#Season 2 balance feedback
1 messages · Page 3 of 1
You get 5 Fiends for each Banisher, and if spread-out Banisher cannot one-shot them. In effect, Banishers are T2 analogue to Lashers.
Fiends will die to other things easily tho, not very good investement long term, only advisable if you have some remaining t1 to spearhead for them
Well other things are not Banishers, hence no need for a debuff. Their DPS is horrendous, they're relatively brittle, have decent speed and AA capability. So yeah, Lashers but on T2. You do not trade with Lashers and you do not trade with Banishers - you either rush your way in, you push your way through, or you outrange them. Trading with them is what they're made for.
T2 might be missing that easy solution that is equivalent to building an HLT vs whistler
Whistlers outrange HLT
The 700 weapon range refer to AA, I'm pretty sure their actual rockets have less then 620 range
?
That is true, my bad.
Don't think it does? Nevertheless yes, banishers are like t2 lashers
Though HLT costs more than 3 Whistlers/Lashers, so by the same margin you can afford a Rattle, which absolutely wrecks Banishers
Yeah rattlesnake gaming is pretty busted anyways
That's really not the point. The point is, Banishers has DPS only higher (in T2) than the Quaker/Mauser, which costs 2.5 times less each.
The burst is intimidating and effective, but any direct, prolonged combat would expose their weak side.
send like 5 pawns forward to bait all the banishers to fire than you commit the good units and dive them
it's fine they need to data to realize banisher buff was mega stupid, just gotta suffer from 3 months of this so they finally revert it
don't matter it will upset everyone and make half the player base quit
if you need to see the data
try stop 6 mins tzar without sneaky pete or spybot
on 2 lane coop it would be like a 8 mins tzar
tzar first to kill all the commander super fast and then banisher on repeat that can not be killed by anything
amazing gameplay update, very cool
Tzar didn't use to have op slamander to help him, that was a huge buff already
now you have buffed tzar again massively by revoving sneaky pete /spybots
and then you have added the biggest buff by making banisher unkillable t2 janus
and then you say it's a coop issue, yes sir
pretty much every game rn is banisher race and the worst part is the mirror match is one of the most aids interactions in the game now that banisher has 360 turret, first person to move forwards gets blasted without the opportunity to fire back
the unit was intentionally gatekept to later phases of the game by its high energy cost as it quite literally hard counters every other early t2 strategy lol
can't you commie starlight with e storage?
maybe if you’re really desperate to play something off meta, but you’re basically doing a worse version of banisher at that point since you have way less mobility and the other units in the lab are much worse than tiger stats
banisher can move to nearby lanes very quickly as it’s quite mobile and starlight cannot chase without mispositioning, starlight purely defensive in this situation
and when banisher breaks through it also pursues enemies faster than starlight can
honestly i'd mass pawns to kill the stuff that would charge the starlights
And can go much further without being overextended
yeh
Pretty much every game I played today is banisher wins, when it’s mirror match it’s just whoever got banisher faster wins, and whenever there’s lane races one side of the map with arm veh and the other with core veh the core veh always rolls faster than arm veh does and wins the overall game
in general arm veh pushes/starlight pushes also just feel like there’s more counterplay, especially since you can rush them down and starlight can’t retreat, against banisher tiger you’re just helpless
Funny how there were threads with 1000s msgs about banisher being underpowered, but now everybody says its always been on brink of OP, just 1 step away
Maybe if sneaky pete returns we can finally again post 1000 msgs how its op
there might be a bias now, with people hearing banisher has been buffed, how it's OP, for now everyone wants to test this and focus on them.
And also, if this is starting to happen it might just take time for people to figure out how to effectively counter them.
People forget they are expensive
ticks don't counter them ?
depend on what os you are talking about, banisher pretty much like janus now
But isnt janus rarely made in high OS?
High OS aren't aligned on lanes, it's a quick way to kill a low OS com on your lane
janus can lose to ticks unless you unlock hold fire op button
some goes for the tremors
banisher was always good, it didn't need this buff. People just had a bias against it in the past due to higher energy cost and somewhat more involved micro it used to have tracking turret angles
Banisher honestly could have all buffs reverted and it'd still be fine. Thought personally I'd like them to keep 360 turret, feels nicer to controll
now with reduced energy cost you can easily produce them on repeat on pretty much nonexistent eco scaling, which is really unhealthy as it totally counters the full set of units that are actually balanced for the early t2 phase like recluse, hound, sheldon, tzar, bull, jaguar, pretty much everything except starlight and sniper never had a chance against banisher lol
yeah, reverting the buffs just sets it back to being an apex skirmisher that you can either sack a bit of early eco to get out early, or first scale more before you "unlock" the unit, which is fine
i dont like the 360 turret because it breaks engagements where banishers vs banishers or banishers vs sheldons becomes really unhealthy for the aggressor, since they always get fired on due to overshoot without ever being able to fire back
the unit didn't seem overwhelming or even outstanding in older metas where by the time you could afford banishers, people were generally progressed enough to afford counterplay
but that's just healthy gameplay lol, unit has always been one of the most threatening roaming options due to its speed and tankiness, and everything should have counterplay options available within the same gameplay progression state
so what are you in favor of ? A reduced energy cost but not as much as right now, and just revert the other changes to the unit itself ?
honestly can’t go wrong with revert unit didn’t need a buff in the first place, unit might get more attention in general now that people have been abusing it this season
You can do same banisher rush strategies just can’t leave it on repeat with brain off until you progress eco a bit more
the fact people can just go anywhere without needing to be mindfull about getting dgun or emp really made the gameplay stupid anyways
lol yea idk why they keep shifting game in that direction, both are counterable with support but now they’re countered for free
well I think people have been looking for an "easy" unit in Cortex, some unit you don't need to escort with spam and stuff... But the issue isn't that Cortex hasn't got any, it's that Armada has them.
it's like playing chess and one day the devs decide randomly you gonna play some checkers and that's it
really interesting concept
For example, being able to just spam jags and it's so hard to EMP due to the AA, and it can't be countered by ticks due to the lightning bounce...
I don’t like the concept of “easy” unit but salamander is pretty much that
yeah a few cortex unit have the flavor. Kargs' AA is insane for example
you can monospam something without support to punish someone who isn’t playing to defensive strengths and greeded instead
Against an effective and well microed and intentional defense I think it’s reasonable for assault to be slightly more difficult
scaling to impossible to assault if the skill gap is too big
I remember people complaining so much about banishers, them being so weak and starlights so strong. Then Raghna showed you needed a diverse army, with spam and stuff, to use it properly. But people went "waaaa" because they couldn't be bothered with the extra effort.
IMO that extra effort is what makes it fun to play Cortex...
Changes made reflect very well the people who made them
yea cortex veh has been king of t2 for a while it just might need some more intentional micro and decision making, which is fine
This is always how its gonna be and why having more representation on the GDT and BlT is good
I get what people are saying, but this counter argument is actually not great because them costing zero E does sometimes make them 'free' energy in a way. I sometimes build some of them just to turn around and eat them right after for 100% of the metal back, because when you have spare metal and build power, you can temporarily convert that to 'free' energy instead of it just sitting in your bank as unused metal. People think of them as inefficient, which they are, but they also act as a temporary metal storage that provides energy instead of costing it.
right, and its one of the reasons basic solars are very good when wind is crashing which gives a reason to use them
Oh I thought you were being sarcastic, basic solars still cost buildpower...
yes, but as doushibag said, basic solars are very good when you have idle bp, low e, and extra metal
i just disagree with the original idea someone posted that you can ignore how much bp and E something costs to use
Oh yeah thats a wild notion lol
With 133 DPS? Is taking a hit on your unit physically hurts you or something?
why tho?
I mean, they are stealthy given they jam the radar...
is this like asking if water is wet?
You can literally spam Mausers, and that hard-counters Banishers... I just don't understand...
Jesus, I bet you can spam Gremlins, and they still be able to wreck Banishers. It's like a Whistler Syndrome or something.
i want you to post a replay of gremlins countering banishers
I might try eventually just for giggles
Banisher gigagood
It's 133 dps is a highly inaccurate depiction of the damage they deal. They can 1 tap every t1 bot as far as I know (mabye not cents) and they can easily 1 tap many t2 bots aswell. They just have a cooldown which is accounted for by having 4 or 5 of them
And running away
Is it the only unit with high burst? How are we dealing with other units that has long reload? What does in that feature make it OP?
It has longer range than other high instant damage units
Therefore can kill them before they can be used to the same purpose
It is also faster than them
Yup and it has lower values in other parameters. Anything can be called OP is you only consider the best features.
But the other parameters matter little if there is no way to take advantage of those
How can you take advantage of the low health and long reload if you can't hit it
You can? You just have to commit. Its the same as with Whistlers.
Whistlers deal very little damage they are like mosquitos and banishers are like hornets. You could survive a hundred mosquito bites, but not 100 hornet stings
And you could just build a hlt
And here you can just build a Rattlesnake
But I guess we should take away cloaking from Sharpshooters, since they have a 2.5x harder one-tap over longer range for cheaper, becase that's the only thing that matters.
When did I say 1 tap+ long range= too op
Snipers are slow and thier cloak only lasts prior to firing and they have low health
They have 2 negitives and banishers have 1
No, they also have 2
Clearly, 2 > 1
And you have to have time to build a rattlesnake before they advance to hard due to sheer damage. You could build a Hlt under whistler fire with maces as tanks
Explain
They have low HP for the metal cost, and they have 7.5 reload time, which makes them the T2 vehicle with the lowest DPS after Mausers/Quakers, which in turn are light T2 costing 2.5x less.
realistically you often have better dps than that on a well microed banisher due to aoe being very consistent on banisher for hitting multiple targets, especially when clumped enemy/mismicroed enemy units but not only limited to this
Both of those arguments the low hp and the long reload are both sniper traits. But the snipers is also 21 units slower than the banisher
They have AoE of Janus (128), which is pretty negligible when compared to other units relying heavily on Aoe like Ambassadors (150), Fatman (240) or (292)
Yes, and snipers also one-tap Banishers, has longer range, and cost less.
Snipers are significantly easier to run down though
Any bulk unit could overwhelm sniper, but bulk units get shredded by banishers aoe+ease of running away
yup, they're easier. That's the nature of playing Bots versus Vehicles. It is also a nature of playing Arm vs Cor.
Sure, but not to the extent that it's at right now with the banisher
Why not?
Refer to previous in this conversation
I don't see the point. You have a unit that has particular features, and you cannot really point to one thing that makes them a problem for the cost they demand. That's all the Banishers are. They are counters to it at T2 just like there's counters to Whistlers at T1. Nothing about them is distinctly difficult to deal with.
I have, but if you choose not to see it I will take my leave
If the same approach to solving every problem by spamming Hounds/Sheldons doesn't work against it, doesn't make it OP.
More than just hounds and Sheldon's don't work agenst it. A large part of t2 units and below don't trade into them
That is true for majority of all units, depending on how specialized they are. Units counter other units.
But people just don't see past the meta. When we're talking about units not trading into them, take 1 or 2 Banishers and see which units for the same cost will defeat them.
Usually the units that counter other units is achievable in the same or simmalar economic state
Yes, which is established by the cost of the said unit
So if you can build Banishers, then you also can build a Rattlesnake to zone them out, or to build a few Shooters to one-tap them.
Or you can build 2.5 Sheldons per Banisher to kite them. Or you can build a Spybot to stun them. And so on.
The only plausible reason why some people have issues with them is because they never actually saw them do anything meaningful when their E/BP cost was at the level of T3 for absolutely no reason.
just nerf banishor speed or wyhatever then
don't really need 54 speed kiting unit in the game, it can do a decent job at 45 probably
A better suggestion would be to roll-back the 360deg rotation of the turret. This change was uncalled for.
slowing it down too much makes tiger banisher clunky. lowering the range is good in mid game fights but makes it useless? vs starlight sniper
Then it would further implicate its vulnerability to direct response.
so maybe this
not having 360 rotation makes the unit significantly more skill reliant
it's not just durrhurr walk backwards
Yes. It still retains its skirmisher role, but it punishes the lack of cover
not having 360 is a bigger nerf then the direct speed imo, you have to do some awkward zigzags to get full use out of it
I don't believe so. Even if you can't fire back, you still can get them into safety. And yes, you'd have to maneuver them well, which is a micro benefit.
yeh non 360 firing is pretty tricky to micro (mauser/quaker)
they only fire every 7 seconds so it's not so bad
when you running you have to choose between dps and shortest path to safety
Yeah. If you run, you run. If you kite, you kite. Not both at the same time.
I feel perfectly justified with the change of cost, and I think its pretty close to the values I have proposed in the associated thread, BUT I have never advocated for the turret to be 360deg free.
It feels like it should be a natural penalty for having the burst and the speed.
