

Whenever I watched 1v1 replays, most of the time I just see people spamming raiding units. It looks very boring to me. Especially if I compare it to an other RTS like starcraft 2.

empty lava
#

gradually they transition into tanks for more power density later

#

you can make multiple front 1v1 maps but that are more chokey

#

but most are wide open so indeed it becomes raider dominanted

#

bar is sometimes about the optmizing 1000 small efficiencies rather than many viable unit comps (depends)

hidden niche
#

The current balance team is very unknowledged and without passion. I'm pretty sure any top player could with the help of test servers create almost perfect balance between 4 labs and fix other balance issues

severe wedge
hidden niche
#

Pawn completely obliterates blitz, incisor completely dominates grunt, pawn crushes grunt severely. Pawn and incisor is still pawn favored but atleast this balance is only bad and not worse. Idk why there is literally 0 reaction 0 work on it being fixed. It's so obvious and fixable and/or improvable in just couple hours work. But no one cares about the game for some reason. It's quite strange that the game stays in this rediculous stage for years already but definetely worsened by a lot with pawn changes

#

And obviously this is just the tip of the iceberg. Rezbot and llt need rebalancing. In general non raider unit need buff too. And in t2 there is so many bad units. Not situational but bad that can be fixed also just in such a small timely matter. One could massively improve game balance in just 1 hour. Couple days to make it perfect

severe wedge
severe wedge
hidden niche
#

U just go in sandbox with changes and make sure that grunt incisor pawn blitz trade evenly in realistic numbers with normal micro

#

5 pawn kill 4 blitz? Hmm something must be wrong

severe wedge
hidden niche
severe wedge
#

kuchy put forward buildtime cost reduction which I think I agree with

#

because the real cost of LLT is it slows down your mexes, it's 80 metal but costs more bp than incisor

hidden niche
#

Well either u let it build slow but be strong or build fast and be weak like now

#

I like dps buff because that buffs llt VS small raids and when u have army there

#

While BP reduction is good 1 llt just doesn't do anything rn. And building multiple is more bp anyway

severe wedge
#

also there's the thing of how flanking works... 1 llt is much weaker than 2 llt

hidden niche
#

True

severe wedge
#

so maybe we could reduce cost enough to make 2 llt more viable

hidden niche
#

We don't want llt spam to be a thing because then llt explosion damage and their flanking damage will scale hard

#

There is many ways to fix that make game better

#

Game doesn't get worse

#

We could give any 20% buff. BP, HP. Dps, cost. And game would be better

#

Hound could get 15% more aoe and game be better

#

Starlight could be - 15% hp and game be better

#

Jaguar - 10% range game be better

#

Salamander 10% faster reload and game better once again

#

Tremor +10% aoe edge and game be better

#

Karganeth +10% hp and once again game better

#

Demon +15% hp you know it

#

Behemoth +25% metal cost op

#

Hornet +20% hp boom

#

Stiletto - 30% energy cost nice

#

T2 trans with commander - 30% speed waa

#

Dam buster +20% aoe oh ye

#

Seaplane air con - 30% e

#

Hover tank medtanks +10%hp

#

Halberd +50 range

#

Flag ship +30% metal and energy cost

#

Anti air ship +20% dps

empty lava
#

plz make hound a roaming unit not a millionth dumbfire plasma

hidden niche
#

If dumpfire bullet have huge aoe it becomes fun gaming

#

Not too huge ofc 😄

#

Core frigate +10% metal cost

#

OK ima stop

#

But game so easy improvable just need to do it

true shard
#

@hidden niche i disagree about the starlight. I think its overall to good in what it does

empty lava
#

halberd +50 range would be low key op

#

i would make the starlight have +5% burst -10% fire rate or something

#

it's a bit too good at killing blitz/pawn for an anti t3 unit

hidden niche
#

Well I nerf starlight 15%hp so it dies to rushes and chain more

empty lava
#

the reason why starlight level up so fast is because it's dps is very good for it's cost

