#Season 2 balance feedback
1 messages · Page 6 of 1
don't have the time to poke for 3 min
phalanx the most op part about is 50 speed and it can kite com with ground fire (welder/sumo can't)
i think when people start abusing ambassador tac nuke and emp launcher on strait there will be new pain meta
tac launcher is always good yeh
amba i feel like is pretty meh unless you forward lab. then it's op
unless doing it just before a push
few things bebefit more from micro than amba
amba is a lot of apm tax but i'd say shorter range units are harder micro
cause you have to control positioning
Positioning is what you have to adjust now and then tho - striking with Amba needs a continuous retargeting to breach the defensive line, otherwise the enemy will respond in time to rush them down. You cant place them somewhere Fire at Will, coz they just demolish your own defenses.
Seen a noob last week, who spammed Negotiators only to wreck the entire multi-layer front auto attacking the spam. Funny how people cant recognize a problem starting at it point-blank.
Garpikes are T1
Ah yeah
To be honest centurions should be in core arsenal,not arm.Just doesnt make any sense for it to be arm
@west birch
The proposed turret BP -10% is meant to make con expands easier to defend in early game.
Another player pointed out to me that this makes commander (+con) turret spam + repair stronger. LLT and turret spamming to hold space is pretty strong and this promotes this porcy defensive "denial" gameplay.
if the goal is to just buff vunerable con expands, maybe a further con hp increase would suffice
Losing the con is way worse (which is a source of volatility) than losing mexes
I didn't notice the triton, but even so I abandoned using legion t2 bots because I didn't think it realistic without practice
I think what cons need is actually bp 🤔
LLT is very easy for commanders to build and repair (and con turrets) because they just have huge BP
t1 bot cons are actually close to effecient to nano turret if you factor in the energy gen (unless wind is high)
yeah but it's about the opportunity cost
if you spend 30 seconds on an LLT you delay all the mexes the con builds by 30 seconds
llt gives you big safety, con hp gives you 2 more seconds until con dies before llt comes up
or your army gets there
so 5 mexes x 2.0 income each = 10 x 30 = 300 metal in opportunity cost
yeah but that's how it is
bar is based on greed vs checking that greed
and opponents not reacting and running spam into llts for bonus value
it's just a general feeling among high level 1v1 players
that LLT is too expensive for what it gives
yeah early on in the expansion chain llt is too expensive
but farther along the chain or blocking off path sit's OP
we just nerf the hp next, easy fix 
part of it is that pawn is really good at killing non-small targets, incisor and other higher hp units are too
stout seems op in larger maps, 1v1 small teams since it counters non hardcore porc and you can repair damage away
partially rocket bot/mace too slow to traverse map and knock down porc
at higher level porc meant to be used together with your units prolly
while we're on t2 balance
gunslinger has 11000e cost, 17000bp
quaker costs 4400e , 6500 bp
gunslinger costs significantly more than 2 quaker in bp
ftr i think quaker is the strongest unit in cor veh and one of the most op t2 units atm, at least in large teams. Due to reliable splash and low cost.
tho tzar and banisher* got nerfed a lot, and cor t2 veh has no utility. without quaker the lab is garbo
(reduce gunslinger bp cost)
when I mentioned that a few months ago ppl laughed at me 💀
1984 had a game couple days ago with several million % dmg efficiency from quaker
and he even lost some i dunno how it was possible
Quaker goated to be sure
i first discovered quakers on straits, after spider got nerfed and banisher buffed
because I was struggling to carry games banisher vs banisher -- unit ties up too much of your economy/potential
shit just annihilates, arguably even better at hitting coms than banisher/tzar
the only time where they are not good is against active blitz leaks or in 1v1 where everything is a pawn/medium tank
Do I gotta pull out the tremors again?
Certainly one of the most efficient. You can easily disregard Bani rush and just build Quakers the same way you'd do with Sheldons. Carry with sheer DPS/metal and delay the accuracy of Banishers for later when enemy T2ss become more prevalent.
Mausers aren't worse either. Pretty much the same tactically, slightly cheaper, not as splashy, but more accurate. In some cases can work even better since you also have access to Gremlins, which you can use to spot for accurate volleys.
yeah quakers do alot better at shooting radar dots than mauser
comes in really handy when shooting at cloaked commanders
gremlin more expensive, radar bot ftw. or rover while radar bot is not there yet
Why nothing in this month balance patch about spybots ?
We couldn't agree what to do with them yet. There will be some stuff on test later.
