#Arm has more utility in team games more or less across the board.

1 messages Β· Page 2 of 1

quick lynx
#

if they dont thats fucked πŸ˜„

jolly oyster
#

mammoths are unbelievably slow/unweildy, if you can't figure out a way to kill it before it reaches your eco you deserve to die honestly

#

unless there's some popular hedge maze map I'm not aware of I can't ever see it becoming meta defining

vale solar
#

Not to mention abductors dunk on mammoth and give you free 2k metal if you steal them lol

jolly oyster
#

yeah :/

#

Arm have an answer to everything

#

multiple answers usually

vale solar
#

But mammoth is a good unit I don't think it needs any buffs it's just it doesn't work that great until you have something behind it to zone out sniper/starlight or spam in front of it which means buying arm con for ticks or going catapault.

Banisher is alright and might be good in this role post buff but then you need both core t2 labs, one for slow mammoth for antispam and one for banisher which just isn't realistic in an 8v8.

quick lynx
jolly oyster
#

it's reactive though, fighters are reactive

#

abductors make plays

#

they are there stunning your shit before air player can possibly respond

#

if they respond

quick lynx
#

I dont agree with you here and again, you can make AA with your army

#

maybe if your mammoths charge into the enemy but I dotn think they are good at that anyway since they need terrain to block snipers or starlights anyway

long aurora
#

Cor cant even have the t2 shuri PandaCry

jolly oyster
#

well kuchy said abductor is one of the units he can't do without, I'm inclined to believe his assessment

quick lynx
#

I do think reworking the skuttle to kill t3 effectively would be the option that feels the most in-line with current cor design

#

just because its a good unit if played by a good player doesnt negate the fact that aa still counters it πŸ˜„

long aurora
#

it should be stealthy when not moving

quick lynx
vale solar
#

Due to speed core bots is kinda stuck playing more defensive once you're past the fiend phase as sumo/mammoth both slow af and Sheldon's dps is super low/arbiter not good at fighting against units that are actually controlled.

The veh lab is a bit better with tzar/banisher pushes but it suffers heavily from lack of antispam especially since Sala nerfs and Sala gets blocked by every damn wreck so their anti spam value goes way down in big fights.

Skuttle does kill t3 pretty well for cost it just needs to reach them which is tough against good opponents who unlocked pinpointers.

wise swan
#

for core sniper counterpart i wanna see something with a big but long ranged cannon

vale solar
#

Like a plasma cannon? I feel it would need to be the fastest plasma in the game to fit the role well enough and then it also runs into the issue later game that shields would actually work against it.

#

I do think it'd be pretty fun if we could get arbiters direct fire mode back but I don't see that ever happening with the war on toggles.

bold valley
#

Sala is a good anti-spam unit, some guy tested out current sala vs jag (or was it welder?) vs tick spam, and they performed evenly. There's something holding them back. If they can be buffed in the right way, that's the answer for CORE T2 VEH anti spam utility. That way you can also take the Banisher out of the semi-anti-spam role by removing its AoE and making it a cool, slightly different rocket version of the Starlight.

bold valley
#

Personally I'm ok with factions being somewhat mirrors. I think it should be the case they have units more alike than not when coming to critical roles like Light Unit Phase Skirmisher, or the aforementioned "T2 that punches up."

jolly oyster
#

some roles are just too vital to only exist on one faction I think, like antispam t2 veh, some anti T3 units at t2, etc

#

sure it can have core pixels, heatrays or whatever

vale solar
wise swan
bold valley
#

Can any of the current units be worked into that weapon?

wise swan
vale solar
wise swan
#

remember jaguar is ~90 but salamander is ~70

bold valley
#

Arbiter with elongated tubes direct firing a gauss cannon (it's just fast plasma) instead of a rocket pepehmm

delicate lark
#

Arbiters can shoot over terrain tho

bold valley
#

Yea which is why you make it direct fire instead

delicate lark
#

What about range?

bold valley
#

equal-ish to sharpshooter. The idea is bouncing off of Modulo's idea for a CORE counterpart to Sharpshooter.

delicate lark
#

I like the arbiter utility, feel it might turn out similar to sheldon with those changes

jolly oyster
#

core sharpshooter counterpart would be an idea I could totally get behind but hornet already made siegebreaker for core veh which does something similar, maybe more realistic to get that into the game

bold valley
vale solar
jolly oyster
vale solar
#

There's also the deadeye core bot sniper that was developed but never fully balanced and afaik is like siegebreaker in that it likely won't ever be main game.

bold valley
#

imo Arbiter Negotiator etc, from OTA to present, have always just been bad, from their inherent design. Anti-static-d works in very limited situations. It's time to sacrifice the nostalgia for a better design in a role that is far more important to the meta.

jolly oyster
#

even if we give core a way to kill t3 it's still gonna be giga unviable in tournaments purely because you /need/ ticks for every player

vale solar
#

Core bots does have alot of units already with commando/skuttle/mammoth all things that arm doesn't have.

jolly oyster
#

you have to work so hard to get value from these units compared to something like sharpshooter

bold valley
vale solar
#

Yeah, they do add alot of flavor which I love but they're so niche that they practically don't exist most games.

wise swan
#

people don't even use the cloak on sharpshooter... cloak op right?

vale solar
#

Yeah like 1/10 game I'll see a sharpshooter cloak and 1/100 I'll see a rattle or Pitbull actually use it's cloaking lol.

quick lynx
#

I think I barely ever see uncloaked sharpshooters from players above 18 OS πŸ˜„

vale solar
#

Idk I feel like most ppl leave it off to save the e since its really the radar signature you're most often worried about. Snipers usually like to stay far enough back that Los is difficult to get cloak or no.

quick lynx
#

So for the bot part, what about this: Change the arbiter missile so it deals no AOE but tracks a unit that can be seen in radar or los and has the same cooldown and dmg as a sniper.
That way the arbiter dmg is backloaded instead of frontloaded, but can work without direct LOS, for example behind terrain or walls.
You could even play around with the arbiter giving a visual indication of the tracked unit and having to maintain LOS for the tracking to work. That way it would still be able to clear static behind terrain or walls but units would be relatively safe provided they move.

void cove
#

It would be cool if someone had an idea for how to have a cortex anti t3 unit without just copying one from armada. Like Mammoth is kind of an anti t3 unit in that 3 mammoths cost effectively win against 2 razorbacks. But it's not really satisfying because it's so slow.

#

Dunno about this arbiter idea^. Maybe something like that could be tried. Maybe sacrifice some even more useless unit like negotiator to rework into something like that.

bold valley
#

I'd be down for doing Negotiator instead. Kill it's AOE and up the single target DMG. Add aggressive tracking.

jolly oyster
bold valley
#

If lower firing angle, still couldn't fire directly considering how it's model is iirc. Would have to have a pretty narrow firing arc thenp

jolly oyster
#

there is no way really other than giving core a way to do damage at range, that is the meta

delicate lark
#

I still think Banisher could work

jolly oyster
#

you could give mammoth a buff even (I don't think it needs one) and you'd still have the same problem, the only way to fix core is to give it units that fit into the way the game is played, or buff its units so much that the game is played differently

#

you can't just keep giving it units that do not actually compliment the way the game is played and then be surprised that it hasn't really fixed anything

#

it's meta to 1 shot things from beyond visual range, as long as starlights and sharpshooters do that and core has no real counter to it, this won't be fixed

#

@void cove idk if that makes sense or not

void cove
#

It makes sense yeah.

jolly oyster
#

it's sorta like in real life, in modern combat with modern armies, bigger stronger tanks seem cool but in practice they will just get massacred from a missile 20 miles away, it doesn't matter if your tank is 10% better than other countries tank etc cos that's not how wars are fought in practice

#

(I know tanks have been good in ukraine but it's an analogy)

void cove
# delicate lark I still think Banisher could work

Banisher is quite cool unit on its own, ideally I wouldn't want it to be reworked into copy of starlight. With the new buff it can also maneuver pretty nicely so on maps that have space to kite they can be somewhat good against T3.

bold valley
#

I do look forward to how buffed Banisher works out. Maybe on the 20th? πŸ₯Ή

jolly oyster
#

I think with rework banisher could be a cool unit and you'd imagine it will see more play, but I do not think it will address the utility mismatch as it's just another unit that's sort of just barely adding utility to core, you will get value from it probably only if people are clumping together groups of tanks or whatever, but by the time banishers are on the field you instead have a different foe (large hp t3 units)

#

I'd imagine it will be really good im small team games on comet catcher or something like that where games stick around at t2 tank balls for a long time

#

I can envision it feeling pretty satisfying to yeet giant rockets at shivas or razorbacks or whatever but ultimately you'd be doing a shit ton more dmg to them with sharpshooters still, and for cheaper

bold valley
#

Oh for clarity in case anyone misunderstood, RebelNode is talking about the pending Banisher buffs which are unrelated to the herein proposed Banisher rework.