That works
Just wait until they add in overkill protection for units like Banishers, then things will get really spicy with them.
guess what the gdt decided a few months ago
welcome to being a victim of the gdt
did you guys know that ghosts got buffed vs stuff like banisher? 🥷
its too early to call it op, let ppl adapt for more than a week
kneejerk reactions=no good
With the lower cloak move cost ? Lol, the overnerf totally overwhelm it with only 8s stun and stun each other. And spybots still cost a lot of E. More fix on the spybots are planned after the revert 20s on buildings ? Some people did good refined suggestions to help the "balance team focused on 1v1" for the disaster spybots changes
move cost got buffed and they gained right click target selfd
which is instant unlike the old 3sec
and ghost still 1shot emp's a banisher
banishers are not that tanky and there are not gonna be many of them
so if you can stun it and cant kill it in under 8sec its more or less skill issue
ghost player team is also likely to have more spam than than the banisher rushing team since its a common (and effective) response
meaning its even simpler to get the emp
also consider that even a 2 ghost for 1 banisher trade means you are trading about equal e cost and like 25% metal cost only
its an efficient trade
...
what am I missing?
you need lot of time to close the gap after you emped
and spies don't do anything again tzar, tigers and salamander even if you get the perfect spy somehow on the banisher, it would achieve nothing
spies were already barely used before the 90% nerf, there were good in some cases but most people learnt to deal with them already
sure if you send 5 razors on the other side of the map far away from the front running in blind there is high changes they get emped but that's clearly a gamble hoping enemy isn't prepared. Now it's just meta to play stupid
got it👍vs pure banisher rush it might not be completely useless tho
(we are doing those on glitter atm)
i very rarely see people rush a banisher and not have other t1 units from teammates covering it to win the lane
i mean sure with 2 spies and like 25 pawns rdy to rush in, they are fast enough to go in before the emp ends, you probably will kill some banisher
that could work on average os lobbies i guess but usually people have ticks, grunt/pawns spam with them, a commander, a tzar that can't be emped, few salamander ect
it's like super risky to all in your defence on a few spies when it has very low chances of working coz the spies are terrible now
it was already risky to defend with spy before the change, you had to not get t2 bot lab scouted so people don't know a spy is coming, find a way to dodge the units and have a commander rdy to dgun
now with 8 secs you can't even get the commander to dgun the things in time
plus let's be honest, it was hilarious to see Baron mass EMP multiple shivas and razors
doesn't feel good for the team that invested in T3, but like Raikoh says, they should have had spam with them if they wanted to avoid that
yea op baron, i was victim of that one game i member
but that spybots spam on repeat comes later into the game, when you have just a t2 lab with 20 nanos doing spybot on repeats, even with good spam it's hard to deal with
that's what mobile anti nuke stealth detection would hard counter, coz on maps like starwatcher which is long distances, there is no way you can build stealth detection
it's basically the same thing with nuke, if there was no mobile anti nuke, you can just spam nuke on armies trying to push out and they never gonna be able to push you
which we still see often when people forget to make mobile anti nuke even on small maps like rosetta
I do have a small concern with just adding the ics to mobile antis. It adds even more functionality to one lab for each faction that the other lab doesn't get.
It's already annoying enough that mobile anti itself is limited to a single lab similar to how t2 AA is practically a single lab for each faction as flak trucks are so much better than t2 AA bots it's not even funny.
By the time having mobile anti/ics is truly necessary I suppose it's easy enough to afford swapping labs but I feel this would definitely heavily incentivize going for the lab with support units even more than now.
It also removes alot of potential for emping anti nukes if you just get ics baked in if you build the mobile variant.
"It also removes alot of potential for emping anti nukes if you just get ics baked in if you build the mobile variant." -good
if they just triple buff units randomly like they did, it would just make core veh t2 insanely op anyways so best to watch from afar when non players are controlling the ship
Mobile anti + Ics also just thematically kinda feels like it would have the juno problem of we gave this unit these widely differing abilities rolled into one unit because we know they're needed but we don't want unit bloat.
And yeah 360 deg banisher with a buff to cost although it's fun to be the user of was very much a big misstep.
just nerf the e cost of banisher to something around 19-20k E
When I said Banisher was strong, they called me a madman. ;V
Still waiting for poison arrow to be noticed. Always the bridesmaid, never the bride.
poison arrow was decently common on amphib maps until they added salamander which people prefer now since it does everything in 1 with no support so its easier to play
What have we done to deserve this banisher change
xd
May I have everyones attention please
I figured out a way to save the spybot. Give it self jamming like the gremlin has. The nerf to the emp intensity and duration suggests its being pushed more into a scouting / vision role for stuff like hounds or mauser or whatever. In that case pls give it jamming so it doesnt die to radar + 1 llt 🙂
Otherwise, just go back to a strong emp (duration and strength) and give up something like vision range or idk what else would be an appropriate nerf to balance it
Also since hounds have disappeared from the game maybe take the hint and, if they really must have only 1 fire mode, give them the other one. They don't seem to work as mauser-but-legged
Spybots already have, and have always had stealth (aka jammer)
yeah... that's why you need an anti intrusion system to counter them...
Already like that. To die to a laser, spybot must have decloaked by lack of energy or it bumped into enemy unit
cloak = invisible, shows up on radar (skuttle, cloaked commander, cloaked sniper, cloakable fusion)
stealth = visible, does not show up on radar (negotiator/ambassador, t2 figs, abductor)
cloak + stealth = invisible, does not show up on radar (gremlin, spectre/ghost, perimeter camera)
jammer = visible, does not show up on radar, provides jamming radius (commando, minelayer, jammer)
radar = spots anything in its radius that isn't stealth or jammed
I mean, what have we done to deserve Starlight walls? Apart from per-shot energy drain, they're roughly the same cost. People still deal with them nonetheless, so they also should figure out how to deal with Banisheres also.
On that, I completely agree.
Sheldons shouldnt really die to banishers but i see it constantly, people ball them up and forget to micro
Well yeah, because Sheldons usually never faced anything that can wreck the ball at their phase, so it was relatively safe. Now its not.
Wouldn't say they "shouldn't die to Banishers", they're both skirmishers after all.
Honestly its more of a problem of Hounds, which suck desperately without gauss now.
I honestly think it would be more healthy if mausers and quakers had more range again, they where easy to counter with t1 (as long as there are no jags so maybe nerf them first)
I allso sometimes think it was silly to remove hound from consul if you compare the gameplay of that era to current strats
I was never actually positive about that nerf, just had to deal with it. The first Brightworks video featuring me was using Mauser lines, which wasn't actually common. You can still somehow compete with Sheldons using them, the difference in range isn't that great, but if Sheldons are microed well its still rough.
Early game has become more save as a consequence of mauser nerf and hound removal from consul, opening the meta to more greedy heavy unit rushes
My opinion is that heavy unit rushes became common more as necessity, than a leisure, because they're the only one that can contain and counter Sheldons, who got left with little to no competition in T2 opening
Hounds now feel completely castrated without the gauss mode, and even with it, I feel they lack speed to at least give them some certain key feature. Recluses got nerfed. Mausers/Quakers got nerfed. As result, the only thing that counters kiting Sheldon ball with static cover is another Sheldon ball. That, or a heavy unit rush, that can expose Sheldons to fast units like Fiends.
starlight + a bit of spam
depends on how wide open the map is
recluse + spybot could work but feels like making life too hard for yourself
you have to transport the recluse to get them their faster, and nail the spybots
recluse are also slower than banisher making posturing (while your spybot looks for a hit) annoying
maybe banisher does need 2-4 speed nerf
hounds aren't bad because they lost gauss, which was a mostly irrelevant fire mode, they're just bad because the meta is to rush banishers which hounds can't do anything about
in a 'healthier' t2 meta where people do consider making units like bull, jaguar, recluse, then hound seems like a better unit as it isn't completely wrecked by those and can often be doing the wrecking themselves. Hounds can even choose to gap close vs sheldons and force trading, even if the matchup is sheldon favored generally. They have 0 ability to do anything vs banishers though
Maybe some heavy T2 needs a cost nerf then? What happened to starlight and whatnot
well banisher previously had a cost that incentivized waiting a bit longer before producing them, as you often wanted to at least a fusion first or so, this gave hounds and other earlygame t2 units a decently large phase to shine in where their anti t1 capabilities were valued.
starlight still exists, you usually want your energy income to be a bit more sorted out before making them en masse, the cost to fire can be tough on low economy or even if wind stalls out on certain maps
Do you have a suggestion then?
between starlight and banisher, banisher is much more flexible as it can retreat (even without 360 turret, only needed to wiggle a bit to fire backwards, which slowed down kiting momentum and ensured that enemy has a chance to fire back at the banisher), and is much faster
Fair
well yea lol the suggestion would be to just go back to the old banisher values
It was kind of underused before, but i think that was caused by people's sentiment on tzar rush/starlight push being 'better'
Banishers are cool though Id rather they be strong
Thought i would like 360 turret to stay, and just revert other buffs
So is there a solution that isnt a full revert?
note that banishers actually have a decent amount of impulse, which also means that trying to push into it with stuff that doesn't insta die, is tougher, as your units will physically stop in their tracks for a brief moment after being hit
They were strong already, but as Janus, they require a lot of micro. Rn they are good, but need a ton of attention
they will stay strong on old stats, trust. They've always been strong, just often misused
Using a Tzar against a single banisher is pretty much impossible.
we're talking about the best t2 skirmisher that beats everything except the very most energy hungry t2 options (starlight, sniper, bulwark, pulsar, old spybot), while being mobile enough to change lanes in an instant if those counters do show up
Yeah youre right, they were good before the buffs, but why were they actually so underutilized?
the cross-map pressure you have is just unmatched, but people never abused it, because they like to tunnel vision into their lane
if you tunnel vision into your lane, then starlight starts to seem like a better choice, as that's the niche they're optimized for
Hounds where trash before banisher buff tho
starlight is a painfully slow unit that can't fire backwards and can't retreat, but will shoot everything in front of it
They are trash since the consul hound meta ended
yea but I still made them to kill t1 or as an option for arm bots to have relvancy vs aggressive bull/jag pushes
but, yeah, hounds aren't the greatest anymore
mostly because recluse does 90% of what you want hound to do, but 300% better, even after the recent nerf
you only buy hounds for mobility, which is nice, but not mandatory
In all of those situations i believe 3recluse/1sniper does better
I think the playerbase matured to the point that they can handle consuls building hounds and mausers with longer range
recluse is indeed better
even with old hounds with gauss
1 recluse has more impact than like, 3 hounds atm
There wasn't ever a point to make em, if your above 3 chevs
while costing half the metal and like 1/4 of the energy
recluse is like, cheaper than most t1 units in terms of energy lol
thats why I mentioned bulls/jags since if enemy is reaching across an open map with those to raid with, hound is like the only option you have in the arm t2 bot lab, and isn't a bad one
recluse/sniper both get outrun and hounds can comfortably kite bulls or small amounts of jag (hound needs metal advantage if jag, or it will be a close fight)
except hounds can't hit microed jags now, because they were left with the shitty gun
gauss would need a buff if so, its tough that swapping to gauss reduces your dps by so much
banishers with the current stats but the old cost would be fine
at the old cost they couldn't be rushed easily, or effectively massed without 2 fusions
360 degree arc is a big help over the 270 because kiting at 270 or wiggling meant you got gap closed
it needs to go back to 270 imo because interactions with overshoot are terrible, especially in banisher vs banisher mirror matches and banisher vs sheldon matchups
the rockets already apply an impulse that temporarily reduces movement
and you could choose to forgo dps if you wanted to retreat at full speed, aka you overextended
360 is quite fun though, I think people would dislike us if we take that toy away now. Maybe some -speed or -turnrate if it needs to be less maneuverable? Overshooting when running away is a thing for every unit in the game so dunno if that's a good enough reason to go back to 270.
it's as fast as janus right now
so I think it's fair that it could be made worse in movement since it has such a long ranged weapon
whether that's arc or speed
The maneuverability is the good thing about the unit, I wouldn’t make it worse on that end. Even with 270 turret it didn’t have trouble kiting it was just a decision to be made and allowed for skill expression
The overshoot is a good reason in this case because it makes certain matchups really unfun to play
Please don't take away my t2 janus, i got used to it now, i wouldn't be happy if i had to think while playing the game again, tnk
People always dislike if something they used is taken away. Banisher's main flaw was its absurdly high cost (together with PAs), which did not correlate to unit's stats. That was it. Anything else (higher DPS, 360deg turret, re-tracking missiles) were suggestions to buff it to match the cost. 360deg Turret here is what was an over-buff.
However, I strongly disagree to rewinding the cost reduction, because as mentioned before, the unit cost must reflect its stats and capabilities, and not used as a "screening" to keep unit from being produced. If unit is incapable of justifying its cost (hey there Gunslinger), then it would simply not be used.
costs are commonly used to split the game up into multiple phases even within tiers, and encourages you to progress your economy in order to comfortably produce different things
it also adds additional complexity to the game, for example producing some units may allow you to spend your metal faster, others may allow you to efficiently turn additional energy you have into frontline power, and of course large upfront costs add additional risk to choosing that unit as you must spend the full metal value before the unit exists at all
you can accomplish this while keeping costs that match up with the unit's stats, dunno why you think the two ideas are mutually exclusive
As a side note, gunslinger just seems like a poor choice because recluse has been overbuffed over the patches and does generally the same thing as gunslinger but much better, at far less micro/apm requirement and far less resource requirement.
plus, it also readily loses to banisher
I like that you mentioned gunslinger because the biggest counters to gunslinger in the past have been constrained behind higher energy cost barriers--old spybot, sniper, starlight, banisher are effective solutions to gunslinger and should be seen relatively later in the t2 phase compared to the initial low economy t2 phase
if recluse had balanced stats, and banisher was pushed back toward the later t2 phase, then gunslinger would likely be more readily produced at its current cost price as it would become an effective way for skilled players with extra apm to turn their apm into value on the frontline, at least for the early t2 phase against a heavily t1 invested enemy
for its cost, gunslinger has the potential to force progress on the frontline faster than hound/sheldon can, although maybe mauser will still outclass it on flatter maps
Sure, but costs correlate to unit's stats, and stats are what differentiates between the units in the same phase on a practical plane. You choose a single expensive unit over several less expensive ones, because the latter has a lack of a particular capacity, be it retention, speed, range of firepower. Different unit tier vary primarily in that they provide such more expensive units with broader range of allowed capacity. Even moreso, tiers is what is screening the units between each-other by their unique features - unit cost is never used to facilitate that. This is for example why Marauders are placed into the Gantry even though it is cheaper than many units of the T2 unit tier.