The banisher in question:
why touch spybot, 0.1 sec on bull is peak game balancing
thought as much, fair enough
increase emp damage a lot but lower AOE to the point where it only hits 1 or 2 units
I am once again asking the balance team to look at fightwar's suggestion
#1353364944350871632 message
this seems very reasonable. up emp dmg but lower radius, give mobile anti nuke anti stealth detection so you can push / and gives you more reward for babysitting an expensive mobile AN
also 10-12 second stun seems very reasonable, not the brain dead 20 second stun
the shorter the stun the more the spybot may be telegraphed, as a commander / killing units has to be within 10 seconds to kill the tzar
so, the proposed unit changes... for flag... who came up with this? Really? 'nerf'? It feels like a buff, not a nerf...
is the extra aoe that much?
Chronopolize, yep... it's 'slower' lol, but kills everything in the area 🙂
So its like, "its not as good at wrecking shields, but if you have no shields, then you're boned' ?
after using whistler some
the unit is has weaknesses like lower speed, and weak vs early hyper aggression
but after that it counters rocket bot when microed well, beats most things in lane except arty
cor veh doesn't have a way to attack the commander so the lasher is good there
on maps like moonshine shurikens are such a threat so getting imunnity from them is so good you just auto go whistler
they are easier to micro than other t1 comps cause you dont' need a seperate unit for vision
While the unit has weaknesses it's not that great for a mostly mono unit comp to be the best in some cases while being easy and free full aa
Nerfing the whistler to not fire over each other seems okay. means the unit does something but it will never be a main army comp
So that's what the nerf does?
I would suggest a nerf to whistler and lasher turn rates
for a unit that does so much they are a little too good at running away
a mistake in positioning them should be punished more harshly
I would agree but if this nerf really causes them not to shoot over each other its worth testing more how much nerfed the unit is rn
it would be a very minor dps nerf that would only come into effect once there is a shitload of them
its kinnda easy to line micro them around
It seemed like a major nerf cause you often ball them to make them easier to defend
some 1v1 balance opinions by a very top rated 1v1 player
"very very good means if both player are same skill and highly skilled u can expect pawn to win like 90%
rn if grunt is afk 2 grunt lose to 1 pawn kek
and if pawn are split in 6 locations gl kiting everywhere"
the whole pawn being better AA than aa bot hurts my soul but its true
i am the guy in the middle, that's why i asked xfactor
pawn is super broken in lower os 1v1 too (sub 40)
because of their power to kill llts and bases
i feel like u cant use grunts and incisor even when u have low ping, its like nobody wants to admit it but u are literally at the mercy of following every single movement variation by the pawn player its so inconsistent to expect it to work
playing the defender in 1v1 is super brutal
yeah, even if you have units the right position you have to follow them perfectly to prevent a leak
yeah the amount of apm required to kite on kiting units is just wild and they can always just walk backwards and cancel the entire interaction
how do you even balance that? just make structures tankier and pawns less dps on stationary targets?
structures should be a bit tankier yeah but also bunched up units should do more aoe when they die to themselves imo
also pawns should not attack air thats insane btw
yeah or halve their aa modifier
when a unit is so good at it's ground mobile fighting role you should be skeptical of it having aa
unless it's a raider that gives up stats in exchange for mobility and anti shuriken
imo grunt should do a bit more damage or pawns do less damage atm
since they already decreased cost of llt
in the new balance modoption anyway
Pawns vs LLT
3 -- pawns win, lose 2 pawns, lose 1 pawn possible with a good concave (162/2700)
4 -- pawns win, lose 1 pawn
5 -- pawns win, lose 1 pawn
6 -- pawns win, lose 1 pawn
7 -- pawns win, lose 1 pawn
Grunt vs LLT
3 -- grunts lose. LLT has 30% hp left (129/2520)
4 -- grunt win, lose 3 (172/3360)
Incisors vs LLT
1 -- llt wins with 50% hp left
2 -- incisor win, lose 1, possible to lose 0 with good pull back micro (240/2080)
3 -- incisor win, 0 losses as long as you don't melee range the targeted incisor
Grunts need more damage to account for by-range damage penalty and reward short range engagement instead of demanding it. That's it.
yeah imo gator and grunt need damage increase if pawns dont get damage nerf
I know the whole 50% laser falloff is pretty set in stone but is be curious what adjusting that to say 25-30% for light lasers would do rather than a simple damage buff.