In lieu of advocating Banisher rework imma switch to Negotiator. It's a good candidate to fill the Starlight role for CORE.

jolly oyster
quick lynx
hushed mason
#

I play Cortex exclusively and also actively avoid most Arm units (don't build Arm labs unless I'm completely out of Cortex cons for example and don't ask for an Arm con specifically to do anything), I'm guessing not many people play this way intentionally handicapping themselves. My OS previously peaked around 31, dropped all the way back down to 17OS at one point and then shot back up and am currently around 29 OS playing in the rotato lobbies mostly. I tend to feel the lacking/deficiencies in ways others don't because I don't just start Cortex, but don't ever switch to Arm after start either. It is tougher to win playing this way. There are some games where it doesn't matter too much when you can win on T1 bots, but once t2 and Tick spam comes into play and opportunities open up for other plays that only Armada can do (like Liche bombing an entire navy on Isthmus with one drop or using an Abductor to stun and steal a Tzar, which is preventable, but requires extra skill and cost to stop this Armada exclusive play), you feel the difference in utility more.

quick lynx
#

Im not quite sure what ure getting at with this? Is your point that cor only can go beyond 10 OS? Or is it that cortex lacks tools? (Which, btw in theory u're not showing since you only compare playing both factions. Technically u'd have to compare it to playing arm only, but whatever)? Or is it something else?

#

Pls stay in this thread btw u clearly have valuable experience in this department, I just dont get what exactly u wanna say with the above text πŸ˜„

bold valley
hushed mason
#

I was saying I agree with the opinion that if you only limit yourself to one faction it's more of a handicap when you pick Cortex versus Armada and thus that such people will tend to be lower OS as Cortex mains versus Armada mains. But I was also saying how even some 'mains' use both factions still and you don't really feel the full difference if you con-swap. I think it's pretty clear Cortex lacks functions Armada has and I'd put Armada's strength difference mostly in its ability to quickly project power. Cortex's strength of being tanky is often negated by their lack of speed and Armada's high alpha damage units with high range and also Cortex's lack of EMP resistance/aa in many cases (Mammoth should not be countered by emp bots so easily). Mammoth can get murdered by snipers before it ever sees them. Armada units dual-purpose much better. Razor is anti-spam, but it also murders Shurikens with ease, similar to Jaguar in function, unlike the Demon, which can get stopped by a small number of Shurikens despite being more expensive and has to worry about friendly fire a bit more.

#

The Behemoth is a good example of how ridiculously tanky you need to make a unit to counter the high damage of Armada units when you're slow. And one of the ways to kill it is with lots of bombers (Dragon is actually bad at countering Behemoths as the Behemoth can actually shoot them out of the sky before they provide value).

#

Dragon rush can be pretty strong, but before you can get a Dragon out you can get a Liche out with some T2 fighters as support and one-tap huge chunks of units and then hit their labs/eco too with a single pass, even if you get murdered after that you got good value. Dragon has lower DPS for cost and has to survive for much longer to provide value and comes out a little later and due to being slower than Liche, gives the enemy a bit more time to respond and make AA. Liche has much less HP, but tends to need less as it can hit and run much better and Dragons even with their HP advantage still die pretty fast to t2 fighters, it's against land aa they hold up notably better.

bold valley
#

Implementing a sort of IRL Javelin "missile pops out and then zooms at target with adjusted angle" would be sick as f, but if not possible the 'firing arc' would be dependent on how hard the missile can steer (and might create a deadzone directly in front of it where it can't hit?). I imagine it might be weird to implement.

jolly oyster
#

It has to be guaranteed hit or thereabouts like starlight or sharpshooter

#

I still think we could just add siegebreaker btw it already exists and it's pretty cool

bold valley
#

The missile should get to and always hit (speed and guidance) a T3 target at max range, to fill the role properly. It should definitely have the speed to hit before firing another rocket, to avoid overkill issues. It could have roughly the same DPS as Sharpshooter. Since the (alpha) damage is 'backloaded,' which is by design worse than being frontloaded, it should have some other benefit to compensate, like maybe keeping a tiny bit of AoE or having 100 elmos longer range. It can't micro back, and would probably have a worse firing arc, so the range diff wouldn't make it op vs Starlight etc

jolly oyster
#

@wise swan where did you learn to do tweakdefs?

wise swan
#

i only do tweakunits

#

but i looked at the unit files over and over again and decuded what each thing was

#

did u know that higher accuracy = less accuracy πŸ˜†

bold valley
#

trying to implement it ourselves to proof of concept is an OP idea

wise swan
jolly oyster
jolly oyster
#

can you add/include experimental units with tweakdefs do you know?

wise swan
#

the name kinda suggests it's tweaks only... πŸ€”

#

might have to implement it as a proper mod in github and stuff for new units

jolly oyster
#

ah damn

#

was hoping to try make a 'core balance patch' and just include tick in core lab also, add siegebreaker and printer, buff sala and termite, rebalance jugg, etc

wise swan
#

i think you can add units to build list if it's in the game already

jolly oyster
#

difficult cos I'm not sure how to see the base values for some of these or how to do things like enable units extra etc I can't see schema for those anywhere

wise swan
#

what you do is add the id to the build list of the factory/con i think?

jolly oyster
#

I like your funny words magic man

vale solar
#

While this sounds quite cool with the javelin style launch I fear it would be too close to what banisher already is just with a slight angle to the shot?

Idk if two near horizontal launch rocket veh would get accepted to coexist in the same lab?

bold valley
#

I did not consider this.

lusty raven
#

@quick lynx
@jolly oyster
@ripe flame

Ive read everything you guys have said, and Honestly

I think that the way we are balancing things is all wrong, and is leading to you guys fighting needlessly

Armada doesnt need nerfs for what its doing well to make cortex better
We dont need to nerf sneaky pete or emp bots
Cortex just needs utility seperate from this. We're never going to get anywhere if its cortex vs armada

Its gonna take someone whos not shifting the goalposts to fix these issues.
The focus of this conversation is overhauling cortex utility.
We have to come up with ideas on this.
Im still of the opinon that stealth is the answer

Every emp unit has a high alpha stealth counterpart

EX
Armada spybot has no stealth, but emps
Cortex spybot has stealth but no emp

Shuriken Emps and slows
Banshee stealths and has high burst

Let each faction do something well, when we nerf factions like this we lose the identity of the faction. I dont care if armada is strong, i care if the game is fun, and having alot of useless units making the meta pool smaller isnt fun.

#

Recluse CAN be strong, idc if it is, its a fun unit to use en mass, just make the termite fun to use as well.

It doesnt have to always be 1-1 for the role

#

We take more steps to differeniate the factions and buff the units around the optimal roles of each
Stop with this symmetry fighting when theres clearly always going to be a bias

#

Lets focus on actual concrete ways we can improve things. Frankly theres aton of changes that are 100% logical to make but are just being prevented out of fear of being too different

Like the commando is literally THE unit id think of that should have cloak considering its niche role, yet it doesnt, and is still one of the most useless and underutilized units in the game

ripe flame
#

good balance should be : enjoyable and fair
you are correct in saying that cortex and armada units shouldnt be 1-1.

#

but many of those units are not enjoyable or fair or both, especially the sneaky pete

ripe flame
#

its not good balance that armada labs are individually able to efficiently and reactively address higher level threats, whereas the cortex faction needs multiple labs and more overall investment to reach the same ability.

Imagine a push of razorbacks + pawns or shyvas + grunts. Armada can efficiently address the threat with:

  1. starlight jaguars from the veh lab,
  2. sniper welder spybot from the botlab,
  3. abductor gunships liche emp bombers from the air lab.

meanwhile cortex can only match the threat with more of their own shyvas + grunts.

#

Id be happy if both factions felt more unique but not at the detriment of unit balance.

#

sneaky pete is the biggest outlier, if you decide to push without juno, you just leave it to rng gods whether theres a cloaked commander waiting to dgun / self d all your army. if you can find a way to keep the armada jammer unique without having this obnoxious ability, youre welcome to share it. for now the simple answer is just remove the toxic unique cloaking ability it has.

delicate lark
#

Banisher would have differences that seperates it from the Sniper

long aurora
#

to counter t3 properly I think banisher should lose most of its splash and do alot of dmg

ripe flame
#

im definitely not against this but how about leaning into the cortex unique aspect and instead increase the banisher inpulse a shit ton

#

enough so that it basically stuns the t3, kinda like how pounders do vs other tanks

bold valley
bold valley
quick lynx
# bold valley More I think about it, that's ok. We have Pounder Brute, Tzar Tiger, Sumo Mammot...