Gunslinger is just a unit that is overpriced on behalf of its unique perks, but those perks to not cooperate with the unit stats, making it an almost entirely futile investment apart from any other units produced in the same lab.
sure, I understand you may want to simplify the game as something on your wish list, but currently the game is structured around units within the same tier (and even within the same lab) having different energy and buildcost requirements relative to their metal costs
gunslinger is a high value unit, it's quite cheap for the stats it has, it just takes extra micro to use and currently the recluse (in the same lab) is much easier to use and has more impact for its cost than gunslinger does, while being significantly easier to produce on low energy income, so it's just a case of misbalancing where recluse is overtuned and overshines other units in the same lab (hound has also been a very tough sell compared to recluse, which devs seemed to address somewhat in this patch, but recluse still outshines both hound and gunslinger in their niches, gunslinger especially as their speed ranges are more similar and hound may have an argument for being a faster/speedy unit in the lab)
in the past, gunslinger has been a super effective tool for forcing progress on the frontline while being untouchable by most units at that phase of the game (t1 tends to fail to close the range gap without suffering heavy losses, while the gunslinger can mitigate t1 level damage from its auto-regen, and gunslinger can be difficult to hit by early t2 skirmishers such as sheldon while also mitigating a certain amount of damage from these due to auto-regen), and also being great at removing commanders which can sometimes be a roadblock for effective t2 gameplay
the highest value gunslinger plays from my experience tended to be those who greeded massively behind an initial gunslinger, which used to be able to exert much more pressure than any equivalent cost unit at t2, and suddenly you find yourself at a significant income advantage as responses tend to be expensive and you have a steady stream of value produced from the gunslinger killing units
right now you can achieve all that mostly with just recluse as they have a very comfortable range, require little micro, and have substantial apm to multiply their outgoing dps
I think something important to note is that certain strategies may be more apm intensive or easier to use, or may have wider niches that apply to more games in general. But a unit that is niche doesn't mean it is bad, nor does a unit need to be good in a mass-produced situation for it to be good in a niche
Sure, but its hard for me to remember another unit, that you cannot build in the dozens and have a compound effect upon their use. Gunslinger is really the only unit, that can be effectively applied at that particular case and time, and you don't really encouraged to build more than like 3, or to try and use them in conjunction with another unit from the same lab. The closest one I can imagine would be Commando, which you also can make work that one time, and it still feel a much more potentially impactful play. Maybe I'm waay too biased in this regard because of my limited 1v1 experience, where these units would shine in a completely different light.
nah I think 1v1 is generally much more macro focused so you end up caring much more about securing a higher income and producing a steady stream of units with stats when unmicroed such as tiger, I'd consider my knowledge to be best suited for 8v8 and 1v1 is sort of a different game for sure. That said, I don't see there to be an issue with gunslinger hitting its optimal density in a tight lane to be at most ~2 units, the unit requires a very high amount of apm, and having multiple gunslingers with different range stats can become overwhelming to micro. What I'd care about most is that gunslinger has opportunities where it can be an efficient choice compared to other comparable options at that game state, which was true back then and much less true now that recluse has been buffed. A good thought experiment is to consider the effect of a well microed 7 hounds, vs a well microed gunslinger + 5 hounds. Both will cost a comparable amount of resources, but against the majority of frontlines and army compositions at the phase of the game you'd have this (early t2), the gunslinger + 5 hounds will have strictly more impact on the game (and pay off faster) than the 7 hounds, although it will require a lot more focus and apm.
Commando definitely seems to be the cortex equivalent of t2 bot apm-dump for value, although it's a lot more extreme as the effect tends to not be taking a few positive trades on the frontline but more so creating massive (8k+) metal swings while virtually removing the enemy base
so that one has to be quite a bit riskier as an option 😛
gunslinger big selling point is that it's a single unit that can be transported
not a bad matchup vs recluse but very high effort
gunslinger dies hard to spybot/jammer/sniper tho
2nd benefit is when you are winning or can support it a gunslinger applies much more com pressure than other units
but if the enemy doesn't feed your gunslinger it's a lot weaker
yeah, I've been harsh toward gunslinger in the above discussion but there may still yet be some very niche use cases. It's also notably still built by consul so it can be used as an extreme measure if you are on t1 and have a consul and want a more efficient unit that the options available to you in the moment, and reinforcements from the team's t2 lab may take too long. We all know that people complained incessantly about hound on consul even though it was arguably not ever a problem in the first place, so it's worth considering gunslinger in that context
hound on consul not a problem?
gunslinger is often the optimal unit to build when its commied because you can have a player dedicate 100% attention to it
it can also deal with anything t1 practically, while other t2 units need some kind of support
I also think there are some ways you can combat banishers with early t2 tech units, it just takes units people are less used to building
masusers and quakers should do ok vs it, same for sheldon and ghost
sheldon practically hard counter the banisher
sniper 1-shots bani too
So even after the patch grunt still struggle vs pawn
The only good opening right now for cortex is going veh and spamming incisor which are still holding their ground .
If you go bot you will struggle due to the pure number of pawn that can rush you down.
isnt that too soon to say, especially for someone with so much exp?
I think it s mainly due to the HP increase of the pawn .
Even if they cost more they have good stat overall
While grunt got a Price increase but a nerf in différent area.
I would say either to increase the damage or the grunt like small buff 5 10% or just revert hp of pawn.
what do you think about reducing BP needed to make grunts?
The bp is already low for a grunt.
Reducing it more might just make the matchup cortex favored again because you will just have more
yeah i was thinking, since grunt is "do all" unit compared to tick-pawn-centurion trio, it could be more spammable as a way to balance. since armada can tick harass or centurion defend if needed
Snipers one shoots banisher?
sniper burst is 2500, banisher life is 2500
I guess with how low dps grunt is maybe can work
Currently the cor vs arm matchup is like you will need to micro your grunt to win more trade.
So small skirmish grunt with win.
But later on with larger army size 10 15.
Pawn will win unless you fight behind llt.
Of course you will always have a bit more with cortex of grunt but like the dps isnt enough to kill pawn fast enough
If we look at the number.
A pawn has 90 dps for 370 hp
A grunt is 74 dps close range for 270 hp
A grunt need 5 second to kill a pawn alone
A pawn need only 3 second
Of course they are speed range etc
Sadly you will have most likely only a 1 second headstart during a grunt vs pawn battle if micro correctly that is
laser dmg dropoff kinda kills grunt a lot
i guess considering grunts do 50% dmg a lot of time (max distance), so they could get a dmg buff
1 less hit is i think all need against pawn to make them viable
It does seem backwards the the faster unit of the two gets it's full DPS at range which is already higher than the DPS of the slower unit, which also needs to get close to even get near the pawns DPS
At full range pawns have like 3x the damage of grunts
Reverting the pawn HP buff seems fair, they dont need so much HP -_-
Although buffing grunt DPS might be cool too
If Banisher shoots 1 thing, it will have just enough health to not get 1-shotted by snipers.
I think given that snipers are priced reasonably similar to the banisher its not that bad
you can quickly build 2-3 if you have some estores
and for cor you have sheldon+ghost which on paper should also be reasonable
3-4 sheldon will certianly be able to kill a stunned banisher
or you can invest in more and never let it get close
I get the sheldon ghost combo is a little more pricey but the sheldon should mostly stay alive
I would like to see ghost get a bit of a bp buff and emp immunity tho, than it should also become possible to counter tzars and fatboys
#1353364944350871632 message
360 turret IS a capability. Your post seems to imply it's categorically a different sort of thing and that's why it should be reverted and not the other buffs.
they should give 360 deg to mausers too, reduce the E cost with it and a little movespeed buff just in case
2 quakers are cheaper than 1 banisher, faster (including turn), have the same range, dont get 1 shot by a banisher and deal higher dps
i think it's better to just buff grunt so that it doesn't change the pawn vs grunt and pawn vs incisor matchup at the same time
at least the grunt is struggling also vs blitz and incisor so yeah just adjust grunt
and I forgot to mention, you can also produce quakers with about half the energy infrastructure needed for banisher
Yes thats very true grunt DPS could use a big buff imo
They should do equal or greater damage than pawns at 0 range
No, its a standard for all units. NOT having 360deg turret is a feature. With the range and speed Banisher has, 360deg turret is not appropriate.
I agree.
Laser by-range damage reduction has to be accounted for, which it currently is not.
Then imo, the speed should be nerfed first. I saw some good other gameurs suggest so.
That nerf would affect units overall effectiveness, not just its ability to kite backwards.
That's acceptable. The two things it would affect the most are 1 it's ability to run away (kite backwards) and 2 it's ability to redeploy. #2 is acceptable collateral imo for keeping how good 360 turret feels
Kinda funny when you think about it. All you have to do is put the pawn and grunt stats side by side to see it
id rather have 1 banisher than 5 quakers
i think the banisher would win that engagement too
Properly micro'd banishers beat Quakers even prior to buff. Not super hard, like 55:45 or 60:40, but still. They win by attrition, and then win hard if Quakers are forced to retreat
if 5 spread quakers right click a banisher its just dead lol, it cant even run away
there is almost no way it gets a second shot off to fully destroy one of the quakers
Half of those 5 shots will miss, lol. 5 Quakers costs most than a Banisher, too, so w/e. I was talking in general for cost, not necessarily 5 Quakers vs 1 Banisher in a death match. In actual field conditions, I'd still rather have the 1 Banisher than 5 Quakers, tho, unless the only direction I need to go is forward
saying its drastically less mechanically demanding to micro the banisher effectively is fair
Also vs Quakers, it's not like the Banisher is standing there in their range the whole time. Enter range on a flank (out of range of most of the Quakers), fire missile, exit range. The Quakers don't get much time to beat down on the banisher
banisher cannot leave quaker range if they follow with settarget
In 1 vs 5 deathmatch, yeah the Quakers would probably win.
In field conditions with spam and shit, I'd rather have the banisher
its not even debatable I'm pretty sure 2 would win xD
The 1 Banisher will very likely outlive the quakers
Sure, but Quakers are per-material stronger than Banishers. Also "half of their shots will miss" is irrelevant due to the Banisher size.
Quakers are just made for different purpose, and they can be easily spammed from a newly baked T2 lab, as they're not that much more expensive than T1
So if we're talking rolling it into T1 and shredding the enemy front, Quakers are better than the Banishers.
Those who say 1 bani is better than 5 quakers are crack smokers
2 Bani is rough equvalent to 5 Quakers by cost, but the former is mechanically a better counter to the latter, and it depends heavily on the micro and background situation to whichever will win.
Banisher and quaker should t have the same range
The fact they have the same range is mindblowing
Quakers used to have greater range, but Sheldons cried too much, so...
except you frequently have to go a direction besides forwards even when rolling into t1. Sometimes you get a surge of t1 rolling at you as the enemy realizes you're pushing and consolidates and you need to kite, in those cases your quaker dps drops to zero while banisher happily keeps knocking units out.
I'd say its an exaggeration. The point behind Quakers is that they're essentially expendable - turning around and running from T1 is just silly. With their higher DPS, greater splash area and EE, they can deal with rolling T1 better than Banishers, because the latter fire twice in a week. If you're silly enough to expose either of these units without cover (such as a few Pounders), then you'd been better off making a Tzar in the first place. Both Bani and Quakers operate well within the cover of any own or allied T1 support and static cover.
If I'm somehow forced to back down and retreat, then the allegedly miraculous 133 DPS of Banishers isn't going to impress me much. In that case I'll just rely more on Quakers greater speed and faster turning rate to get out of harms way.
Making this particular point on the merit of the hypothetical situation is also misplaced, given that I have already expressed my opinion that the 360deg turret isn't something Banisher should've received.
So now that the alpha cup is finish.
Can we get a buff on grunt or something.
Because like bot map are Armada favored by a lot.
Like last season was cortex favored due to incisor and grunt but Armada didn t had such a hard time due to their bot lab option(tick and centurion early)
Cortex doesn t have anything except grunt to counter pawn and it s annoying.
Currently its better to just avoid bot map cause playing grunt vs Armada is just a death wish and you will lose
Veh map are still cortex favored but it feel realy balance i didn t feel that Armada had no option to counter incisor now.
they need to rebalance it I am struggling hard with the grunts currently pawns are just doing a major number on the grunts in all games. as much as accurate lasers go it doesnt really come close to bigger numbers of units
another thing I quite like about the balance path is the banisher buff many people dislike it for how "op" it is but I find it to be very fair in terms of choosing between arm/cor
I agree, its refreshing to see cor veh used and not being an autoloss
very good for the game
Agree as well, grunt lacking is an issue since botlab has limited nr of units to deal with armada.
Also agree that banisher is OK. Armada has strong t2 too, and if a unit has to stand out, it should be a badass unit like banisher. At least give banisher more time before potential nerf, its too eary and its a novelty amongst many players
I dont wanna just stop at grunts though, theres an even deeper issue which is that current map designs favor faster units but every other unit is slow except for light t1 raiders and scouts
So if you just keep buffing grunts, pawns, incisors and blitz it will never fix the issue, we gotta rework T1!!
I 100% agree. I'd rather nerf pawn DPS a little than buff grunt for now.