Probably just reduce pawn hp? Small units are balanced around them dying easily and groups losing dps as they die
then won't pawn get wrecked by grunt/incisor and people will cry again?
idea is to fix the unintentionally too good part of the unit
I actually like the pawn vs grunt micro, but think there's too much reward for just "random bullshit go send pawn tick everywhere"
Just don’t reduce the hp too much then, slight change should be sufficient? Surely there is a middle ground between not good enough and too good
Tldr pawn still OP
hp reduction is good too yes
I mean, you'd need a brand new weapontype clone for that, and to modify it for every eligible unit. It would be weird to do it just for Grunts, and it may skew the entire balance unpredictably when applied to all light lasers. There's quite a lot of units equipped with them.
Buffing Grunt damage is the case for Grunt being weak, and nerfing Pawn HP is the case for Pawn being too strong. Both are viable options, but whichever is closer to the reality is something I leave to pros.
I personally have no clue.
grunt is not bad unit in general... other unit has some op traits. and lab lacks a scout -- scout lets you position your units and greed/attack effeciently.
I can imagine pawn being a powerhouse (as it is now), but having reduced turn rate so you can game it by being annoyingly fast making circles around it.
But Cortex has no fast bot
grunt is slower then pawn
grunt would be better balanced if it were faster and shorter ranged than pawn
imagine blitzzes kiting grunt O.o
I think balancing grunt and pawn would be simpler if they were less similar
pawn is now a deployable mine that uncloaks and runs toward enemy guns blazing
my vision is that grunts are bigger, slower and meaner
or in other words
cortex units
I mean if Pawns were the brittle and fast ones, and Grunts more expensive but sturdy, that would fit the faction's style more, but would flip the meta balance on its head.
Damn, didn't seen @scarlet mirage response, but still wrote effectively the same.
Wasn't the original Arm Peewee's more brittle?
make the grunt the same as centurion but faster 
Hard to make grunt early then tho need a cheap unit that is spammable to cover ground
transfer behmoth to arm t3 gantry 👍 👍 👍
Nooooooo
But seriously,i don't understand why Centurion is in the arm t1 lab.It's tanky,slow and hard hitting against spam
Something that fits cortex right?It's weird that cortex has only one unique unit in the t1 bot lab that is the Grunt
Put Centurion in cor, rename to Sarge, good times.
Also i don't know which unit the cent is supposed to be from TA,Warrior uses 2 dual plasma gatlings
i couldn't agree more with that
Oeh and have all friendly grunts in range of Sarge get +15 range.. (they remember how to shoot when Sarge is watching)
Pawn is so good at ground, its AA should be disabled.
"Monospam derives a lot of its power from being easy to manage. The logistics are simple. Just set your factory to repeat-build Scorchers, spam Ctrl+Z to keep them all selected, then repeatedly hit your opponent with them. The Scorchers move at the same speed and want to fight the same types of battles. But mix in more unit types, and it becomes much more complicated. Even maintaining the right mix is a challenge, since different units often die at different rates, and reinforcements take time to reach the fight. A mixed army that loses most of one type has to wait for the build ratios to be adjusted, while monospam can rely on a constant stream of appropriate reinforcements. "
very applies to pawn spam. Way easier to control than cor t1 vehicles, which has potentially incisor, pounder, wolverine, and brute to all manage
Pawn
-is fast so it reinforces fast and threatens multiple areas. If an enemy unit/defence stops it from doing it's job, it can move to a more useful location quickly without wasting much time (remember, all units are investments, a unit stuck without purpose should have been economy instead)
-Is good into com/dgun, one of the best com killers for cost
-is a raider but unlike fiend/sprinter mass pawns beats most things unless you invest a significant amount into counter spam.
-has so much DPS it takes the main DPS role in stout/pawn and starlight/pawn, while not requiring support like most t2 dps units.
-is a low cost unit, enemy units tend to overkill it
Starlight push owes a lot of it's power to the pawn's op dps
l still don't get why they increased pawn hp in the beginning of season 2
I'm pretty sure the idea was to increase the Pawn's breakthrough value vs Grunt's range since this is viewed as the traditional (and bad imo, it shouldn't be because it's fundamentally too volatile of an interaction) Grunt v Pawn balance interaction difference. Grunt range nerf was good, in my opinion it should have been nerfed more and Grunt damage brought up.
buff pawn accuracy decrease dps
Overreaction. It really isnt bad that they buffed pawn HP. Its bad that they buffed and nerfed too much at the same time, so it turned the balance on its head. You should always avoid overstepping balance decisions, its more fragile than many believe.
make makes t2 arm bots suck compared to veh is the e cost
1:20 for hound and welder vs 1:10 for quaker
or you could say the quaker/mauser is too cheap
looks to me like quaker/mauser are just too cheap in general
Yep
Yeah, agree. t2 arty is so useful and fights amazing into so much t1, all it's porc, pushes the lane forward, for just measly 400m + 4400e (quaker, mauser is 320m!!)). a gunslinger costs 650m and 11000e for example but is less impactful and not very useful when massed up.