I think we're talking mostly just graphics here. The way I currently envision it would be for the rocket to launch like on the current negotiator.
Once it has reached it's peak it displays a red line to its target similar to the sniper and starts homing in on it. That way we have a distinct difference from the old missile and you get a way of moving your unit behind a mountain. I think it would be ok to allow the missile to be blocked by some terrain (basically it can hit more targets than a sniper in the same position can but it doesn't completely ignore every obstruction) and it would be rather frustrating if that was implemented without giving the attacked player an indication of which unit is targeted.

At least that's my idea

arctic cape
#

Sharpshooter is good at role but not op (slow, super fragile esp vs air, low fire rate)

#

Starlight as an all in pushing unit is ideal

#

And it's good against both t2 and t3

jolly oyster
#

I still think a simple fix is just to give core siegebreaker and a tick variant

arctic cape
#

I would nerf shit first before giving both sides op shit

#

Having a unit that is good vs t3 is not cloning a unit

jolly oyster
#

that makes no sense unless you nerf starlight/sharpshooter/abductor etc to not be those units anymore

#

whilst core has no way to deal with t3 beyond visual range it's gonna suck

arctic cape
#

Well I mean I'm happy to have siege breaker just I don't want another starlight power level unit

#

Siegebreaker is worse than starlight generally

jolly oyster
#

it already is in game, there's no reason not to give core similar ability

arctic cape
#

Faction should have anti t3 unless it's a deliberate weakness to not have anti t3

jolly oyster
#

I could buy that if core just had way better t3

#

but Arm t3 is also better

#

so is every single land lab in laning situation

arctic cape
#

I mean it doesn't have to be 100% specialized anti t3 just something that's good enough

#

Banisherd could fill the role vs early t3 if given enough space

jolly oyster
#

I think it does need to be 100% specialised deleter type unit in that it should be able to kill things from as far away and with as high alpha damage as starlight/sharpshooter

#

cos unless some big tough fast units are added that can ignore all that damage, close the gap and fuck them up, those type of units are gonna be meta forever

vale solar
# ripe flame im definitely not against this but how about leaning into the cortex unique aspe...

this would be super interesting as long as it doesn't lose it's unique capability as a mobile unit with decent burst that can hit air. But a crapton of impulse coupled with the current proposed balance change for 360 deg firing might easily be way too busted during the early t2 phase while still not necessarily getting the burst to fill the role as a high alpha unit. Also didn't we try this at one point long long ago around the time custom balance tweak proposals were more common in the op lobby and it ended up being totally busted even without 360 deg? (around consul era/razor fix/buff era)

long aurora
#

nothing cor t2 can come close to that

#

as in literally, it will die if it comes close xD

quick lynx
#

If they're just sitting negotiators seem to work quite well I think.

long aurora
#

that is true t2 rocket veh are a soft counter to all slow units

quick lynx
#

In general if you have only starlight & static negotiators can just take out the static, it's when there is a moving starlight / Jag front that things get hairy

long aurora
#

but its apm taxing

#

and often more expensive to make in number than whatever they are killing

#

they cost big metal

#

and you need like 5 for a proper aoe volley

#

it just means enemy has time to probably go for a vanguard

quick lynx
#

Yeah it's not a perfect solution but I believe it does counter the specific static + Starlights interaction.

long aurora
#

I mostly pointed that usecase out to say you dont really have to allin with starlights and they can do other stuff well too

#

say ur push didnt work out and some survived you can now park them on the lane of your teammate that is weak

jolly oyster
lusty raven
#

Once again, Changing a unit to be more like armada doesnt really give cortex more utility XD
Kinda need something for the faction as a whole
The issue remains. Its a start though, and id rather that than nothing

jolly oyster
#

Ofc it gives cortex more utility if it lets it do something it can't do currently

lusty raven
# jolly oyster Ofc it gives cortex more utility if it lets it do something it can't do currentl...

It doesnt adress the actual issue in your post though, if the issue is that simple then give more emp to cortex like the shuriken
The issue isnt just not having less utility than armada, cortex has nothing to specialize in , so no matter what buffs you give to units like this they will always be secondrate to armada

And once again, the goal is to get away from people who will argue to the death to prevent changes due to them having a prefered faction

#

Just look at how fast this post devolved into cortex vs armada for reference.
@jolly oyster
At a certain level it stops becoming about balance or utility or uniqueness, its more about what faction is better

#

I honestly think you could double the damage of cortex , and armada might still come out ontop in alot of scenarios XD

lusty raven
jolly oyster
#

Luna they are not gonna redo the entire faction concept

#

Focus on what's possible

#

You know how hard it is to get even small changes through?

#

I appreciate that you have ideas and I'm sure people will be interested to discuss them but that should probably he a different thread

lusty raven
# jolly oyster Luna they are not gonna redo the entire faction concept

i mean look, hate to say it but they dont even have a concept. Hell Armada doesnt even have a atlas atm

this is the best time to have these discussions before the game is on steam tbh
Im saying that if the focus of your thread is getting utility for cortex, none of these small changes are going to do what you want

#

but if this whole thread by you is solved by just adding the deadeye, and siegebreaker, then do so

But im almost certain thats not what you want is it

jolly oyster
#

For now pretty much yes, I think what you are proposing is definitely in need of its own thread

#

I'm not throwing shade I just think if you actually want your ideas discussed instead of people skim reading til someone is back on topic a new thread makes sense, you are proposing a major overhaul and it's just not in the scope of the original post or much of the subsequent discussiom

quick lynx
#

I made a unit tweak to experiment with the arbiter missile as t3 killer. Right now if 2 razors charge 5 arbiters everyone dies. If the arbiters kite you don't even loose hp on the arbiters. I have done absolutely no balancing, it's just to get a feel for the Idea. I'm unsure about its viability but if anyone wants to experiment with it the tweak is
ewoJY29yaHJrID0gewoJCXdlYXBvbmRlZnMgPSB7CgkJCWNvcmhya19yb2NrZXQgPSB7CgkJCQlhcmVhb2ZlZmZlY3QgPSAxMiwKCQkJCWNyYXRlcmFyZWFvZmVmZmVjdCA9IDAsCgkJCQljcmF0ZXJib29zdCA9IDAsCgkJCQljcmF0ZXJtdWx0ID0gMCwKCQkJCWVkZ2VlZmZlY3RpdmVuZXNzID0gMC4xNSwKCQkJCWltcHVsc2VmYWN0b3IgPSAwLAoJCQkJZW5lcmd5cGVyc2hvdCA9IDEwMDAsCgkJCQluYW1lID0gIkhlYXZ5IGFybW9yLXBpZXJjaW5nIGhlYXQgc2Vla2luZyBtaXNzaWxlcyIsCgkJCQlyYW5nZSA9IDEwNTAsCgkJCQlyZWxvYWR0aW1lID0gNSwKCQkJCXR1cm5yYXRlID0gMjIwMDAsCgkJCQl0cmFja3MgPSB0cnVlLAoJCQkJd2VhcG9uYWNjZWxlcmF0aW9uID0gMTAwLAoJCQkJd2VhcG9udmVsb2NpdHkgPSAyMDAwLAoJCQkJZGFtYWdlID0gewoJCQkJCWNvbW1hbmRlcnMgPSAxMDAwLAoJCQkJCWRlZmF1bHQgPSAyNTAwLAoJCQkJfSwKCQkJCWN1c3RvbXBhcmFtcyA9IHsKCQkJCQlwcm9qZWN0aWxlX2Rlc3RydWN0aW9uX21ldGhvZCA9ICJkZXNjZW5kIiwKCQkJCQlvdmVycmFuZ2VfZGlzdGFuY2UgPSA1MDAsCgkJCQl9LAoJCQl9LAoJCQl3ZWFwb25zID0gewoJCQkJWzFdID0gewoJCQkJCWJhZHRhcmdldGNhdGVnb3J5ID0gIlZUT0wiLAoJCQkJCWRlZiA9ICJDT1JIUktfUk9DS0VUIiwKCQkJCQlvbmx5dGFyZ2V0Y2F0ZWdvcnkgPSAiU1VSRkFDRSIsCgkJCQl9LAoJCQl9CgkJfSwKCX0KfQ

void cove
#

The alpha-seekingmissile-arbiter-diplomat sounded a bit too familiar and I realized legion t2 vehicles already has it.