I also would like to see the t1 counters for these units buffed. Right now their speed is just way to low, I would rsther see their weakness be their range so they can keep up better with light raiders
Changing whole roster to accommodate playing 1v1 on 16x16 maps is very unlikely, tho some adjustment can be made
We get pawn meta on 14x14 maps too
You could design 1v1 maps that play more like team lanes, but the faster paced gameplay of open maps seems to be the preference in 1v1s. Rethinking the balance of speed for this would be really great for 1v1s, but yeah its complicated when team games exist. Who knows though, maybe such changes would be popular there too, so it's nice lobbies give us the tools to test these things.
Teams ppl wouldnt even notice though cause T1 is like 4 minutes long in 8v8s right now 😄
t1 in 8v8 is the ceremonial phase where both players show each other that they have in fact made at least some units and know how to use them
While in 1vs1 its a matter of life and death lol
And it can last 12 minute
I think i said on another thread you cannot balance the game for team game and small team and 1vs1 at the same time
I think the best way would be automatic tweak ? I don t know if this is possible like the game detect if it a small team big team or 1vs1 and the tweak is automatic put in the settings of the game
Maybe the preset option can be used?
Bro thats what Ive been saying we need our own gamemode for 1v1 with separate balance
Thats kinda what Im gonna start testing in fight nights cuz we have our own tweak to mess with
The only hard part is i think just mindset because unit might bé too différent from the différent gamemode
It might also not be noob friendly
Yeah I agree, but itll be fun to test at lwast
I'm personally 100% opposed to different balance between game modes. It does make balance incredibly difficult but having to remember different stats for every game mode would be incredibly annoying in addition to completely going against wysiwyg.
You could however maybe give balance priority to 1v1/very small team for t1 and balance priority to large team for t2/t3.
You would still need to take into account all game modes obviously as all modes do see all units but prioritizing might help.
It's sorta already this way just because t1 gets alot more 1v1 player feedback while t2 gets alot more big team player feedback.
The thing is there are players who almost exclusively play 1v1 and it wouldnt be fair to them either if they enjoy a different style of gameplay than whats been tailored for team games
But you do have a good point that we could just prioritize t1 for 1v1 and small teams because its so much more important there
I'm get the issue, I play all game modes and barely touch 8v8 anymore. But I disagree with different balance per game mode in every game I play even if it seems like an easy solution to balance.
I mean, you could still have "traditional" 1v1s and just have a new gamemode people can choose to play
Its probably better to try a unified aapproach first tho
Yeah you could have tweaks for this if you want but I wouldn't ever want it to be the default experience when selecting a mode.
I play all modes so often it would probably honestly make me play quite a bit less if each mode was balanced differently and I had to remember ohhh grunt has +5 range because it's 1v1 or oh shit I forgot I'm playing big team so brutes have 10% less dps or smth.
Speaking of traditional 1v1s we need more duel mode enjoyers fr
Let's not forget how horrible the banishers overkill is compared to starlights.
Tbh there should be a little fire after the missiles land that does a damage over time to help make up for the over kill and help vs swarms which banishers are supposed to be good against but aren't.
Or maybe more AOE.
Banishers are also still not a real counter to T3 in the way that starlights and sharpshooters are
I think them having the 360 is fine as it gives you the means to kite with them and for the costs right now I think that's the only thing making them really viable
Love the cheaper poison arrows. Still don't get to make them as much as I would want but for the aoe they are useful on land now to as T2 anti swarm which cor veh are so severely lacking
Yeah thats why it woulf be nice as an alternative mode, you could still have competition in it, it would just be its own thing
But with the current playerbase probably best to keep it unified as much as possible. Like you said we need more 1v1ers 😉
That's in theory or on paper but I'd argue if you looked at the data on when peoples first non constructor T2 unit is made the average across all players is probably closer to 10-15 minutes thanks to the many outliers I see who are pumping T1 or getting late T2 well into 15 minutes haha
Oh yeah definitely, I was exaggerating. T1 combat tends to stop before 10 minutes though, not 15
In 1v1s games end in t1
Unit speed affects 1v1 much much more than 8v8. Buffing speed of a few units would have a huge effect on 1v1 and very limited effect on 8v8.
Anyway for 1v1 the grunt meta has been replaced with pawn meta so the next small balance tweak seems obvious.
rework it how lmao
Do what the community feedback tells you do some testing and buff grunts or nerf pawns
because currently balance is very bad it heavily favors the pawns
regardless of what mode it effects all. I don't like when people say the balance are for 1v1s that's not how things work it also impacts other modes.
Basically all we need is to give Grunts like 45-48 base damage, because current 37 burst is not adjusted for the 50% reduction by range. Pawns already has greater speed and HP that accommodate their higher cost. Nothing else is necessary. Grunts were a problem when they were able to hard-kit the Pawns, which is no longer the case, and their lack of firepower now shows and makes the matchup between the two impossible, and not at all plausible for the difference in price. It has nothing to do with the game mode.
We need a buff for Hounds, we need a buff for Termites, and we need an EMP immunity for Spybots. Everything else seem a bit more complicated.
Overall, the adjustments to T1 economy were for the better, the removal of Sneaky Pete cloak was justified, the revitalized Banishers and Poison Arrows brought a lot more life to Cor vehicle tree, as well as vision range buff to amphibious vehicles did improve their use case.
I very much anticipate the adjustments to Flagships, Juno rework, and perhaps transferring bedbugs to Cor T1 / adding extra unit to that same lab to diversify Cor bot options.
I also see a clear need for T3-tier air-to-air units, though the discussion on this is still in infancy.
ngl ever since the spy bot nerf Ive been having alot of issues with them
alot of these stuff you mentioned I quite like
We are like, just, a lot of gamers, of all OS, on a lot of map played, saying that, SPYBOTS OVERNERF IS BAD !! Like, just, idk, look feedbacks, i am bored about it since a long time, so, well, enjoy bad balance i guess
Are you suffering from split-personality disorder? 🤔
Or are you some kind of hive-mind entity, that plays as 50 separate players at the same time?
Have you considered i ask questions to other gamers of the communitie ?
Yes, but I also considered that those "other gamers of the communities" can provide their opinion without a proxy
Also, just calling something BAD isn't a good form of feedback.
For summarize, my last though on spybots fix changes are :
1- Restore EMP immunity
2- EMP damage => 10K (need 1,2 * HP), the idea is fresh tzar/fatboy => stunned with 1 spybot, but fastly need 2 with xp hp increase, 2 for razors
3- ParalyzeTime => 10s (20s for builds)
4- Cloak cost => 25/50
5- Reduce blast radius to keep effectivity on small group of t2 light ball and keep stun on few units for big one
6- Intrusion Countermeasure System with energy operating cost of 50e/s
7- Add stealth-detector capability on mobile AN
basically without spybots it’s been feeling like both bot labs have very few good responses to vehicles lol
could lower the banisher's speed like someone suggested to make it a less good "roamer"
while still making it a decent skirmish and anti-heavy
I’d rather keep it as a roamer so it has clear differentiation from starlight, that way it also fits with the other units in the lab (tiger is very fast). Just push back timings to later in the game where their counters are more available, and re-introduce spybot as a counter
yeah delaying the timing also works
Feedback based on the last Alpha Cup: as i appreciate the participation and the level of play i have to say that this was the most monotone Alpha Cup we ever had in general and even more when just looking at the opening. Almost every game was the copy of the game before. there were no com drops/unit drops, no air opener, no amphibic play, no hovers, no ships (thats was the fault of the map pool and the way the map selection works), few unit transitions inside the tech, few tech transitions in general, no mines (was there a nerf?)... for the majority of games it was one faction and one unit.
So why is that? In my opinion game design decisions that were done in the last couple of years playing a big role in this: variety did got carved away from the game bit by bit for example com lifting enemys com with transporters (years ago), no viable comdrops at start (transporter changes), no viable airstart at all (high cost and slow build time), super op early unit (now it is pawn, before it was grunt)....
i hope game design team has noticed that as well and will maybe reconsider changes of the past and/or make changes that brings variety back to the game.
have a nice day.
btw there were several changes in the last balance patch that i very appreciate, like Banisher and Blitz, laser accuracy...
Again, spybots were never removed
yeah but in current state they do not function as an effective counter to units
why? because you need two rather than one?
2 doesn't work
wut
confirmed spybots useless now, I've seen like 2 of them since the balance patch, and botlabs feel much weaker compared to veh
It also sucks you can stun your 2nd spybot with your 1st one, it's just stupid
This stun interraction is really terrible. Spybots should not be stunnable, its like if banelings in StarCraft were vulnerable to friendly banelings. Noone would use them as this interraction is frustrating
I might be in minority but i wouldnt buff spybots much if any, just remove the emp vulnerabiliy, thats giga cringe
I believe it's not only the latest balance changes but a combination of:
- Players just being much better at the game. Even small imbalances matter much more than before. Previous BPL was all about grunts.
- Map pool. It was awful IMO. All the maps were very similar (people may say it's not true but I disagree). No small closed maps like Ravaged Remake, no GG which plays differently than most maps. No water or semi water. Just big/semi big open maps. Was there a no-wind map? Because I think even that was gone from the pool.
- Ever lasting problem with rez bot and res/reclaim mechanic being so overpowered that you need to have a very big preference to ever start vehicles. You just can't attack with vehicles unless you do insane damage. You'll never reclaim with com or cons when enemy has rez bots.
new balance patch when
hovers have always needed a buff. https://discord.com/channels/549281623154229250/1308346196099727440
specifically the medium hovers, and perhaps reducing the bp/e cost of the lab
hovers can be expensive but they need to be faster to be able to pressure
t1 spam is extremely good defense vs medium hovers. any raiders that leave significant wrecks need to be balanced strong. dropping 500 metal or letting bot player rez your hovers without the lab/metal cost is insane
Lack of diversity happens with OP units, most so when the OP unit is a tier 1 core unit
It should improve decently after pawn is fixed
Biggest issue for hovers is t1 ships being so strong
Hovers can trade reasonably w t1 land, especially around coastlines where they have open retreat path
yes they can deny your 1-2 coastal mexes but you can just babysit medium hovers with a pawn group 60% their cost
which is winning for you because they built a lab without rez bots, and walked farther distance (early econ cost)
not to mention you get all the reclaim
I agree t1 ships are OP too, though map features can be made to restrict ship movement
hovers just suck you would rather just make salamander or consul plats if you can
plats are the only good hover you can figure out why
Well to be honest I think the map pool played a huge part in this
When I picked weird maps BARCast didnt like that so had sash choose and sash chose these maps which all play the same tbh
Should be buffed
Idk what more you want us to say
The lab cost is just why
Ships could be nerfed
They are so snowbally and if 90% of players avoid it then clearly its not fun
Yeah it requires a whole infrastructure to fix navy, hovers and seaplanes, flagship/hydra
But so far the one thing we need to focus on is exactly the pawn/grunt issue again, the termites, the hounds, and some more units there spy bot is just weak af rn aswell
Very well said!
I just would rather see some other t1 units get buffs to be better at dealing with pawns, grunts, incisors and blitz
How would hovers fare if they didnt leave reclaim and instead just explode?
Don't think it'd make much difference in terms of seeing more use by the average player
Hover also lack good anti spam, which makes sense since It could be too op in maps where they can exploit their mobility. Probably too hard to balance them to be "just right"
Agreed on grunts, hounds, Spybot needing a boost
I watched 2 games of alpha cup, it was boooring as fuck, mono spam pawns or veh t2 lab rush spam bulls, 0 diversity in gameplay. We warned about some bad balance choices, they just don't react, now the game state is, meh
I dunno if glitters has experienced same meta but rotato lately is almost exclusively pawn monospam into banisher monospam
Occasionally you get someone who doesn’t know the meta and makes a bot t2 lab or something not knowing spybot is useless now, and it’s instant lose
They do react, they arent gonna make sweeping changes again right before the tourney
This was the first alpha cup where you could play both factions competively which I think is awesome. Armada bots are for sure better than grunts on bot maps now. Its funny that people cry so hard about pawn being op for the last 3 weeks when grunts have been dominating for many years. Imo its good refreshing meta change making armada actually a viable faction for top 1v1 gameplay.
I think it just feels different cause the pawn meta is objectively faster, more volatile and just kinda hard haha
Also cuz people were so used to grunts that it was non-news when tournaments were 80% grunts vs grunt, but now that the pawn meta is new people just notice more
It s just grunt were op agreed but Armada had some response to it
Centurion tick.