#

if the unit is less a generalist then you won't always want them earlier

hidden niche
#

Halberd 50 range would make it fun to use it's still expensive and slow af

empty lava
#

it would be a mostly better sumo

#

which is fine but kinda low key op on t1

true shard
#

Hmm donno I think its Hard to deal with starlights in a defensive posture

hidden niche
#

Sumo still way better

#

In all but range

true shard
#

Like the -15%HP can make them more fragile but if you rush it now then it will die

hidden niche
#

It's a trade off so one more unique unit

empty lava
#

raw stats but 350 vs 275 range and 45 vs 38 speed

#

i've tried sumo dropping and it's honestly not really any better than the salamadner even if it drops int heir base

#

because mobility lets you shotgun when practical, and range assists in getting better laser % dmg

hidden niche
#

Well I don't want to get too much in detail about all units point is just u can improve game state quite easily off the bat even without testing for a lot of things. Ofc u should still test just saying

silk sparrow
hybrid jasper
#

I agree with all the xfact changes 🥷

#

make the man chief or something xD

peak gazelle
#

Fixing t1 should bé first then T2 should be looked

#

Also i find Starlight being quite annoying to deal with depending on map since the only answer is spam

#

Unless im missing something

#

But anyway the main problem currently for me at least is cortex bot lab viability that is just bad

#

It s either completly useless or way too op

#

Sheldon come into mind

#

Arbiter too

#

Good unit in team game
Outright useless in 1vs1

#

Only unit to do is friend sumo and mammouth maybe commando for the meme

#

I realy want Sheldon and arbiter being différent than veh counterpart

#

Maybe make arbiter like a sniper but missile so lot of range less dps and as for Sheldon make them a Frontline unit like a hound less range faster fire rate less dps?

#

Commando add heavy mine or cost réduction in e and métal by 10%?

#

I realy like commando at least the design maybe it could be repurpose?

#

As a main battle unit ?

hidden niche
#

Well ye commando needs emp resist and way better stats. I don't know commando stats on the top of my hat. But maybe give like double BP. Double hp and double dps.

#

Sounds extreme but it's stats are super poop rn.

#

Obviously even smaller steps is already way better than what we have

lost magnet
#

There is no way you can balance RTS game without playing it good enough to understand it properly
Current balance is done by people not even playing it, It's just that simple
Playing a game don't mean you can balance it either but it's the first step

hearty sigil
hearty sigil
hearty sigil
empty lava
#

that's a last resort

#

although I can understand them using tweaks in 1v1 for testing, or if the current balance is so bad they need to mantain their scene

quick fulcrum
#

Very good patch ideas by @hidden niche , i agree with them all actually

#

Good insight

#

He forgot about termite but lets be honest, who even knows termite is a buildable unit

hidden niche
#

I forgot core bot lab tho this list isn't like fully complete I was simply doing a short overview

empty lava
#

salamander change is fine IF it is removed from the t1.5 lab

#

replace it with the old alligator and balance seperately (old alligator wasn't even bad)

#

also might want to reduce it's burst dmg if it gets 10% fire rate, possibly
a straight 10% dps increase on a non-garbage unit is a lot

hidden niche
#

I think I mentioned 10% fire rate. It's so it's better vs spam

empty lava
#

yeah

quick fulcrum
#

I think tremor is good enough though. Works great on glitters and a better one would break the most played map

empty lava
#

you def feel that its very expensive e wise and it's spam killing is merely serviceable

hidden niche
#

Tremor is a very dangerous unit to buff. Because range is always king

empty lava
#

tremor is niche but useable atm
i think it's alright

hidden niche
#

Last I checked the splash was very horrible tho

empty lava
#

it's seldom the best option but can be strong vs sheldon/sniper

#

they buffed the aoe after wrecking the edge effectiveness

quick fulcrum
#

Voncomet is the tremor king currently on glitt and they def have a good spot there

empty lava
#

probably they were trying to make it better vs structures
since buildings have big hitbox