#

So instead of copying armada you would then be copying legion

quick lynx
#

Shit. Accidental plagiarism πŸ˜„
Well from a faction balance perspective I think legion would need them less since they already have a viable anti t3 option with the incinerator right?

jolly oyster
#

In the same way it doesn't matter if both fighter shoot a missile, I don't think it matters if siegebreaker shoots a laser, it could really easily be changed to a heatray even, that's fully core themed

#

I think it's just so fundamental to a faction's utility

#

To be considered a complete faction

wise swan
#

actually sumo and mammoth both having green laser bugs me

#

they're both slow bots with green lasers!

jolly oyster
#

quote from mightysheep today: "every time i play core im get to a point where its like I NEED arm con" <--- v good 50+ os playeur

tired marsh
#

tl:dr; arm have all the good tools, basically

#

The core T3 killer is the siegebreaker, which works very hard not to be a starlight/sniper clone, and unfortunately suffers a lot for it. partly the issue is that snipers and starlights are just too good, coupled with arms better vision options

tired marsh
tired marsh
wise swan
#

the fabled laser colour coding

tired marsh
tired marsh
wise swan
#

does this mean scouts have red lasers now?

tired marsh
#

heatrays bend the rules there, which might be something for later revisiting

#

the tickle beams are straw coloured

#

colour also relates to E cost per shot to fire

#

iirc there were a couple of exceptions that were made for 'because it's always been like that' reasons though, but 95% of lasers now conform

#

IMO there should be no exceptions, many old reasons are just oversights, typos, mispastes, etc

#

and people are just used to that

arctic cape
#

when you have a long range weapon basically what differentiates them is, throughput, unit hp, drawbacks

jolly oyster
#

LS0tHnpaeE90Ci0tQ29yZSBMYXJnZSB0ZWFtcyBiYWxhbmNlIHBhY2sKewoJLS1zYWxhcyBldGMKCWNvcnNhbGEgPSB7CgkJc3BlZWQgPSA3OCwKCQl3ZWFwb25kZWZzID0gewoJCQljb3JfaGVhdF9sYXNlciA9IHsKCQkJCWFyZWFvZmVmZmVjdCA9IDUwLAoJCQkJcmFuZ2UgPSAzNTAsCgkJCQlyZWxvYWR0aW1lID0gMC45LAoJCQl9LAoJCX0sCgl9LAoJCgktLWphbW1lciBjaGFuZ2VzCgkJY29yamFtdCA9IHsKCQkJcmFkYXJkaXN0YW5jZWphbSA9IDUwMCwKCQl9LAoKCQlhcm1qYW10ID0gewoJCQllbmVyZ3ljb3N0ID0gNTIwMCwKCQkJbWV0YWxjb3N0ID0gMTE1LAoJCQlidWlsZHRpbWUgPSA0NTcwLAoJCQllbmVyZ3l1cGtlZXAgPSAyNSwKCQkJY2FuY2xvYWsgPSBmYWxzZSwKCQl9LAoJCgktLS1UMwoJCgljb3Jrb3JnID0gewoJCWhlYWx0aCA9IDE4MDAwMCwKCQlzcGVlZCA9IDM1LAoJCX0sCgkKCQoJCgktLWFkZGluZyB1bml0cwoJCWNvcmF2cCA9IHsKCQkJc2NyaXB0ID0gIlVuaXRzL2NvcmF2cF9saXRlX2NsZWFuLmNvYiIsCgkJCWJ1aWxkb3B0aW9ucyA9IHsKCQkJCVsxNF0gPSAiY29yc2llZ2VicmVha2VyIiwKCQkJCVsxNV0gPSAiY29ycHJpbnRlciIsCgkJCX0sCgkJfSwKCQoJCWNvcmFhcCA9IHsKCQkJYnVpbGRvcHRpb25zID0gewoJCQkJWzldID0gImFybWRmbHkiLAoJCQl9LAoJCX0sCgkKCQlhcm1hYXAgPSB7CgkJCWJ1aWxkb3B0aW9ucyA9IHsKCQkJCVsxXSA9ICJhcm1hY2EiLAoJCQkJWzJdID0gImFybWJyYXdsIiwKCQkJCVszXSA9ICJhcm1wbml4IiwKCQkJCVs0XSA9ICJhcm1sYW5jZSIsCgkJCQlbNV0gPSAiYXJtaGF3ayIsCgkJCQlbNl0gPSAiYXJtYXdhYyIsCgkJCQlbN10gPSAiYXJtYmxhZGUiLAoJCQkJWzhdID0gImFybXN0aWwiLAoJCQkJWzldID0gImFybWxpY2hlIiwKCQkJCVsxMF0gPSAiY29yc2VhaCIsCgkJCX0sCgkJfSwKCQoJLS10ZXJtaXRlCgkKCWNvcnRlcm1pdGUgPSB7CgkJc2lnaHRkaXN0YW5jZSA9IDUwMCwKCQlzcGVlZCA9IDUxLAoJCXdlYXBvbmRlZnMgPSB7CgkJCWNvcl90ZXJtaXRlX2xhc2VyID0gewoJCQkJcmFuZ2UgPSA0MDAsCgkJCQlkYW1hZ2UgPSB7CgkJCQkJZGVmYXVsdCA9IDI5MCwKCQkJCX0sCgkJCX0sCgkJfSwKCX0sCgkKCS0tc3VtbwoJY29yY2FuID0gewoJCXNwZWVkID0gNDAsCgkJd2VhcG9uZGVmcyA9IHsKCQkJY29yX2Nhbmxhc2VyID0gewoJCQkJcmFuZ2UgPSAyODAsCgkJCX0sCgkJfSwKCX0sCgkKCS0tZW1wIGxhdW5jaGVyCgkKCWFybWVtcCA9IHsKCQl3ZWFwb25kZWZzID0gewoJCQlhcm1lbXBfd2VhcG9uID0gewoJCQkJcmFuZ2UgPSAyODAwLAoJCQl9LAoJCX0sCgl9LAoJCgktLXQyIGNvcmUgYWEgYm90Cgljb3JhYWsgPSB7CgkJc3BlZWQgPSA0MiwKCX0sCgkKCQp9Ci0tLS0

#

I made a tweakdef

#

What it does:

Adds Siegebreaker
Adds Printer

Buffs Termite in general
Buffs Sala speed (70 > 78) and increases its ROF by about 15% to make it a viable veh antispam for core (Jag is speed 90 so still a lot faster)
Slightly buffs sumo to make it more in line with welder, it's still slower
Buffs jugg (slight speed increase and decent hp increase)
Buffs core t1 jammer to be equal to sneaky pete in range
Moves abductor from Arm to core (I don't see why Arm should get t2 shuri really if it already gets liche and emp bomber)
Nerfs emp launcher range (now somewhere between tacnuke range and old emp launcher range)
and finally increases speed of the core T2 aa bot

#
  • Thanks to Hornet for helping me get started with writing it
#

@ripe flame have any feedback?

#

I also think we can just remove commando to help with unit proliferation issues

#

but I can't figure out how to remove a unit in LUA, lol

ripe flame
delicate lark
#

Should Abductor be moved to cor?

jolly oyster
#

Well thematically it makes sense to me since its a t2 shuri

#

Furthermore Arm has 5 units to stall/kill T3 from T2

#

By moving abductor and adding siegebreaker, Arm still has 4 whilst core now has 2 (up from 0)