The worse thing was Blitz getting beat by grunt that was a problem
Pawn and grunts are polar opposites in many ways
For example, grunts are bad against everything but were OP vs pawn, pawns were OP vs everything but weak to grunts
Tick were the best way to get ahead early vs cortex there was lot of thread about it but op for op it was fine
Ubivator was one of the best arm player before grunt nerf
Also people are use to spamming 1 unit they just auto build pawn it s not like that for armada
Armada early was hard but not impossible
Cortex currently we are in a it s just impossible unless you have a ai apm level ( it just mean you have to micro every engagement and it s taxing
tourney maps like Onyx, Cirolata, Horus were also really high wind which makes pawns way more affordable
but definitely the biggest issue w pawns is that theres often for such a long time no real followup options, since pawns are generally good vs heavier units
Its also cuz you dont have any options for speed except for pawns and grunts and players like faster gameplay and open maps
Maps picked for tourneys just reflect the player's preferences
Grants feel good against pawns, the reaction level has increased, but exchanges can happen in +, the only thing is that I haven't played many games for the core, but it seems to me that it would be nice to reduce the construction time of light tanks a little)))
anyway this balance patch has had a huge impact on the meta, i have seen a lot more games in such a short period of time that go beyond the t1 stage and that is encouraging
in any case, the meta will settle in the next month - 2 months and everything will be clear
👍
Based AF
i wrote literally: "game design decisions over the last YEARS".
there were several decision that had lead to the actual status. different fun mechanics were bunked one by one. the last alpha cup just showed the final result (the comglomeratioin of all the changes done in the past). since last alpha cup there was for example a rework of the transport for example. as a result u dont see risky comdrop at the start (its just one example). and there were a different mechanics like this in the past that added variety and posiibilities how to play the game. they got massivly reduced and now in the current state there is just one way street of gaming.
i mentioned also map pool and how the map selection did work in the alpha cup specifically which had further impact. for example the possibility to ban everything that is not in your favor kills variety too (also if there would have been more different maps). cancel the bans completely. set one decider map fix for each round. in combination with a better map pool you would see already see more variety because ppl could call maps specifically what opponent dont like or what their own strength is. like if someone wants to play sea and there is a sea map u could. also imo the best player is not the one u can play on a limited set of map the best player is the one who can play them all on a high level.
i am not sure that high skill leads to monotonie. the reason is that there are no alternatives. there are no possibilities left in the game mechanic in general for surprise or alternatives especially when it comes to the openings but its not only the opening and so on. and yeah its not only the pawn pawns fault. if its not the pawn than its the grunt or incisor.
my feel is that in incentives the small units u start early on too much. right now we are in a situation were its comfortable to just stay on t1 cheap units ( atm pawns) for the most of the game. we need to come to a state were u have to continously evolve the units by tech switches t1 to t2, ground to air, bot to vehicle but** especially** within the same factory. from lighter to heavier units. => decreasing the surround bonus from +200% to 100% might help here because thats what overpowers all the small cheap units u build from the start. also flanking could be based on the actual main weapon direction of the attacked unit. like this it would be always visible without any additional graphic were the surround bonus is (or not is) and the attacked unit (the more sluggish one) could choose the direction which it wants to protect itself more and attack the most dangerous units (can see also some skill expression here by manually targeting when your units gets surrounded) . that would be obviously only one little step. other decisions of the past should be also revisited.
i can also see - if the current air transport mechanics stays in place - that maybe the air factory gets massively reduced in cost and build time to maybe bring out a bomber easier or some drohnes or gunships before switch back to ground factory.
its not about pawn op grunts op. its about early units too op and not much alternatives in general and the 1v1 games has become monotone
yeah hovers i agree. i would like to see hovers generally as faster but more sluggish. the should all have similar top end speed regardless if it is a light or heavy hover. would be also kind of realistic and logical. plus it would add a new aspect in unit interaction to the game. It would buff the hover lab in general and give them a higher success rate to punch through to opponents base. @west birch maybe thats worth a consideration
The unit choices are entirely dependent on the map and the game state. Why we see mostly pawn spam or grunt spam in the past is because people like to play medium and big open maps like heartbreak hill, isidis crack, canis river, cirolata, theta crystals, feast of hades, ccr etc. It is objectively the correct gameplay to spam light raider units in order to get map control on such large maps.
But if you play maps like ravaged, great divide, barR etc you will see that the raiding phase ends pretty quick and you start seeing skirmish units instead, just like how 8v8s work mostly.
Transitioning to vehichles is a bit less needed now with pawn meta because blitzes arent that good, but you still wanna transition to medium tanks. Transitioning to air is always really op but it depends entirely on the game state aswell. For example that hearrbreak hill game darth revan transitioned to air when he was getting pushed on all sides already which made his air transition put him even more behind in units which risks losing more expansion.
If im reading you right it sounds like you want old com trans back lmao. There was just no fun or no skill in that. Im really glad they patched that so its practically impossible to pull it of anymore with the heavy transport
99% of the alpha cup game I've seen that go to t2 were when both player randomly do no rush 5m build orders that would have just lost to pawn monospam.
autopilot won and was barely able to stop 1 con pawn monospam from wraxel and xfactor. in fact you can tell even from his wins against the 1 con pawn monospam build that he would start every game with a disadvantage and just use his god skill to clutch it.
I didnt feel like grunt vs pawn was enjoyable to play either, its like the opposite of last season matchup except that this time the winning matchup (pawn) also has strong anti air, more speed than incisor, and access to tick in the same lab.
oh and since its weapon is projectile based, it often overkill mex when you raid with it
You still wanna add more cons eventually. Players are so used to being able to start 2 cons( including me :)) from the start when it was grunt meta because of the lack of scouts and grunts being pretty slow. With this new meta it seems like you cannot confidently open 2 cons anymore on medium small sized maps like heartbreak, cirolata, onyx, crystalized. I dont see that as anything bad tbh, just a meta swing
the game has enough means against spam, I can provide replays through different discoveries (bot or veh lab) arm or core, on different maps, to show that they are viable.
at a high level of play
One thing that really sets fast units apart in BAR vs most other RTS is that you don't need to stop to deal insane amounts of damage. (outside of a single scout or two needing to stop for a mex/wind kill) In most rts you can't just run by buildings and destroy eco without stopping. This isn't new to TA like games but with how low hp most eco structures are compared to even light infantry dps + being explodium + the combination of set target and being able to move while firing it makes taking one bad fight early on incredibly deadly as catching the raid gets incredibly difficult if the raiding units never stop moving.
The recent changes just make it easier to take a bad fight in grunt v pawn but without the tools arm used to use when it was reversed (ticks to keep the pressure up and split/occupy grunts early). As auto said I do think this is pretty map dependent too, maps where veh are a good open option incisors are still pretty good and smaller maps where you go into thug/storm early core can still do pretty well
It's such a tough knifes edge balance to get right, I don't have a proposal for changes that would balance it better but that's imo a big reason why it's such a swingy balance early on.
At least in 8V8 there should be a different method with skill levels displayed. With more players, balancing seems to be trickier because games are coming and going so fast. Yes, the lobbys can be set to minimum skills, chevs, etc... The problem is with people like me. I have many hours logged, and am a decent player. I dont fit with the pros, but probably not a noob either. When you wait for a game, it finally fills up, then after we start people are leaving because they don't feel like its balanced. I'll be honest, I just had this thought going into a game where it seemed unbalanced in the other teams favor by quite a bit. Before that game started, it was balanced where I was on the other team, and the best player on the other team quit after the game was launched, presumably because he didnt like the balancing and didnt want to drop OS. Que the game I thought I was going to lose before coms ever dropped. We stomped them. And it wasnt even close. My point is, the numbers dont mean everything. I also played with a single chev yesterday that had to be starting a new profile, because he was a stud. I figured, maybe if we ditched the number system, People would be less intimidated, trust that the balance is working to some degree, and stop quitting games before commanders drop. I dont have a replacement idea, but I do see it as somewhat of a problem, especially with so many new players coming in.
why 20os players always write walls of useless text that have nothing to do with season 2 balance changes
I'm going to expand a bit on what goaf was getting at, this thread is for discussing the balance changes (unit stat balance not balancing players skill) that were introduced in season 2. If you want to discuss OS/chev system I'd recommend one of the open suggestion threads on that topic or create a thread in meta discussion with your ideas.
But how can you have balance without the numbers?
Or are you suggesting keeping the OS values hidden other than your own, and only keeping the current OS deviation % open?
Personally, I feel like people do not make the use of OS/chev limits in lobbies to the extent that they should, to the point that sometimes it feels like the max range between top and bot OS should be hardcoded...
Ye after analyzing it more this bug alone actually decided the game. That mex missing and it's radar position. If they just build I would get 5k metal more and would not get out position later in the game to lose another 5mex in back. I would be ahead or equal in metal at any point in the game with those cons working.
which bug?
Omg, it's looks so TA-ish!
I think the nerf to spy bot is wrong (should've been different) because of what you just said.
T3 alone shouldn't be 100% safe like that on it's own, without T1-T2 to cover it, otherwise game is just a "who gets t3 first" with little strategy behind just going fast T3 cause is just 100% unstoppable
If you don't need T1 and T2 in there once you get a Titan out, then it's bad game design.
A player should have a relatively cheap way to punish a "my 1 unit on move command beats everything" cheese play
Imo you shouldn't have a Goliath good vs all unit in an RTS without a David that can counter it, if left alone or unprotected at least.
the cost to going t3 is the lab cost and the walk distance
there are some effective answers in t2
the answer to aggression is some more eco + defend
as a pve enjoyer that already used them at times(with a super narrow window where its super OP) i definitely noticed and was the first thing i tried after patch! the window is now slightly bigger so a lil more playable and if not punished earlygame you can totally steamroll ai with em in the middle of their t2 transition 1v8
yeah lets block high os players from playing again cuz lobbies are mixed since forever 
#1353364944350871632 message
idk about giving mobile Anti-nuke stealth detection, it makes a unit you want to sneak kill if possible impossible to sneak-kill, and it's supposed to be an anti-nuke only, not a stealth counter measure mobile towre
yup. Need more base damage to compesate for range penalty. That's probably all it needs.
I dont think buffing grunts is smart, since pawns are so good, they contest even vehicles to some degree. Nerfing pawns slightly is the way IMO, but also balance needs time to simmer long enough to actually test it well
Love the banisher change, in a great spot now.
Wind feels good as well.
Was hesitant to sneaky Pete nerf, but it's ok. A small decrease in cost or upkeep would be good imo
Love turtles
Recluse nerf is fair
Hounds got a nerf in my opinion. The only advantage to hounds was that they could hit faster units more reliably. And their speed, which you can't make much use of because they need to stay closer to slow anti spam.
Was an opponent to the previous grunt vs pawn match up. But the match up is to favorable to pawns. Grunts should slightly beat pawns (in a non oppressive manner) as the arm bot lab also has ticks and centurions.
Spybot got hit a little bit too hard, would like either: a slight buff to stun radius, vision range, emp power, health, a nerf to some vehicles, and/or a cost deduction and/or bp decrease on anti-stealth.
8 max second stun is too little, try 10-12
recluse seem fine after nerf
sneaky pete still reasonable after nerf (though could make it a bit cheaper)
hounds are overshadowed by other units anyways but lack of guass cannon flexibility sucks ass on hounds
spybot doesnt even seem able to stun bantha atm
or maybe im not hitting perfectly and aoe is too low im not sure it felt like impossiuble to stun the game i played
Titan has 70k HP, spybot only does like 5k emp. So you need to hit it with 15+EMP bots to even think about stunning them

i mean for a titan surely you have heavier options like stilleto/abductor
I agree with the having multiple spybots to stun t3 (maybe not that many)
more spybots in a group = easier to catch with spam/aoe
indeed it feels very punchy in general (which it was already before but not recognized as it was not a good option against dominating grunt last season). the thing is, now its really the one unit that is doing it all for the first 10 min. u overrun and delete in seconds now defense, bases and well, any type of t1 unit. no other units necessary. if u are lucky u can get pounders in position but thats a edge case.
i really think the necessity to transition within the factory is one goal that should be aimed for. in other words it should not be rewarding to build for 10 min straight (and also afterward) the same single cheap unit. the strong surround bonus alone makes it worth to just stay on the cheapest units all the time. as it is a nice to have feature i think a reduction (together with bonus calculation from turret direction instead first shot ) would be benefical for the game
if plasma bots and tanks could hit the damn things they would be alot more usefull 
I would love to try how they feel with better projectile speed and a slight splash radius reduction
Id personally rather see other t1 units get speed buffs to keep up a bit better with the speedy guys
i think pawn speed could be nerfed instead, speed creep is real and slow units can't keep up
the grunt's 3 speed nerf did ALOT i feel
3 speed less means it's easier to intercept and arrives at the front slower
pawn should lose to grunt as it's a superior unit in most other cases (well other than accurate lasering scouts)
1v1 players would not be happy about speed nerfs.
no its a valid option especially with 1v1s in mind
nerfing pawns speed a bit and raising slow bots speed could be even both be done potentially
Pawn shouldn t be faster than incisor at least
It one of the small Thing that is irritating
Also tick should realy get a nerf and i think a attack speed one.
Because it still 1vs1 rascal from time to time cause of the fast attack speed and the fact that rascal attack speed is slow and the turret have trouble locking on it
wasn't 1v1 all pawns tho?
Ya true I was surprised when i discovered this
Small speed nerf is fine i meant dont make them slow lol
Ticks seem weird, yesterday I had 2 ticks vs 2 ticks and somehow my op's ticks just deleted mine
focus fire, flank bonus 😄
just need a bump to predictboost imo... they kinda miss on purpose right now
The flank mechanic is the most arcane thing bar has to offer
you would think a 360 surround would give the best results
We love esoteric occult mechanics
But yeah, T1 bots need a lot of work, since it seem to be the foundation of 1v1 in general. I'm a vehicle nerd, so I leave it to pros
T1 bot game play is so good rn in the right scenario though, its just the popular 1v1 maps are not that scenario XD
Some scenarios have been hidden intentionally. There's a new bug in the engine that causes most of them to crash so we decided to hide them until it's fixed.
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im all for emp buff in general the emp bomber RN is not cost effective for vast of its usecases
Something is planned to fix spybots disaster change ? Game quality/balance really decrease mainly because of this
its though a very thin line. its easy to return to prior state - which wouldnt be ok either. but i think we agree that pawn/grunt interaction should be slightly in favor of grunt (if both microed well) as the pawn is better in everything else. also it seems pawn shout better on air targets which i find a bit weird. i mean laser is "laser precision" and has more range so it should be deal better with air than plasma. the pawn punch power together with paper building is also a bit of a problem.
grunt should have an advantage simply because its the only unit core has
if you push back the arm player he could still get a centurion and kill all your grunts for free basicly
In the 1v1 meta though the only true counter for grunts is pawns + ticks
It does make sense for pawns to have the disadvantage vs grunts, but maybe just small enough that pawns + ticks win with good micro
Anywhere to find a tl:dr of this thread? I might have feedback but with 2500 messages I’m 99,9% sure stuff is already mentioned at least once.