quick fulcrum
hidden niche
#

15% edge just meh for inaccurate unit

empty lava
#

yes. it was a massive nerf

#

#1332064873005322272 message

#

old explanation for why edge effectiveness nerf translates to a significant effective dps nerf

quick fulcrum
#

They got dps buffed tho through raw dmg number

empty lava
#

yeah so it's now usable again

peak gazelle
#

Tremor is niche but its a unique unit with a purpose

#

Aurélia come in mind with how oppressive it can be

#

Thing is

#

We have to take into account the legion faction that is almost finish

#

Legion has a lot of unique mecanic or unit
Mine bomber napalm suicide plane anti nuke geo etc

#

And then you look at cor and armada and suddenly it feel weird

#

Cor has an identify but their unit are sometimes just copy paste
Ambassador and arbiter
Quaker and Sheldon

#

Same role for 2 lab

#

A full rework of the bot T2 lab is needed

elfin dagger
#

ya I generally agree w/ X's suggestions as well. The thing about it is there's a lot of changes. I'd hope we could move in the direction of fixing them. Like implement a few per month even. Sure, that's not as fast as anyone would like. However, they are small changes that over time we can see real balance testing happen as well as forward movement

sturdy quest
sturdy quest
outer fulcrum
#

I think hornets tweak to lock it behind the t3 lab is better

hybrid stag
outer fulcrum
#

24k metal on a fusion economy is pretty insane if you ask me

hybrid stag
#

Thats the value of 6 standard fusions. Or 3 advanced fusions.

simple island
# hidden niche Halberd +50 range

This is really spicy for halberd rushes since it allows them to outrange coms.

I think the unit cost justifies it but being in a t1 lab makes it kinda iffy imo.

peak gazelle
arctic portal
empty lava
#

flag should honestly be split into a sea fighting unit and a lower range lrpc shit

#

having a one size fits all unit that (mostly) wins sea and is the primary late game bombardment unit
makes the unit comp samey every game

arctic portal
empty lava
#

arm t2 cruiser and battleship can be buffed so they aren't embarrassing

arctic portal
#

but we always knew that the flagship was the real issue and not the lab cost itself the thing can literally be in the sea and demolish bases idk how it's fair main reason why I moved to glitters to begin with

empty lava
#

that's a tweak. t3 flagship is better but could be still improved

simple island
#

We already have lrpc ships in extra units that could be used for the lrpc ship.

arctic portal
elfin dagger
outer fulcrum
#

Omg that's even more bad, that's makes it impossible for it to come out on a sea economy during a battle

elfin dagger
steep stag
#

sea need a ground up redesign honestly, you wont fix it by adjusting random number for sure. stuff like moving flagship to tier3 might help, but its just a short term bandaid

#

in particular, introducing more weapon types (like torpedoes / deep water torpedoes), altering how anti submarine stuff works and setting roles for ships more properly could fix a lot imo

ocean bluff
ocean bluff
# hidden niche Hover tank medtanks +10%hp

god but if only. JuniperOhNo This and halberd +50 range. Hovertanks just can't do anything. Expensive af and still worse than medium tanks in literally every way. No maneuverability at all and still weak. They're so bad. Metal donations even with +10% hp. 99.9% of the time, going hovers at all is a throw, but at least goons are occasionally op.

peak gazelle
ocean bluff
quartz laurel
minor vale
empty lava
#

tremor was really slow at killing porc so getting slightly better isn't a problem?

#

I'm not fussed the unit seems reasonable atm

minor vale
#

The edgeeffectiveness nerf was earlier

empty lava
#

Yeah now it got more aoe and dmg

#

So it's probably a net slight plus

minor vale
#

But with wider spread, so singletarget dmg wasn't increased as much as the raw stats would suggest

empty lava
#

I see

#

I actually prefer the wider spread in a way

#

For it's typical use of anti sheldon sniper

minor vale
#

Yes makes it more different compared to other artillery

fickle marsh
#

We need ur insight its always very useful

#

I do wish we saw more small unit tweaks just to single stats