delicate lark
#

I dont think Abductor should be good at stunning

jolly oyster
long aurora
#

yeah t2 airlab still needs to have a trans for both factions imo

jolly oyster
#

Kk I'll do that too

jolly oyster
#

LS0tHnpaeE90Ci0tQ29yZSBMYXJnZSB0ZWFtcyBiYWxhbmNlIHBhY2sKewoJLS1zYWxhcyBldGMKCWNvcnNhbGEgPSB7CgkJc3BlZWQgPSA3OCwKCQl3ZWFwb25kZWZzID0gewoJCQljb3JfaGVhdF9sYXNlciA9IHsKCQkJCWFyZWFvZmVmZmVjdCA9IDUwLAoJCQkJcmFuZ2UgPSAzNTAsCgkJCQlyZWxvYWR0aW1lID0gMC45LAoJCQl9LAoJCX0sCgl9LAoJCgktLWphbW1lciBjaGFuZ2VzCgkJY29yamFtdCA9IHsKCQkJcmFkYXJkaXN0YW5jZWphbSA9IDUwMCwKCQl9LAoKCQlhcm1qYW10ID0gewoJCQllbmVyZ3ljb3N0ID0gNTIwMCwKCQkJbWV0YWxjb3N0ID0gMTE1LAoJCQlidWlsZHRpbWUgPSA0NTcwLAoJCQllbmVyZ3l1cGtlZXAgPSAyNSwKCQkJY2FuY2xvYWsgPSBmYWxzZSwKCQl9LAoJCgktLS1UMwoJCgljb3Jrb3JnID0gewoJCWhlYWx0aCA9IDE4MDAwMCwKCQlzcGVlZCA9IDM1LAoJCX0sCgkKCQoJCgktLWFkZGluZyB1bml0cwoJCWNvcmF2cCA9IHsKCQkJc2NyaXB0ID0gIlVuaXRzL2NvcmF2cF9saXRlX2NsZWFuLmNvYiIsCgkJCWJ1aWxkb3B0aW9ucyA9IHsKCQkJCVsxNF0gPSAiY29yc2llZ2VicmVha2VyIiwKCQkJCVsxNV0gPSAiY29ycHJpbnRlciIsCgkJCX0sCgkJfSwKCQoJCWNvcmFhcCA9IHsKCQkJYnVpbGRvcHRpb25zID0gewoJCQkJWzldID0gImFybWRmbHkiLAoJCQl9LAoJCX0sCgkKCQlhcm1hYXAgPSB7CgkJCWJ1aWxkb3B0aW9ucyA9IHsKCQkJCVsxXSA9ICJhcm1hY2EiLAoJCQkJWzJdID0gImFybWJyYXdsIiwKCQkJCVszXSA9ICJhcm1wbml4IiwKCQkJCVs0XSA9ICJhcm1sYW5jZSIsCgkJCQlbNV0gPSAiYXJtaGF3ayIsCgkJCQlbNl0gPSAiYXJtYXdhYyIsCgkJCQlbN10gPSAiYXJtYmxhZGUiLAoJCQkJWzhdID0gImFybXN0aWwiLAoJCQkJWzldID0gImFybWxpY2hlIiwKCQkJCVsxMF0gPSAiY29yc2VhaCIsCgkJCX0sCgkJfSwKCQoJLS10ZXJtaXRlCgkKCWNvcnRlcm1pdGUgPSB7CgkJc2lnaHRkaXN0YW5jZSA9IDUwMCwKCQlzcGVlZCA9IDUxLAoJCXdlYXBvbmRlZnMgPSB7CgkJCWNvcl90ZXJtaXRlX2xhc2VyID0gewoJCQkJcmFuZ2UgPSA0MDAsCgkJCQlkYW1hZ2UgPSB7CgkJCQkJZGVmYXVsdCA9IDI5MCwKCQkJCX0sCgkJCX0sCgkJfSwKCX0sCgkKCS0tc3VtbwoJY29yY2FuID0gewoJCXNwZWVkID0gNDAsCgkJd2VhcG9uZGVmcyA9IHsKCQkJY29yX2Nhbmxhc2VyID0gewoJCQkJcmFuZ2UgPSAyODAsCgkJCX0sCgkJfSwKCX0sCgkKCS0tZW1wIGxhdW5jaGVyCgkKCWFybWVtcCA9IHsKCQl3ZWFwb25kZWZzID0gewoJCQlhcm1lbXBfd2VhcG9uID0gewoJCQkJcmFuZ2UgPSAyODAwLAoJCQl9LAoJCX0sCgl9LAoJCgktLXQyIGNvcmUgYWEgYm90Cgljb3JhYWsgPSB7CgkJc3BlZWQgPSA0MiwKCX0sCgkKCQp9Ci0tLS0

#

updated tweak

void cove
#

If we moved abductors to cortex would anyone even use them? 5 shuriken cost less than 1 abductor and deal twice as much damage. And because of overkill on shuris they probably even tank more shots from T2 fighters as well.

#

I think you are vastly underestimating just how overpowered shuriken are.

ripe flame
#

the shuriken can barely overwhelm a razorback and they cant load expensive t2 units for reclaim capture or just keeping them locked down from safety

jolly oyster
#

do you have any thoughts on that @void cove ?

void cove
#

Ehh if you want to move units from faction to another probably make a new thread for that. Those suggestions are usually very unpopular.

jolly oyster
#

@ripe flame what do you reckon? ^

quick lynx
quick lynx
jolly oyster
#

not a bad shout, I'll test it out

#

depends on how banisher is after change, I went with siegebreaker cos the core bot lab feels better than veh lab for me currently, fiends and sheldons are actually p good

quick lynx
#

I would agree with that, however I just wouldnt add the siegebreaker or deadeye at all πŸ˜„

#

atleast not until we see how the change works out

jolly oyster
#

the utility imbal is so vast that any sort of reasonable fixes sound overboard at first glance I think

long aurora
#

it takes 1 banisher 100 seconds to kill a razorback vs 53 sec for a sniper to do the same

#

its not gonna suddenly become a t3 counter

ripe flame
# jolly oyster <@497574948374577162> what do you reckon? ^

at my level I really care more about the fairness than the unit visual identity. I understand that it can't just officially be a 1 for 1 trade and just call it a day but also if half the player base starts using a homebrewed tweak, I think the balance team will realize something needs to be addressed lul

quick lynx
# jolly oyster I'm just sick of bootlicking Arm atm, they get everything

I have thought about that a bit and I think cor is stronger in places with smaller direct LOS and where the focus is on defending.
Lets take Glitters canyon, I think termites beat recluses in close combat so cor controls the hills. just put termites on the hills and mammoth behind the rocks and you got a pretty solid defense because the main weapons for arm (starlight and snipers) don't work here.

I'm not saying this makes things balanced but I do believe cor is stronger in scenarios that are defensive (aka a hold is a win) and don't have direct LOS.
So if we add stuff to cor we should keep this in mind as to not have the other situation 3 months later, where cor is now in posession of Snipers / Starlights but still has its close quarter units that arm now lacks.

jolly oyster
#

Termite is such a niche use is my issue with it, the recluse can actually win games

#

Termite at best can stop recluse from winning games, for a higher cost

ripe flame
jolly oyster
#

and by that time the recluse already got some value at least

#

recluse is also just incredibly strong even on flat lane

#

it's rocket bot on crack

quick lynx
#

Yeah thats what I am saying. In scenarios where the focus is on being defensive.

long aurora
#

in a prolonged recluse termite skirmish arm should get the edge eventually because they can acsess all the hill wrecks with webbers, something cor cannot

jolly oyster
#

you're always at a disadvantage in those scenarios because later on thegame is balanced towards T3 that can brute force vs porc

long aurora
#

also termites completely lose to a single pitbull on the hill

ripe flame
#

just fly con turret

jolly oyster
#

you can't defend the other team to death

quick lynx
# jolly oyster recluse is also just incredibly strong even on flat lane

Guys. You're bringing up a bunch of scenarios that aren't really what I talked about. I'm talking specifically about holding, not winning and low LOS.
So theres no "flat terrain", If you let ur opponent get a pitbull on a hill while u have termites available, he just beat u, u shouldnt be able to take that hill. And you dont win with recluses vs termites if both are in range of each other.

jolly oyster
#

that's the issue, recluse has so much utility

quick lynx
#

but my comment wasnt it was about a specific area...

jolly oyster
#

it can win flat lane, it can harrass over hills, it can raid over hills, with webber support it can be a whole supported reclaim push over hills

#

all termite can do is defend hills situationally

ripe flame
jolly oyster
#

^ that's what I'd do

#

just stick a mammoth behind it or w/e

#

the odds of you having termites pre emptively are low

#

once the hill is taken termites also can't take it anyways probably cos it's porced to fuck

quick lynx
#

To say it again. My comment has no bearing on the overall balance of the unit. I'm saying there is a specific scenario (scenario A) where cor stuff shines. If you give cor all the tools to beat arm in the other scenarios you end up with cor still shining in scenario A and being tied in all others. When making balance suggestions you should therefore watch out as not to create a proposal that would make us have the same discussion about arm in 3 months.

jolly oyster
#

Arm still has lots core doesn't have with this tweak

#

Liche, sharpshooter, janus, razorbacks, recluse, tick!, Arm is fine and then some

#

when was the last time you actually made a termite? I don't think I have done once this year, it's such a niche case you can effectively ignore it, I build starlights like every single game

#

This is what I mean, core has such a downtrodden mentality that people start to worry when they get something remotely useful, just think about all the insane shit Arm gets lol

delicate lark
#

U need to evaluate the full picture of the balance

quick lynx
#

I am not speaking to the merit of your proposal. I am saying be weary of this happening due to you making good faith attempts at fixing the problem. Don't overcorrect, rather propose small steps.
Please stop treating me like I am attacking your proposals every time I urge u to consider something that could possibly endanger it. I get that u think your proposal is good, but give others time to verify

quick lynx
jolly oyster
#

I think I am keeping a holistic view of the whole game in mind

#

Kuchy Also does that p well I feel

delicate lark
#

Nowadays I think more in terms of what a unit should be able to do. Not strict balance per say

jolly oyster
#

after adding a counter t3-t2 unit to core I still think Arm has way more benefits over core in general interactions, that's why I don't think termites ability to defeat recluse if they fight on a hill is important

delicate lark
#

Termites dont do it reliably enough

quick lynx
# jolly oyster after adding a counter t3-t2 unit to core I still think Arm has way more benefit...