Pawn too dominant vs cortex (1v1)
Eco changes OK!
Banshee OK!
Incisor can't catch pawn, blitz also lacking overall
Spybot considered disaster (tripple nerf, hardly usable in numbers, making botlab even less desirable)
Sneaky Pete nerf a problem for some as you cant hold with just porc and commander; mostly accepted nerf
Shuri still OP 🙂
I suggest a speed nerf by 40 on shuriken so that they take a a few more seconds to arrive and more importantly they are not trivial to run away from figs.
Right now they are barely slower than t1 figs
not sure. shurikan got already nerfed a lot or not?
i think general ppl can just build some aa bots
but often they dont and wonder why shuris op
its just unneccesary for a cheapish impactful unit that can also brute force stun aa to be fast enough to easily evade figs and be anywhere instnatly
im pretty sure shuris can just go up to nettles and stun them
and allso, im seeing shuri usage around 3 minutes now
who makes AA first when reaching front
emp health is proportional to hp to nettles and llt are glass vs emp
T3 is op now with spybot nerf, needs rework ASAP
No more clutch emps to save yourself anymore
Thors also less priority since no there's defacto emp immunity on high hp t3
Titan was already op it didn't need to get more op rip
So what is it going to be
What units will receive buffs and debuffs can we get a summary of what has been discussed?
Pawn buildtime 1420 -> 1650 coming soon. No other decisions so far, but that doesn't mean other units won't get changes too.
Interesting please do provide the information whenever you got stuff tested appreciate it ❤️
Is there a way to also test the balance you guys change?
Shuri has been op for 20 years so probably not a priority right now but might look at it again later.
The pawn change will go straight to main game, but we sometimes put other stuff in the "proposed changes" modoption if they need testing.
Yeah I don't mind shuris theyre kinda op but for a good reason I think if theyre nerfed wed see games end way quicker man those units are amazing at stopping leaks
shuri just isn't used to full potential most of the time
since it can be everywhere offensively and defensively, shutting down llts/defenders
target fire stunning aa, switching targets to stun a bunch of small units
not throwing them away
Ive seen alot of people missuse them but those people with proper airial knowledge know how to use them makes finding a loophole through breaking through enemy units harder I often don't overextend if I know a good air player is in enemy team
on amphib maps it's powerful and works on navy equally as land
Not a bad change there was only 2 way to change thing it was either bp change so cortex get number advantage for their weaker unit or grunt get a dps increase to compensate for their low hp and speed to fight back more efficiently
Is there a page to see proposed change option
As for shuriken i think the unit is difficult to balance
It s a strong unit yes
But if we take it in 8v8 like glitter its an op unit fast and will immobilise and secure lane
On bigger map like bismuth it s still strong but become less effective due to travel time.
In 1vs1 its literaly here to keep cortex in control due to their unit slow speed.
There isn't a proposed changes modoption active rn, if that's what you mean
Why no changes in spybot
I think the recent change was a emergency one since grunts were just not performing good and they still arent
but more over I think rebalance will be done to many units again I really hope hounds get the gauss canon back tbh and spy bot I fully agree before they used to be very very viable now I still use it but theyre not as op as they used to be
I don't see why you want to nerf it. Honestly it makes cortex good for air (I am not a and have never played air) but the unit is just nice to have it stops early leaks and games ending quick
like would you rather a game ends within 4-5min because of a stupid leak by team or be able to do smth about it lmao
I dont want it nerf i just say its role
what's the reasoning behind bp only nerf?
generally that punishes fast openers but leaves the unit not too different for richer players who have the time/resources to make 1 additional con turret
It punishes fast opener, but it also incentivizes switching to heavier units when you start having more metal than you are spending.
Some wanted to add energycost, but it doesn't do much on high wind maps and also incentivizes not switching to heavier units that need less energy per metal.
ahh I see
❓ Why all messages about spybots desastre changes and suggestions to fix it are just ignored !? It is the main balance mistake of season patch almost unanimously raised. Can we have some information from "balance team focused on 1vs1" about it ? ❓
🙋 Not unanimous.
imo it was never good design that spybot can *easily *counter heavy t2 and t3 units.
it's just that we're left in balance state where theres
- no hard counter to those heavy unit anymore
- no reason to go t2 bot lab anymore.
I would argue the spybot is currently in a good place.
everything else isn't and that is the issue
Idk I think u can nerf the way spybot works to make it useful a little but vs heavy units without being a giga hard counter
Now it's like banthas don't even have to respect they just dominate everything
I think it was fine to be a hard counter, it was just too easy
we've all seen clips of 1 little spybot stunning 10k metal worth of stuff for 20s, something was wrong
Also I feel like it's harder to use with faster self d timer too, cause now you cant select -> move -> self d -> select next spybot - > move -> self d in a good timing cause both 1) no emp immunity means they stun eachother + u can't time the walk u need tobabysit the self d to proc exactly
I dont think making them physically harder to use was the key, it was just too effective when it worked
Like maybe instead of full stun there was a separate stage for units that lasted the same amount of time but only did like -50% movespeed and firerate etc
But buildings stunned normally
how about it do more damage and alot more aoe than it did prenerf but the damage is evenly split between all target hits ?
that would make the spybot easier to use with it's bigger aoe while simultaneously making it less frustrating to play against as you wouldn't necessarily have to hunt the spybots down but you could negate it altogether by having spam eat up the emp for your bigger unit when it does go off
You can shift queue self d, always have. Now you can hold fire+set target micro which is pretty OP
Ew wtf who does that how disgusting
Works amazing for skuttles, I do it out of habit. but I guess that's not needed anymore
Now that attack and self d are the same.
Wasn't that the emp rework?
I still liked my idea. Instead of the weird 1.2-1.4x HP to full stun (stun time/40s to be precise) make it something much much bigger. Like 10xhp to full stun.
Then you can give them good damage and aoe and stun time. And they will nuke armies of Sheldon for the full 12s but demons and razors will just stagger for some small 1s time or whatever.
i really like this idea
I think this is correct yeah. Spybot is fair and balanced now, but the anti-t3 role it had is now somewhat missing from the lab. Armada has sharpshooters which I think are quite fine as T3 counter, cortex is a bit more out of luck with mammoth being the best T3 counter and it's not that great.
Nobody want the pre season patch spybot, but there is a world between past op spybots and useless overnerf current one.
1- Restore EMP immunity
2- EMP damage => 10K (need 1,2 * HP), the idea is fresh tzar/fatboy => stunned with 1 spybot, but fastly need 2 with xp hp increase, 2 for razors
3- ParalyzeTime => 10s or 12s (20s for builds)
4- Cloak cost => 25/50
5- Reduce blast radius to keep effectivity on small group of t2 light ball and keep stun on few units for big one
6- Intrusion Countermeasure System with energy operating cost of 50e/s
7- Add stealth-detector capability on mobile AN
Even if we removed the emp completely it would still be a useful unit for spying and giving sight to longer range units. Saying it's useless is not true. It is a lot weaker for sure though yes.
"Spybot is fair and balanced now" wtf. i invite you to play ffa and show me how to stop 20 minutes marauder / razorback rush with cortex
Well if it's 1 razor dgun it. Or if you want to use units then gantry + razor is about 12000 metal so for same price you could get like 12 banishers and it can surely kill 1 razor. Admittedly cortex t2 bot lab is lacking in the anti-t3 department, which should be fixed somehow. Mammoths can kill razors cost-effectively, but not catch them in the open.
"which should be fixed somehow" ok fair. until then we need usefull emp bots
so what do people think of the new pawn build time ?
Just so you know, if you up it to 12s you need 1.3x hp
I can't really feel it tbh
The only thing wrong with spybot was that it stuns large groups of units, hardcountering marauders completely
I still think is that the main issue with current spybot is that it was rebalanced to be used in numbers against heavier targets AND much more accessible to broader use due to auto-attack principle, but neither of those work well because they stun one-another. Numbers are always debatable, but the flaw of principle is unavoidable.
Majority of the time I play vehicles, but whenever I'm engaged on the front, I always lament the lack of allied Spybots, and not for stunning anything, but for providing vision without spending absurd resources on scout spam.
I think the idea to make spybot cheaper and more accessible is comepletely flawed, spybot usage should be rare as a counter to an enemy who is way ahead of you as long as he isn't carefull with his unit, balancing spybots as a normal unit choice that you rush early before someone has anti stealth to freekill their sheldons or mausers just sounds like cancer, all the units that get countered by spybots now are allready counteracted by normal gameplay while the heavy units that required spybot are now way more common and harder to counter, it just makes unit rushes more appealing and light units more risky and random / unskilled
banishers strong
i don't play 1v1 but pawns feel punchier and they move faster
almost feels like i'd take 2 pawns instead of 3 grunts
spybots only needed a few seconds shaven off the EMP time
the fact that you need two spybots to stop a tsar is ridiculous
i don't wnat spybot to be the counter to everything
increase emp time to 10-12 sec, decrease cost of cor spybot, call it a day
you can make banisher, sniper, sheldon vs tsar and it's fine
starlight can work too
increase stun dmg, maybe it works better with emp rework
6k dmg stun on a tzar turns the weapon off and slows it for 70% fading for 15 seconds, sort of
why do you feel spybot needs to stop a tzar? Why not use other units?
Obviously devs dont want spybot meta anymore where spybots the hard counter to everything
because it's an expensive unit, requiring some micro, and you should be rewarded for that, by at least stopping a tzar rush or 2-3 banishers
also 2 spybots not that costly compared to tzar cost, very doable
requiring micro is now wrong? I think thats required
2 spybots is too much, people won't invest in that to stop one tzar
the only time you need pro micro to spybot is when you have 100 ticks inbound, then it becomes difficult to predict where ticks are going and dodging em, other than that spybot micro is very simple
I think cooped tzar is an issue, you cant use other units than dgun right now. But reasoning of Hallu also isnt cutting it xD
building 2 Cortex spybots is more costly in energy that the tzar itself
uh no?
What if EMP only disabled guns,not wheels?
That way longer EMP wouldnt be that gamebreaking
hows your math? 😄
you just proved my point
he said more costly in energy lol
25000>22000
you kill a tzar with less than 400 metal, when tzar cost 1650..
This comparison is dependant on BP. Getting 12k E isnt a lot but 22 k in the same time is
no but your team has some units i hope, its basically tzar builder vs you builder comparison
if you know its gonna be a tzar battle then make 2 spybots prematurely? even if there is no tzar the spybots are not useless, this is still 'spybot meta'
I think older spybot would be balanced when emp only disables weapons. U wouldnt lose the unit everytime its empd
following that logic shuri should also just disable the weapon 🙂
Ye
and what happens to stunned turrets?
the thing is, early T2 is when you have more metal than energy. Fusion isn't built yet, so spybots are highly valuable because energy is what you lack at this stage.
Their weapon is disabled xd
usually you get T2, you upgrade a few mexes then you go for fusion
but that makes no sesne xD
It does, weapons have electronics, targeting. Wheels kinda simpler. I know its not waterproof but hell
Even 30-50% movement debuff together with weapons disabled could be good
if emp doesnt stop the unit you will lessen the effectiveness of it, then tzar can just retreat and still be alive, and transport cant pick it up either
Ye but could pan out with prenerf spybot
what people used to do, is use spybot to try and fill the teching gap that they had against the opponent : stop a few heavy T2 unit with spybot, and try to kill the EMPed units with a few cheap bots like fiends. Then in late game, you could use several spybots to stop a T3 rush. Now you can't do either of those things. For some players, that rewards T2 rush and T3 rush and it's good. But others, it removes a skillful and risky counter with spybots.
emp is not the end-all counter to Tzar though
Its reallh bad if emp stopped your gantry push with 1 click and also gives loads of reclaim.
But at the same time its really bad losing spybot micro and flash points potential. Its just cool to watch it and play it
no but it's a good use of spybot. It's an important use case. And the issue is that now people just dismiss spybots. They're deemed as useless, and not built, period.
Thats why old useful spybot, but emp change, so you maybe donate metal but maybe not, its more skill dependant
I agree to a point. I think its still good unit, but the bling you could do before is gone, also the excitement
yeah, spybot plays were fun to watch and to execute. It added variety to the game.
spybots are not useless in current form, why would you say that. Is 8s stun useless?
Its not an event anymore
if you need 2 to stun heavy units, or early T3 yeah why bother, it's not worth the effort in micro. That's the conclusion players reached.
Maybe someone will show everybody else they're still mega useful for some stuff, but that hasn't happened yet.
the difference now from before is you have a smaller window to act on, meaning you have to communicate/coordinate your attacks with the stun, while earlier with 25s stun you could go take a coffee and come back and kill the units stunned
if they let you stun it with clumped ghosts using 2 will be completely fine
I think early spybot to win t1 war can still be very good, but its unexplored. But its certainly more lukewarm case
having to chain them is absurd and the only part of the change that bothers me
if you need 2, the conclusion players reach is "I'm not gonna waste my energy on that, I'd rather build real units"
and so spybots are off the battlefield, simple as that
Problem isnt needing 2. Its needing 2 in precise followup, without any of them failing, and giving opponent time to react. Its not very doable imo
whats your suggestion for change then? raise stun length and/or emp dmg? or as voncomet says make spybots immune
same thing with Stilettos, off the battlefield
Immunity
keep the old spybot with shorter EMP duration, I stated that first.
so a spybot should be able to stun demons
previous emp dmg were like 50k
nearly stunning a titan
this is fair only if ics becomes mobile and the signature is targetable
or its just another of the million things where "just more more spam bro" is the solution
spybot btw is counterable, thing is it requires ICS at frontline, worth 800 metal and drain
which is degenrate gameplay
and the crazy amount of attention from the player
spybots previously were hard counters to titans due to at the enemy shore you have no ICS, spybots previously were just too strong. Flank dmg + spybot = good stun duration on Titan (kinda silly perhaps spybots emp gets flank dmg)
that is also how one spybot can stun Tzar now, at the cost of increased coordination/communication, unless you have the units in your own possession for microing
yeah if I wanna make a demon I should not be forced to spend equal or even more resources on spam to accompany said demon so it can do something effective
why even bother with the demon than xD
with the spybot nerf demons became viable, still questionable if mass shiva > demon though
still mass shiva is now viable too due to single spybot cannot stop em
i mean it's fine if t2 labs have ways of dealing with tzar
also a jammer can suprise or buy a good amount of time
especially tzar is weak vs mobile jammer + com
I think one spybot should be able to stun tzars, banishers, bulls, mammoths, shivas and marauders. But not razors or demons.
than make it single target dmg, also it can already one shot most of those
also its impossible to make it one shot mammoths and not one shot razors
also maybe we could not pretend that early razorbacks grow on trees 💀
yeah I keep forgetting how much HP mammoths have...
This is what the "emp reistance" value is for. calculating an "effective health pool"
I was expecting to see EMP resistance values change or implemented for units; while leaving the EMP damage on the spybot relatively similar.
otherwise it's hard to balance something that now does 5k is it ? with 80k starburst missiles using the same EMP resistance values
at one point tbh, I was for mammoths and tzars having super heavy EMP resistance
I suggested having EMP resistance linked to weight : heavy units would be more resistant than fast units
but i guess it was too complex
Makes me wonder if it shouldn't be made easier to emp but harder to get full stun duration
This is what the experimental emp rework is
Isnt it that emp-rework has gradual effect from how much % stun? I think instead if it kept as full stun when in effect, but that the factor becomes how long the stun would last
I thought of that too, would make EMP less of a freekill and differentiate it from damage dealing units
Assisting seaplayer with shuri in this case would let the enemy flee into his own base while getting shot at by his opponent
The EMP doesnt kill the unit.
If it doesn't stun the movement - even if it only 'slows' it; then faster units lets consider a raider such as marauder
are only "noped" for the duration of the stun - they get to dodge slower firing plasma; potentially withdraw and then engage again.
Taht really reduces the value of stun as it was even more than the duration and EMP value of a spybot now
Emp stun is gigastrong, and combined with gifted reclaim its very op, hence the nerf
Slow could fix it. Its just too powerful to lose all units in enemy territory in 1 click
Emp stun could be longer and stronger if it doesn't stop movement
Exactly.
Your tzars or banishers weapons would instantly get disabled by spybot but you can still run away and save your unit to attack again 30 seconds later
The old spybot was just too big aoe and too long stun duration. 4 or even 6s stun with lower aoe with old spybot would be totally fine. The long stun just makes it too binary.
also if you think about spy as a quick reaction unit to powerfull rushed units it would make sense to reduce bp cost
so they can be used well...more reactively xD
It should be the other way around, it should be a very powerful but planned investment not a band-aid for misplaying
Feel like fundamentally the concept of emp should be an alternative way of dealing with large otherwise very power dense units that may be difficult to remove with conventional weaponry, and to encourage people to properly support their large units. If emp is weaker than just figuring out a way to kill the enemy in the first place, then it has no role
If people don’t feel pressured to support their large units/unit pushes, then game strategy becomes less diverse
i think emp should be an amplifiying force, making counter units (dgun, anti-heavy) trade better
not making it trivial for anything to kill the heavy unit
and yeah emp CAN be a moderately hard counter vs mindless balling
one spybot disabling weapon for X seconds and giving a strong fading slow on tzar makes sense, while stunning lighter units makes sense
there's other levers that you can pull like improving counter units going up tiers, reducing e cost of cor spybot, etc.
I dislike that so much of the game used to revolve around "escort against invisible units with spam"
with the shorter ranged units it was not practical to do so when attacking porc. beamers/hlts. kills spam so you can't keep a screen up all the time
Not like spam is bad or unnecessary now
Well support doesn’t mean just spam and spam isn’t necessary for a well supported push. You should get the support options that you think are more important for your specific push
my comment is referencing emp in general as well, such as abductor or emp bomber
Game quality and diversity drop a lot with the spybot overnerf, maybe it is cool for casual but it decay the game in long term
@grizzled atlas what you think about the nukes?
what nukes
I think banisher is a bit overrated. even though it's op skirmisher, it's e cost and BP cost are rather high
quakers show up much faster, same range, and when they level enough to tank 1 banisher, can tangle with them
They sure are, given normalized costs brought them out of non-existence, so people just react to them like they're some innovative new toys.
After the Quakers got nerfed, people were left basically with nothing other than Tiger balls (at least until Tzar rush meta), so it have rounded down to Sheldons vs Sharpies.
Wasting resources on Banishers or PArrows felt as good as an idea as making a bi-plane out of pure gold.
If by overrated you mean not literally op, but completely normal good units, yes I agree. :3c They're clearly like, below pre-nerf mauser tier, but they do their job when you hit t2 and start pushing people back with them. They're worth going Cor Vehs for. That's important. Cor Vehs needed a unit like that.
just needs a stealth scout and the lab is gaming
right now i think the gameplan is pressure so hard they can't be doing sneaky shit
Banisher is better on glitters or other open maps
definitely
I think the cost should go down
Spybot only stops a solo centurion for 5 sec 
Yeah even just watching good players use spy bots as best they can, it's blindingly obvious they were overnerfed. Sometimes they don't even stun tigers and tzars. 20 seconds might have been a lot but there's gotta be a middle ground here.
Well, the middle ground is probably just that - they should stun Tigers, but not stun Tzars with just one spybot. One way or the other, they should not stun each-other.
Broad-test that first, and then we can actually argue for something beyond if it will be necessary, otherwise we're shooting into the dark.
increase stun to say 11-12 seconds
tzar should be stunned for maybe 5-9 seconds (in the long term it's better for it to be slow+weapon disable like in old emp rework)
t3 should not be stunned in 1 shot. unless the emp radius is tiny
Ideally the stun duration should be dynamic, meaning that its a function of base stun value + the EMP overflow
if t3 rush is too strong give faction better anti t3 tool, or nerf shiva raw stat/cost if that's a problem
i believe it is...
dunno the formula for how much overstun it takes to max the stun duration
so what are you pointing towards with stun duration? Base value? Or max value?
I don't know the principle of stunning myself, so I hesitate to make any meaningful suggestions on that.
change max stun duration to 11-12 sec
tweak emp damage and aoe + edge effectiveness to achieve desired result
Someone gave the entire recent flagship thread with about 700 posts to some AI and had it write a summary on it. The summary was excellent and very detailed (length was about 1-1.5 pages). Whoever did that should do the same for this thread, it would be super helpful again!
the stun duration scales from 0-100% based on the amount of emp overkill damage, I forget what the value is for 100% duration but it might be something like 120% hp
It takes 1x HP to start the stun, and another 1x HP to hit 40 seconds of stun duration.
This is capped by the weapon stun time and a global 20s limit for mobile units. I.e. If the weapon stun time is 12s, it takes (1+12/40)= 1.3x Max HP to stun for the full 12s. 1. 5x HP stuns for 20s which is currently the limit for mobile units sans mobile antinuke.
But I havnt checked the new antinuke stun override l
I'm working on a rework that makes it more like 10x HP for full stun. Allows more discrimination between 'this had some effect' and 'this froze an army for ages - OPOP'.
2-5x max hp for full stun seems like it makes more sense yeh
Titan gets stunned for 6s (out of 12s) from Thors emp missile which does 80k emp dmg, while Titan is what 69k HP?
Can use that for measurement.
((80-69)/69) *40= 6.3s



it's been that long balance team broke the game and still no hotfix
truly amazing to not put broken stuff in testing and just ruin the players experience
They envision a different balance than you
it's not fully fixed (spybot) but they did some stuff to pawns...
Does the balance team even play the game?
because from the looks of things you could make the argument they just made a patch that has been very poorly received by the playerbase, and then mic dropped
but that's 40% of the balance team that hasn't even played the game since they dropped a patch that has resulted in 1-click banisher monospam and unviable botlabs from both factions due to the uselessness of the spybot
The team behind BAR. The complete structure, leads, vision holders and contributors.
i think banisher is very strong but i don't think it's super busted. spybot over nerf. pawn op grunt oof is kinda a problem cause it touches all game modes
i mean there were good changes too
but really though, it's more like 60% of the balance team if you're being a bit cynical around balancer ptaq's 2 games since the patch was made
so i kinda have the impression that the balance team doesn't actually play the game
they dont' play regularly, yeah
then why don't they listen to community feedback?
that's what this thread is for.
but yeah, I imagine it's taking time because stuff like the spybot it's easy to see it's an overnerf but deciding what to do with it (tinkering with emp) is not trivial
same with pawn
It probably takes time for them to discuss and reach consensus on balance changes
but the very first post in this thread nearly 2 months ago gave helpful suggestions
but as you said, there's not that much point in reaching a consensus if most of you guys don't play
i get that design/balance is a different skill than playing the game
there's not much point in this thread existing if feedback is ignored and the balancers don't play really?
it is listened to, just not right away
especially on stuff that has consensus among community
for sure design and balance are different skills than playing the game, but having those skills (whether they actually have those skills or not is a different question) is still no excuse for dropping a significant patch and then peacing out
but I think they should try and recruit 1-3 more active people or consult more with active players
basically to see how the unit is playing out in real matches
although you have to use some reasoning, because 8v8 matches are so high variance it's way to easy to say "well X wasn't why they won the game" "lane difference"
does the community get to vote on who is part of the balance team or is that just BAR side?
it's internal team
gotcha, thanks
all this balance consulting/study takes man hours for sure
it's a lot easier if the person happens to play the game actively
It's also partly just that everyone is a volunteer. Balance changes sound very simple but you do need to implement, test, discuss with everyone, implement changes and test again, get official vote to merge, write changelog, announcements etc. It's not always fun to do all that instead of playing the game or doing something else.
yeh exactly. after you do it for 6 months+, it literally becomes work
does the team need more volunteers?
I cannot fathom the amount of work involved, i'm sure its huge
(i'm not volunteering myself, i'm not good enough)
We will get there. All things considered the balance isn't completely broken or anything at the moment. It can wait a bit.
How are you so sure about that? most of the games I watched yesterday in the "op rotato lobby" were purely decided by which team decided to build banisher the quickest
a) they could look for someone who is qualified, and knows how to manage their bias, and who they trust with particpating
b) we could try and put concise feedback and change suggestions
c) Make well reasoned videos that show the unit interactions and a conclusion
ill have to watch rotato.
on glitters and strait since there's less roaming potential i find quaker rushing and trans to the front is competitive or even better
banisher is like about as strong as starlight now in it's role (bit overtuned)
but it's also in a lab with significant weaknesses, like expensive units, no cloak scouting or builder utility
Co-op rushes are a difficult issue to solve and will take longer. We can nerf banisher a bit but some other unit will take its place.
but i can see tzar into banisher being very hard to deal with
hm I wonder if sneaky pete can hide behind t2 walls vs banisher shots
in your mind it isn't, that's why you guys dropped a patch that removed all counters to a lab, then quadrupled buff banisher and still think it's fine after all this time while most high os players been saying it's been an issue, well for the ones that are still playing and not just dropped the game.
We will probably nerf banisher a bit. I think it's fine if it's a little bit op since some unit always needs to be the best one, but I would like it to be a bit easier to punish/counter and maybe it could also arrive a bit later as a late t2 unit rather than the first thing you build when you get the lab up.
Yea there was a reason why it had those limitations, you guys discovering why
but most good players already knew why, we don't need to play with a t2 whistlers at 6 mins into every games.
Grip up
Spybots were already the only reliable counter to old banisher, Raghna was spamming banisher trying to make it work few months ago and that's the only thing that was able to counter it well enough to stop it.
That change alone is enough, 360 turret is just beyond ridiculous bad design.
i just hope this will not take year to fix. year of bamishers would just force community to make tweak def removing them from the game :bar:
nah don't need remove them, just revert to old values
We need tweaks for desastre balance changes on SPYBOTS/BANISHER/PAWNS, the game is in bad state since 2 month without any improvement, high OS gamers just retire from game rn, it is bad. You asked for feedback and just ignore them for 2 MONTHS !! 🌶️ If this thread is just to take notes and ignore them, say it so i don't waste my time trying to brainstorm with a lot of gamers, test a lot and gather all info in a constructive spybots suggestion
There is no way you can balance such a complex game, on 1v1 to 8v8 to FFA without playing the video game, only rebel is active but nomo spammer won't be capable of understanding balance good enough to make changes
we really need to think of balance as a team game balance and then 1v1 maybe a tweakunits for balance changes, they are genuinely 2 different games, and breaking grunts just so 1v1 doesnt only have grunts to ruin 8v8 grunts is lame. Banishers need slower rockets or E to fire cos starlight cant even turn or move and costs e to fire all it has is little bit more range. Without spybots the t2 botlab is COMPLETELY unviable now cos you cant counter hard vehs and its just boring
is there any way for any of us to become a balance contributor? 👀
yea if you know how to code you can get in, you don't even have to play or anything
I can code in some languages and i dont have a life cos i play bar, so what i just go on the git and make changes or smth? Just self appoint myself?