Thanks πŸ˜‰ Just give us the benefit of the doubt man. I get you feel like the general discussion is biased towards arm favortism but don't project that onto anyone that doesnt agree with the full range of buffs u wanna give. Many of us have tried to adress specific issues you have brought up, I personally made a tweakdef to try one of the fixes, we are trying even if we sometimes dont agree with u πŸ˜„

#

I think right now we should wait for the recluse change to take effect before we talk about it. That being said I think one of the core problems is the banishers splash damage. You cant really buff it to be a t3 killer because that would mean you have a unit that is great vs both centralized and distributed unit compositions. So in my mind you either change the banisher to loose its AOE or add another unit to fill that gap (maybe I do like ur siegebreaker after all :D)

#

Also printer being added should be a no brainer. Don't know why that hasnt been done a long time ago

jolly oyster
#

depending on how good the Banisher feels after patch I might switch my tweakdef to use the deadeye

jolly oyster
quick lynx
#

As for your tweakdef, I think if you really want to give this a shot you need players to experiment with it. I think right now you are doing too many things in there for players to consider it. Maybe start small. Minimal example would be a tweak to add the printer, if u want a bit more do printer and maybe either sala or sumo buff.
Problem is few players will want to play with ur tweakdefs if they ask u "what is this" and u answer with a wall of text. "Adds cortex consul" is much cleaner and less people will have a problem -> more people try it and see its good

jolly oyster
#

that may be true, I think between me and kuchy we could maybe hijack a lobby or two and just enable it though πŸ˜‚

quick lynx
#

Maybe u kept them to original values but if not u should prob disclose that πŸ˜„

jolly oyster
arctic cape
#

you can't give it 8 more speed and 15% more dps

jolly oyster
arctic cape
#

should just make a dedicated t1.5 amphib like bringing back the alligator

jolly oyster
#

agree

#

that would be ideal

arctic cape
#

smh making a t2 core combat unit buildable at t1.5 or combat engineer is stupid

#

recluse, hound, salamander, when will plp ever learn

jolly oyster
#

yeah I agree it puts it in a dumb place

#

for now I just wanted to try gather data from dry land and I figure I can worry about strait later, it's not like this will actually be directly added to the game ever anyhows

#

if i can make it a popular tweak in op rotato lobby though I figure it may at least send a message that something needs changing with base game

wise swan
jolly oyster
#

maybe in the tweak I can just disable from amphib lab and move to advanced amphib complex or smth

#

what did you make of tweakdef modulo did you decode it to have a looksee?

long aurora
arctic cape
#

im sure you can buff the cor t2 bot lab

#

in compensation

#

also the fiend/platypus are allowed for now because t1 can deal with them

#

consul sharing on amphib maps is crazy tho

#

not common but crazy potential

wise swan
vale solar
#

Salas felt soooo good in their initial iterations before they got nerfed due to amphib complex.

delicate lark
#

I feel like Twitcher and Consul has too many buildoptions

long aurora
jolly oyster
#

Have the tweak active in a glitters lobby right now if anyone wants to come try

#

currently game is ongoing

royal rover
#

@jolly oyster maybe consider adding the legion astreus to core t3 to round it out and try giving core an actual range advantaged unit

jolly oyster
#

What's the astreus?

royal rover
#

11k t3 walking lrpc with 3k range, it's honestly a very cool well made unit, I just think it fits core better than legion and really would round out the t3 lineup very well both in cost and capabilities

#

I probably misspelled the name though πŸ˜…

lusty raven
#

its the only range unit that goes through shields

#

just buff the catapult if you have a issue

#

legions t3 is fine where it is

fervent valve
#

pawns feel better than grunts. mak grunts feel good too.

jolly oyster
#

@azure oxide didn't realise you were another player with open eyes

#

pls feel free to contribute a comment or two to this thread

azure oxide
#

i agree with most of you points. only things that make cortex (made last season) a viable alternative is shurikens and lategame T3

storm crest
#

bit of input i haven't played since around 1 year ago (t2 pork tweak) and already back then you could feel the difference between Arm and Cor comp.
I feel like Cor is missing a raider in the veh t2 lab why? salamender could fill that role as talked above and Jaguar is probably overtuned seing the discussion above
I don't feel confident talking about other T2 veh since i played so long ago Cor pulsar equivalent seems good
Janus>Pounder i think it is mostly a janus balance issue here
T2 cor bots has only 2 unit faster than most T2 arm bots while having nearly zero synergy, arbiter rework as anti high HP unit seem like a good idea give missile tracking against T3
Cor T3 was somewhat balanced early back then (prenerf demon) and shiva grunt push worked well (prenerf grunt) balance Jugg VS Titan seem needed as said above
Arm T3 thor doesn't need EMP missile remove it, razorback seem to still be too multipurpose like a year ago, fast long range anti everything high damage self scout bot

It still seem the bigger issues are still the same :
-Arm spam > cor spam
-Arm always has more speed and range than cor (even grunt finally got there) T2 arm problem is simply grunt balance issue in reverse T2 arm composition beat T2 Cor comp in both so they can get infinite value
-Cor unit cost more because they have more hp (still get me every time lol). Where is range and speed taken into account for cost?
-T3 Arm gantry still better than T3 Cor gantry

I left air and sea out of the convo since it seems it is not the main point of this thread.

lusty raven
#

Someone stated having the abductor and shuriken split seems weird since its essentially a t2 shuriken

bold valley
#

On that thought, CORE should get a T1 nuke bomber. πŸ˜ƒ

lusty raven
naive sonnet
#

A neat way to give Cortex a little more utility while strengthening the core identity/playstyles of each faction is to change the Cortex shield to block lasers and Armada LRPC/Ragnorok to be a giant laser death ray (or simply remove the LRPC as an option since they already have Pulsars).

This would encourage team games to have both factions to have access to each other's respective shields while emphasizing that these factions are mutually at war with the other.

versed garnet
austere mica
#

i actually dont understand why ticks are spammed when t2 comes out, can you inform me about this? they seem to just die to almost any t2 unit because of their low hp

bold valley
#

A couple things. It guarantees 1. some amount of constant vision on the enemy (you can think of it like trickle spending metal to scout the frontline constantly) 2. some amount of shots will be wasted on the ticks instead of on your good units when you do advance. 3. Keeps the pressure up, even if very light. COR's best approximation is Rascal? What matters the most is how much you have to spend to get the same effect tbh

#

btw, any changes on the op's points now that we've gotten a chance to settle into the new balance meta? How's 8v8 faction balance?

uncut kayak
#

cortex has always been realy bad compare to armada in team game
the reason is quite simple
armada get more unite variety while also having a good scaling on low eco

while cortex strive on HIGH metal map type so 1vs1 are their best spot

#

so efficiency is much higher for armada than cortex

#

for cost

#

their most strong option atm is either spam brute / spam tiger / spam shiva

high spade
#

Quite weird for being the so called brute force faction really

uncut kayak
#

i still win game by pure spamming tiger and leaking

#

i got quite good at sniping commander

#

the brute force come from just monospaming the same unit untill you get such a number it's imposible to stop

#

or at least not before doing the damage you want

high spade
#

Ofcourse, and that’s really nice to hear your getting some amazing games in! I am not talking about that though, I have been really into watching 1v1 tournaments both pro and β€˜β€™noob’’ 30-50 os 1v1’s

#

And the majority of 1v1’s tend to be arm vs arm

#

Which does get kinda stale at times

uncut kayak
#

yeah the cor vs arm matchup is hard af

#

too much utility on armada

#

but if equalize you end up winning as cortex

high spade
#

Do the devs ever adress this issue btw?

#

Have seen a billion thread already with 10+ upvotes

#

Which does say it gets taken into consideration

uncut kayak
#

there is tournament

#

so after tournament might be a patch

high spade
#

But looking at it this thread is kinda old already and the issues still linger

uncut kayak
#

hopefully

#

there is not much dev on the cortex/ armada balance and there is also the coop problem

#

etc etc

#

they do what they can

#

you have to play around it

#

even if it's frustating at the time

high spade
#

Uhhh idk a sharpshooter being severely stronger in late t2 then most if any of cors t2 for its price doesnt have much to do with coop I think, and I thought they were tackling coop in a different manner with build cost increases

#

Not unit balance

uncut kayak
#

the lack of "cheap spam" is also a problem for cortex

#

you have to go veh for rascal
then if juno you have to go bot

#

while arm got both in t1 lab

#

tick and pawn

uncut kayak
high spade
#

I was alr thinking vedor seems like a common name xD

#

I have probably watched you play tens of times already then! Fun to see you here :D

timid halo
#

A little necro-y sorry. What ever happened to the Siegebreaker?

brave tree
#

Development for it to be a base game unit might have been scrapped and they want to leave the roles of core and armada vehicles to be a bit more asymmetric. Ultimately I do not know why the unit was not added or why it was cut from testing, the GDT members might and other contributers might, but I think they decided core's seige abilities should lie in other units or other labs.

tired marsh
tired marsh
#

If people could make a concise list of their particular gripes, it'll be of help and interest. I have a list as long as my arm already, everything from turret speeds to lab animations, but vox populi always highly relevant.

I also want to hear about units that "feel bad" to use.

paper charm
#

Core's lack of a unit roster is really aparent these days as legion becomes more and more common imo. They need another T2 air unit, don't even have a T2 veh engineer, and just generally. I understand wanting to really keep unit bloat minimal but its honestly becoming a balance issue just in the fact there are so many fewer knobs to potentialy turn for core.

tired marsh
#

One of the reasons behind my bootstrapping legion was actually to hold a mirror to the balance issues, and try to remove the tug of war mindset

uncut kayak
#

For me there is a problem with the air viability between the 2 faction.
Going armada T1 in teamgame is straight up trolling because of the lack of the shuriken utility.
While the t2 of both are more viable due to cortex having wasp and armada having liche even if armada got more option aka 2 gunship type and emp bomber.
Liche being the counter part to dragon imo.

As for other issue we have Fatboy being a big problem in 8v8 same as tzar because it straight up destroy porc and T1 and is kinda hard to counter .

What else i think also for the 1vs1 especialy the rover aggro mΓ©ta is quite annoying due to the fact that these scout unit can kill most T1 eco building the early game i can understand its a problem due to the fact that 1 people play big macro map and second that is allow to counter greedy build.
However having it spam or having to chase around multiple of them is quite annoying especialy if one get through which can kill a mex in 5 second flat.

#

Pounder also being a major problem in choke or as a oh no im getting push dangerously time to spam them and defend my base for free.

uneven sleet
uncut kayak
#

The major problem is how emp give massive value

#

It would be way better if the emp had diminishing return

#

Like you can full EMP rapidly but it fall off and the unit get immunity for x second

#

So that you cant perma emp a unit

uneven sleet
#

I mean it already has the disadvantage of being unable to deal damage, meaning that whilst great for stopping units, it can't actually kill them alone.

Banshees and Mosquitoes can try to snipe enemy commanders and other high priority targets, Shurikens can't

uncut kayak
#

You dont think big enough.
Emp is literaly giving the player a on i emp this and kill with 1 2 unit a whole army

uneven sleet
#

Very true

uncut kayak
#

Banshee dps are made for raiding mex cons

#

And if you can a commander

#

That's all

#

Shuriken is more versatile

uneven sleet
#

Well that's where discussion gets a bit difficult

#

We need to make the Banshee (and also perhaps the Mosquito) more appealing without making the Shuriken worse

#

Or if we do have to nerf the Shuriken to bring it in line, make it a fair tradeoff

uncut kayak
#

For me banshee are already good

#

The outlier is shuriken

#

Mosquito is already stupid op i dont know what people are thinking

uneven sleet
#

Seems I've seen two sides of the same coin

#

Because some of the other folk seem to think the Banshee is unviable as Hell

#

Not saying that's neccesarily what I think, but still

uncut kayak
#

Because if you compare them to shuriken yeah

#

I mean if you buff the gunship too much we will have another problem

#

And gunship are crazy oppressive i 1vs1 right now

uneven sleet
#

I think that's another part of the equation, different gamemodes and maps

#

Like take the anti-spam ships for example, not overwhelmingly useful on maps with linear naval lanes, but brutal on big, open-sea maps

uncut kayak
#

Yes

uneven sleet
#

So it's sort of, is it that a unit is bad, or is it just bad in the current situation you find yourself in?

#

But that all having been said, don't want you to think I'm trying to shoot down your points

uncut kayak
#

Shuriken is overtuned in all game mode.
1vs1 as a get out jail card
Small help counter a push .
Large team your want to push or leak nope

#

But your right

#

The best case scΓ©nario is a unit is viable/good in all game mode
Worst case situational

uneven sleet
#

mind you a guy in the other thread was more-so complaining about air gameplay in general, something about how do you allow a higher-skill air player to win against a lower-skill air player before their ground forces lose or summat like that

#

which wasn't the sole point of the thread to be fair

uncut kayak
#

Yeah air gameplay in team revolve around either timing eco into mass air.
Or all in shuriken bomber and hope your ground follow

#

Mind you in rotato game you sometimes dont have a air spot and it s whoever lane has a stalemate go air

uneven sleet
#

aye

uncut kayak
#

So that problem is less severe

uneven sleet
#

it's games like this where even fairly small balance adjustments can sometimes ripple into bigger changes in people's playstyles

#

..which having said that is the proposed point of this discussion, so i feel a bit stupid saying that

#

you are all entitled to one (1) 'what is bro yapping about' token

#

spend it wisely

uncut kayak
#

Also map dΓ©pendant balance are kinda annoying because most people are playing glitter and istmus so they dont know what and how other map are play

#

They just have the same bo over and over again and the n complain

uneven sleet
#

aye, that's (yet) another point to consider, what sort of playstyle do people have when they ask for change?

jolly oyster
#

This thread is a tad outdated with regards to some of its specific gripes/issues however I think the core problem hasn't changed, Arm is still picked at nearly 2:1 ratio for land based roles in 8v8 and it is super dominant in Sigma series, it also has a 5:1 win ratio in FFA for example.

#

It's yet another large teams tourney where ARM defines the meta

#

Here is a more updated thread for today's specific issues:

tired marsh
arctic cape
#

Skuttle is unique defensive utility, shiva on smaller maps through raw stats is as influential as marauder.

T1 cor bot lab is kind of worse overall than arm t1 bot lab unless you can get some serious grunt or thug value

#

T2 cor bot honestly has a different playstyle than sniper starlight. It has real advantages like being very hard to kill with twitcher t2 wall twin guard, defensive shuttleß

#

Duck is worse than plat in most cases, twitcher has insane utility for setting up remote bases and defenses

#

Surviving early t3 comes down to can you get mammoth / skuttle/ reactionary porc in time

#

T2 cor veh cor actually owns hard due to tiger insane all rounder and to a lesser degree banisher being an actual skirmisher.

#

It lacks gremlin or combat engineer tho. So it's a tiger banisher quaker one trick

#

Tremor has some use cases against mass sniper or sheldon

#

T2 arm air lab is better No question. Liche and stilleto. Cor bomber is better but you aren't always bombing afusing when you can more reliably stilleto or liche army

#

So I would boil it down to

T1 cor bot lack utility to match tick/cent, they also suffer in 8v8 because grunt is worse than pawn for raiding, llts, spam wars, and killing coms

#

T2 cor air lacks utility -- dragon could be something but they need 1 more thing

#

T2 cor bots and T2 cor veh are fine imo. Maybe sumo/mamy need small buff but it's okay

#

Different game mode but in 1v1 shuriken pounder exploiter is dominating

uneven sleet
#

I mean depending on how you look at it, Cortex not having a counterpart to the Centurion (and to a lesser extent the Karkinos) could be seen as either a gap in the roster, or a deliberate choice

You can kinda intersperse a few Grunts amidst a bunch of Thugs to achieve the same effect as a Centurion - Thugs sponging up damage and Grunts killing fodder units and skirmishers

Not a true counterpart, but it kinda works

hushed mason
#

Not having Centurion doesn't feel like that much of a gap, since you at least have Grunts and Thugs for pushing into stuff, including commanders. The lack of a Tick equivalent is a notable difference. On the T1 vehicle side there's a notable advantage/disdvantage with the Pounder/Janus differences. Pounder is great against cheap spam and T1 clumps that aren't supported by a commander, but weak against commanders. Janus is great against commanders and sniping some t1 defenses, but not as good against spam.