Sniper is still good in botlab, also recluse, and fatboy
Depends heavily on map
But i agree that units which can stop early power spike (communism boosted) are needed. Spybot was one of them, sniper is also such a unit
Maybe sonething else is needed too, this also somewhat "solves" the OP commie gameplay
sniper lower range than banisher and for good reason
i think spybots were a good thing i cant lie
But in reality they can kill banishers too
Ofc vision is key and t1 bots for support,but snipers do help a lot. They arent insta useless vs bani
show me n ill believe it
you can slow banisher down with fatboy and few sniper behind it, that will defend your lane for some time but it's a losing battle so it's pointless
In glitters we play snipers vs banishers and its often a stalemate
banisher will be on another lane in 5 secs and win
cos in glitters ppl dont have a brain
rushing snipers was never good and will never be good
unless you play brainless glitters
On glitt its unironically good
I mean, its a map. A lot enjoy it because it gives t2 and t3 option to nonOP players too
cos map ends up being a choke in mid and ppl forget they can go to another lane
Such a high skill diff needs a map where some lower skill players can reach t2
But lets forget about sniper for a moment. Units that can stop next tier push are important bcause of map sizes. Spybot was such a unit, sneakypete too, but maybe more are needed now
Shuri is such a unit too to an extent
or we just bring back spybot. It can seem dumb but if you just make spam or countermeasure you are fine.
maybe a 700 metal mobile countermeasure thingy for vehs is ideal
they don't have the team to improve gameplay like that, will take them many months
meanwhile game is unplyable while our volunteer team balance members are analyzing data on their free time
fwoar DATA
Recruit raikoh and others into GDT on next meeting
Good players that often play need to be a part of it for sure
FR
meanwhile 1vs1 monospam tiger
i mean it's 1vs1 i guess all unit can't be use but cor unit are so weird
sheldon banisher meh in 1vs1
completly overbroken in teamgame
same as brute and tiger and even then people underestimate tiger that unit is so strong for it's cost
in 8v8 its all about chokes and porc next to porc, this makes for completely different balance in usefulness
hunting down tigers is a huge pain, but when they ram into porc and units, its different
Yeah in 8v8 generally lanes are supported with porc so artillery is way better and tigers are situational
Specifically for SI the banisher changes were a net positive. Since it brought the weak t2 veh lab into meta and brought a lot of new t2 unit interactions
The downside of banisher is that it shuts down a lot of early t2 units like hounds or w/e
Gunslinger
Anyways i think faction/lab viability is very important to watch when making emergency balance changes
Yeah I completely agree. Cor vehicles just kinda needs a unit like the Banisher to be viable, otherwise it's an arm vehicle meta all day like it was before.
I could see Banishers getting some of the energy cost back to offset early rushing but PLEASE DON'T TAKE MY BABIES YOU ALREADY TOOK MY GRUNTS FROM ME WHY ARE THEY SO BAD NOW 
They don't need to be over nerfed back into non existence for the rest of us
When a unit becomes op/up such that it makes a lab/faction unviable and is left there for >1 month, that really hurts the playerbase
Some of the best changes are those that made labs viable even if they had some op rough edges
Like arm sea buffs
Yeah and the spy bot nerfs did indeed feel like it left both T2 bot labs in kind of a sorry state. 
The most problematic change imo is the pawn/grunt. A few people say 1v1 grunt is still good but from watching a 1v1 and overall in team games I don't want to touch the t1 cor bot lab.
Being slower and lacking scouting, gets out muscled by pawn and outrun, you have to micro well to even trade even with pawns
Worse in nearly all other situations
HAHAHA GRUNTS ARE SO BAD NOW
IT'S LIKE IF YOU HAVE ONE GRUNT VS ONE PAWN YOU MIGHT AS WELL SELFD THE GRUNT THAT'S HOW MUCH DAMAGE IT'LL DO
A lab being perceived as not having a reason to use it is so bad for game health.
Since it reduces the match diversity by a lot
T3 rush? Learn to use heavy mines for mars and sniper trans or stilleto / emp I guess
You have to be a god of micro to trade evenly with grunts vs pawns. It used to be if you were a god of micro the grunts would never lose but now it's like you're balancing around those players being able to always do that and, well, surprise surprise, even those players decided they can get more shit done by making pawns walk forward and not bothering with the micro dance. 
It feels like I can't even dive on vulnerable units with grunts anymore. Their range nerf might have been necessary, but it should have come with a damage buff to offset what they'd be losing to the fact that they're laser units.
Or, there's another option: make the pawn feel like the grunt does too!
just make both those units feel like hot garbage that can't even rush down rocket bots anymore. I'm sure that'll get those 1v1 players to make t2 every once in a while. 
I mean the pawn feels like it dumpsters maces
I get blitz and pawn beating small number of medium tank with dodging micro
But for fast af pawn to dumpster slowish mace raises an eyebrow
Yeah I think the pawn does need a nerf one way or the other. They feel like the only unit you ever need to build out of the arm bot lab now. A lot of people don't do anything else and it works fine which is kinda silly. 
I think it's the mantra: speed is the most giga op stat in the game
+3 speed made pawns overtuned, -3 speed hurt grunt a ton
they didn't take into effect that units move closer than their actually range before attack due to momentum of the unit
grunt still get into range of pawns unless you super hard micro them, whicth you can't do when you have 6 fronts
just like ticks suicide to mex if you don't micro them
bamisheur
Personally? I don't see Banisher mono spam taking over games like these other guys do. They feel strong, sure do, but they don't really work as a mono spam comp. You need something to deal with the units they soften up or they leave a lot of things at 100 hp and get killed. I do 1:1 with tigers. Without Banishers being strong, though, it feels like Core vehs gets out muscled in every category by arm vehs. Tigers and salamanders are incredibly mid compared to jags and Bulls, but that's okay because they have Banishers to soften things up for them! Right? That's how it's been sold to me.
If Banishers aren't good enough, Arm has something in their vehicle lab that just wins the T2 phase. Starlight having that extra range is a big deal. You get a wall of those things and even Banishers can't touch them. Always was, hasn't changed. Cor's other vehicles are made to be mediocre because you're meant to use them with Banishers. They have to be good.
The problem with them now is though, if you amass them early, they completely annihilate units that otherwise populate early t2, and lab boosting is making that even easier. We can do something about that. It might not require a total rollback of the E cost, but might be slightly too low now. That's all. Very slight changes are usually all you need. If they're slower to amass, everyone's fine.
It might not actually even be busted though. I'm sure the game Dev team knows, if there is a unit that takes over the game, op players will fire it up with nitrous. It's hard to know if something is actually broken sometimes, because... Marauders? Every game someone's rushing arm t3 for them. Nothing can catch them! Nerf nerf! They didn't get nerfed. People moved on. Janus? They snipe coms and you need too much micro to counter them. Nerf nerf! Didn't get nerfed, we moved on. Spy bots? They shut down t3 for free! Nerf nerf! They got nerfed ... Wait, we needed those!

Only issue with strong banisher is that you kinda get aa for free in that army
...nah you're kinda right. It's not always enough, but the fact that they can hit big planes for free means gunships don't do anything against Banishers. That's true. 
surely the huge majority of people saying it's op that play a lot at highest level are more wrong that someone not playing the video game, that's how it works, it is known
Surely that's exactly what I said and nothing else. 
banisher tiger is an insanely mobile composition and simply needs to be relatively weaker or else it will always take over games if on equal footing to slower compositions that have clearly defined weaknesses
for example even though starlight is super good, having very limited mobility makes it very weak to flanking and generally has more counterplay, since you can pull back a bit, let the starlights overextend, and then take an engagement with a decisive push
Even if your assault on the starlights isn’t cost effective, they can’t retreat, and the wrecks are left in a reasonable place
For the same reason starlight can even die to t1 units if an effective counter push is made, since starlight is a skirmisher that can’t easily retreat
banisher on the other hand is the best roaming skirmisher in the game while having very little weaknesses (kites with a high impulse weapon to slow assaults, relatively speedy and tanky for a skirmisher, can double as anti air to prevent gunship plays, good aoe to do bonus value vs dense fronts, can massively overshoot in skirmishes)
Basically, if you try and pull back to force the banishers to fight closer to your base where you might hope for a defensive advantage, it doesn’t matter as they can just retreat and kite when you do decide to commit
cortex t2 vehicle has always been a very mobile ball of stats that you can’t easily stop unless you’re simply ahead
you can't realy nerf cor in teamgame without hurting it's limited viability in 1vs1
I thought cor was the only faction played before this pawn spam meta
incisors are still better anyway, if pawn gets small hp nerf it’ll probably be relatively even arm vs core, probably core favored on larger maps as usual
i mean it's just because incisor are more expensive than blitz and they have better Burst dps
that why in large number they kinda win
it's the strengh of cor large number of them will destroy a lot
due to their stats
it's the range, range op
Counterpoint: that's all Cor vehs has and will ever have. Arm gets a vehicle engineer and a stealth tank. Is the stealth tank a cheesy meme in higher level play? Yeah! But it's better than the tremor and does see play as more than a meme sometimes.
And a thing that isn't discussed here is, you don't have to over extend with Starlights. You can just park them next to porc to threaten a push while you make t3 and there's really not much Cor Vehs can do about that. Cor vehs certainly can't push into that with Tiger Banisher even under ideal conditions. If you miscalculate how many units they had, all you did was feed them your whole army.
To reach a ball of tigers and banishers, you have to make sure none of them die before getting to critical mass, and let's not forget, Banishers friendly fire like crazy and this is often exploited. Spam is good against Banishers and tigers, since tigers are kind of ass at killing tiny spam units. The comp has stats but takes a lot of attrition damage from its own units. You don't auto win against them with spam like with Starlights, but that attrition adds up and can wear them down. Pair that with the lack of a vehicle engineer and you have to go into bot lab for rezbots to keep the comp rolling, which is harder to maintain with spam rolling at you all the time, getting the rezbots killed in the crossfire. The spam dies, yes, but frequently so do the Banishers.
That's a thing Starlights never have to worry about, and for anti spam, they have jags, which are the best anti spam unit in the game and are also anti air. If they have those, only an absurd amount of t1 is enough. Starlights don't splash each other until they start dying, they are only slightly less durable than Banishers, and once they're winning, they're winning. If you nerf Banishers just trying to put them where they were before, then all you do is flip it back to advantage Armada again. Like always.
if starlights stop overextending then they stopped pushing lol
banisher can push and pressure much deeper often ending games that starlight can’t
I think you’re underselling tigers anyway. Tiger is the best unit in the t2 phase until you can get t3 shivas since they simply have more stats than anything else
aka tigers do beat starlights especially if the starlights are mispositioned
make starlight 360 turret, you will see it wining against banisher probably
just do it at this point the changes are already a joke, just full send it
banishers can just kite back
and it’s not like the lab doesn’t have any other units or options, tzar and quaker do just fine in early t2 stage and tzar might even be considered the best possible option to rush, only mauser is close in impact
the lab certainly doesn’t rely on banisher in early t2 phase to deal with t1 or t2 early assault, but having it breaks apart most of the early t2 balance as banisher beats every other strategy you can afford early
That's why I mean it's fine to increase the energy cost again. But I don't think a full rollback is necessary, that's an over reaction. You don't need to nerf it back into non existence, just back into not being a unit you can spam in early t2.
I think the old 270 turret was fine because you can still kite enemies (it isn’t hard to slightly turn the unit so it gets a shot off then keep traveling straight) but more importantly it makes mirror matches playable
Starlight mirror matches feel fair and understandable, as neither is hard kiting the other and you brawl and both sides lose units
with banisher 360 turret, mirror matches are some of the most aids gameplay I’ve seen in the game, where 1 side randomly gets 1 shot by the other with no ability to shoot back
the first person to move forward even an inch dies is bad game design
At the very least I think it should keep its vision increase. It's a big change that makes it much easier to use them even if your radar truck dies. They struggle to hit things with only radar because their missiles turn upwards instead of hitting the ground for whatever reason.
yeah, if devs feel that unsupported banishers were too weak, it’s fine to keep that change imo, the missile tracking change should be fine too to go with
Unit will still be good with old cost and 270 turret, especially now that people are more familiar with the unit and have actually tried playing with it
To a certain extent people in BAR prefer things they’re comfortable with, so even if banisher was balanced in the past there were some mental barriers that prevented people from really committing to it
same thing happened with other units like shiva, believe it or not for almost a whole year people were crying that shiva was bad and needed a buff
banisher with season 1 stats will still be largely viable, for mostly the same reasons as why it’s dominating right now
mobile and tanky skirmisher that hard counters most other t2 options and can influence the game across the whole map quickly
I do think it's ironic that after all this time I come back to "Shiva is the only good Cor t3" and here I am looking at the change log. Finds nothing.

Shiva went on a weird curve, when I started bar the top players were abusing it and it was generally accepted as a very good strategy or even overpowered
then at some point the massive wintergaming push came and some of the older shiva players went inactive, and public perception suddenly shifted to “shiva is bad/unplayable” for some reason
and now we’re back to people understanding that shiva has some of the best stats in the game
i looked through changelog and it seems like it got op buff in june 2023
[Shiva] Weapon reloadtime reduced by 33% (3s->2s), damage per shot reduced 33% (900->600), turret turnrate increased. Script and hitbox adjusted to reduce friendly fire.
oh yeah that was actually the nerf that made everyone stop using it lol
less burst is unfortunate when it helps you burst down key targets faster, but fundamentally the stats are all still there so the unit was still really good
usually higher burst damage is worth paying extra for as it makes it significantly easier to secure kills
Hornet is no longer on the balance as of last month
He has been inactive for over 6
He has been replaced by the head of the mentor goup zeteo