Dragon can be great in some situations, but if you don't have air superiority it will just get shredded by fighters, so it's usually not worth it. It's good against some T2/T3 ground stuff if you use it defensively and can guard it from fighters, as it's tanky versus ground stuff.
Sumo has some limited situations where it's a good choice, but it's short range and fire rate generally makes a smaller number of Mammoth preferred.

copper swallow
#

The only weakness of cortex is the inability to fight t3 units with t2. Armada can still defend against anything except cata and vanguars using snipers and starlights. Yes mammoth can beat most t3 but any good player will just walk around. Scuttles can kill razors but feels very desperate. I just feel like u have to go t3 first as cor and abuse karg+kata or gg

tired marsh
# arctic cape T2 cor veh cor actually owns hard due to tiger insane all rounder and to a lesse...

Labs shouldn't be balanced around one or two hero units. The overall T2 veh lab balance and utility is very poorly matched, which is a problem in both gameplay and GDD. I've tried to fix it in the past but was stalled out by GDT.

Core lack of anti T3, especially when arm have good early t3, is a major design fault. One way to fix two issues at one could be move Stilleto to core t2 air lab, adds utility option and an early t3 tarpit tool, however reliance on emp is another crutch and design problem itself. Lack of sniper/pulsar/starlight also manifests with problems defending vs early coastline loss, although hitscan vs boats is OP currently, nothing at all is also a problem...

I would be curious to hear of thoughts from people who tried phantom and siegebreaker? They had a very short test run in RC units a while back, but were poorly understood and not left in long enough to become meta options. As part of HBP they had great uptake.

arctic cape
#

The big arm veh nerf was the tipping point

tired marsh
# arctic cape Yes that is true but I don't think you give full credit for strenghts of core li...

I play more than just straits, and all team sizes, straits is just fastest way to get a lobby with water.

I'm very aware of starlight/LoS limitations and exploits, but the base mechanic is still extant and inherently faction wonky. I'm not saying there aren't counterplay options, of varying effectiveness , map dependant. I hold that the mechanics of long range hitscan to one faction only is a massive problem, especially so in non-top level lobbies. It's just vastly easier than counterplays, and has nothing comparable.

I'm also not saying arm veh > core veh, you can indeed do everything with tigers and banisher, but my point is those shouldn't be standing in for a full toolkit. No hitscan range, no vision, all turrets glacial, will usually obliterate your own units at the scent of a tick, no engie, no anti early t3, and just generally "feels bad" to play. Turtle is also a unit in need of attention, don't get me wrong, but the rest are excellent tools for their jobs. S to B teir at least. Core veh you're mostly lucky if you get Cs aside from "well rush it and micro it" plays (which are also weighted to effectiveness at top of bell curve, and poor lower)

hidden blade
#

Sala is also a dookie anti spam

arctic cape
#

Yes I think there is an ease of use differential. Few cor units have glacial turret unnecessarily.

Anyways this is something that would require buff and nerf at same time

#

If you buff cor long range you need to nerf tiger roaming, rn cor antispam is expensive in the salamander but it's fine. The pounder is the op anti spam if speed is not an issue

arctic cape
arctic cape
#

I don't think cor needs hitscan what it needs is better targeting so playing vs tick spam isn't miserable apm tax

#

Tiger out does bull in raiding and versatility in most cases with current balance

#

The engi and stealth scout I totally agree with you

#

Not having those is not an interesting asymmetry

#

You deal with early t3 with tempo I think. Just run tiger everywhere or the banisher ball still beats t3. Heck you don't really want to rush mara/razor vs tiger banisher

tired marsh
# arctic cape I don't think cor needs hitscan what it needs is better targeting so playing vs ...

That is a whole other discussion, spam in the game is its own problem, but the way to solve it is a holistic change (which is usually seen as too scary to be done)

In the meantime though, core turrets need fixing, they are not only painfully incompetent but over reward micro like preaiming and turning the unit, which is not skill expression if it's essential for the unit to even be useful. It just widens the differential balance issue even more, and makes for "rush it and micro it or don't bother" units.

#

Hitscan however is the current way to handle one target one shot one game frame one kill. Contrast even starlight vs ticks, compared to say banishers. Kcorp and I did some testing a while back, it's depressing

tired marsh
# arctic cape You deal with early t3 with tempo I think. Just run tiger everywhere or the ban...

Usually that's a manifestation of more T2>early t3, but it is also only true if you don't just bypass that lane entirely with the mobile T3. I agree tigerban is a good combination, the issue is it's pretty much the only competent combination. Your comp doesnt change by game state or evolve much, there's no tactical options, it's just a the same ball growing until you can go T3 with gusto. The rest of the veh toolkit are just different sizes of rusty sledgehammer. The arm lab has tools for all occasions, even if the turtle is a bit of a drunk one.

#

And yes I would absolutely be in favour of nerf to tiger, if the other units became baseline competent. Banisher probably has to wear too many hats for a nerf currently, but with hitscan in the lab it could absolutely be nudged into a more complementary place

#

Even the missing spy tank being added might allow a slight banisher nerf, as it'd indirectly allow better utility and efficiency

clear dock
# tired marsh Labs shouldn't be balanced around one or two hero units. The overall T2 veh lab ...

My friends and I usually play with extra units enabled, 1v1 or small teams. I'm a Cortex main, the friend I'm most often playing against is a Legion main.

And man, I like the phantom. Invisible stealth scouting, with radar and the ability to sneak in from the water, is great. They are trickier to use than spectres due to their turn radius and being slower uphill, and can't EMP, so they feel balanced to me. In most games that go to T2 vehicles, I build a phantom, and I miss it when playing without extra units. I'd even suggest to add it to the T3 underwater gantry, so you can scout the land you want to assault.

Siegebreakers were used only once by me. Usually they seem too cumbersome. But in that one case, they allowed me to effectively destroy T3 units and even push against them while I was stuck on T2. On a mostly open map, no less.

tired marsh
clear dock
#

Phantoms from T1.5 amphib factory would allow a spy unit to be built before the T2 era, when no counter-intrusion systems are available. I'm not sure the balance team would agree with that. Phantom from T3 amphib gantry should be uncontroversial. Their stealth doesn't even work against sonar, so phantoms shouldn't upset the naval balance. I believe that was the reason given for ducks and mobile bombs not being in either T1.5 amphib factory or T3 gantry.

clear dock
#

I'm not sold on the siegebreaker as much. The tech split modoption gave the tzar higher alpha damage, and it could hurt big and slow higher-tier units good. The splash damage and impulse could be lowered to compensate. Then tzar could be the T3 killer by slugging it out, like mammoth already is. Tastes like Cortex.

As for combat engineers, printer and forge are both... better than nothing. Printer, I feel, suffers from short range when embedded in an army, and when used just for construction it's slow and its gimmick and health aren't useful. I'd be willing to pay more for them if they had actual construction turret range. Forge has immense knockback on its flamethrower, to the point where it pushes pawns to the edge of its range and then takes 10 seconds to kill a pawn. A bug? It's not the self-defending engineer I wish it was.

Hats off to the creators of all these units.

tired marsh
tired marsh
# clear dock I'm not sold on the siegebreaker as much. The tech split modoption gave the tzar...

I made phantom and siegebreaker , a stealth tank model is actually weirdly hard to design, fun fact! Siegebreaker is also intentionally clunky, it'd be too good if it were competent rover like a tiger say. I was very deliberately not making it a starlight, and it has more downsides eg can't shoot over your units heads.

Engineer... I think I will have a stab at this again. The game needs something solid here. Printer is a very nice idea but probably flawed, the grafting causes problems. I'm tempted to roll again from scratch; unarmed Engineer, sturdy and speedy with good build range, needs it to not spend half the game parking.

Reclaim is the weapon, will be more thematic than anything else and frankly better performing. Buildlist is key, it needs to be halfway between butler and twitcher. Probably only making buildings, and the T1 veh con. It explicitly cannot fabricate offensive units, in exchange for being a solid builder.

clear dock
tired marsh
#

The Monolith pattern is also the reason core is fundamentally impossible to balance. More power in fewer and slower units is a serious issue, I'm not repeating that pattern here. This will be effectively a "weird consul" more than "mammoth with a nano"

clear dock
#

True. I just thought it'd also be a goal to have factions differentiated more strongly. All other combat engineers already have rather high speed. Higher than regular constructors, at least.

#

Maybe leaning into sheer BP per cost is the way to go, as you suggested. No other combat engineer does that yet.

noble delta
#

a reworked version of the commando might be more interesting at t1

clear dock
#

I'm just a casual player. You're the dev, and you got this.

tired marsh