these units should be costlier and still be useful
btw gunslinger is very overpriced IMO
upgraded gunslinger is a beast, fights hounds like cookie crumbs, BUT it's very hard to upgrade it now with the XP nerf on it, so it's a big investment for potential 1-shot by sniper
janus can snipe it, even stout can run it down
yeah very true
nerf the self repair (so damaging it still buys you time) but buff max hp
and probably buff the speed or starting range slightly
slinger is still cool to use, but honestly, for that price.. slinger requires almost all your APM, so it's even costlier if you think in terms of APM sink
risky option vs not so risky option
when i suggested nerfing quaker/mauser along w the other t2 veh nerfs, i got a good amount of pushback saying theyre only any good on atg/supreme
time to start planning the next balance patch 
saying something is only atg/supreme only issue is a HUGE red flag unless you can identify what map feature it is and why that doesn't apply to most other maps
I remember when they said starlight was bad and only good on straights
to be honest using supreme as a basis for sea balance is kind of limiting
straights literally caused so much brainrot from people who dislike critical thinking
because of how the mexes are laid out there
indeed, it has many land mexes, few contestable sea mexes
that's like an extreme special case by any other metric, but any change to sea will be judged through this
however it's also true most other sea maps are rivers
they should resist balancing it just for straits, but open sea maps are sea maps too
so many people saying subs are shit when they are quite strong
hellas basin bot lane is a good example for open sea
yeah i guess subs are bad when there is one single mex you can attack
they are good on straights too, except when fighting vs cove
they just control the sea and hit ships
when it's too early to have vunerable destroyers
i think it should share XP between gunslingers that are nearby, and it should cost a little less
you cannot balance a unit that is intended to level up and become as strong as multiple units and fight on its own, so there needs to be a reason to make multiple of them, this is allso the only way to make sharpshooters less devastating without making them not counter gunslinger or reworking gunslingers entirely destroying their current identity.
sharpshooters going to t3 will give gunslingers plenty of time
shuirken abuse at it's max. Static defense is insanely weak to shurikens, considering shurikens can hit anywhere 4x more mobile than light infantry
like think how can you realistically defend shuirken + raid with similiar investment other than having figs
very broken, at least it takes some skill to do so its not common
50% or more emp resist of towers would be more than fair
is it planned to buff arm sea t1? sub and frigate difference is somewhat crazy, since they are the core units of a composition for a good navy
arm subs need insane level of micro, idk if its even possible, to win a 1v1 vs core sub. Too many times core sub survives with less than 10% hp
arm sea good on open sea
it's pretty good on strait especially on split spawns (geo sea shipyard on their beach), but high skill floor to play
why is that? because of fast dolphines?
fast subs, skaters, dolphins yeah
Thoughts on termite post patch? IMO not impressive but useable at least
like 1.5 salamanders stapled together
termites now outspeed recluse 50-47, making them able to catch them if left afk
Skater is S tier unit on open seas, radar invisible, wont let you have any map presence, and dolphin gang can hunt you down if not clumped
Cor scout ship is much worse for big seas
frigate makes up for it big time
Hoo boy
Hopefully this patch will be good
Not sure why mexes and cons got a health buff though
I think cuz scout harass was absolutely brutal to deal with
It's to make 1v1 and small team games a bit less sweaty and more approachable to the larger audience.
i would propose mex HP not be 41% more but around 35% so bombers can reliable 1-hit it. right now they can't even if aimed perfectly, modulo tested
1v1 air opening in shambles
how unreliable is it exactly? I can't reproduce a whiff at all when aiming at center
i didnt test, modulo claimed its always kill with center aim, but later on he said it's not, its unreliable
if there's any tiny level difference in height, you can't kill it
bombs dropped closer would also fix it
remember to test with cormex as well since it has more hp
I'm getting results like this, there might be something wrong with the methodology? arm bomber on core mex
16x targeting ground with no vision, fairly central, no kills
16x targeting with vision, no kills
lol... i coulda sworn I was killing them before
got a couple kills after about 50 trials
i swear it was like 100% when i tested it before the patch
Pretty inconsistent with my own testing. Even when the indicator snaps onto the center of the mex with full los they sometimes live at 2-4% hp
The edge case is with arm bomber on cor mex with hills near it (on ATG for example, some mex have big hill near them)
can anyone reproduce this? 🤔
Arm bomber on cor mex? Yes happens like 9/10 times. Cor bomber on arm mex kills most of the time but rarely leaves it at exactly 5hp
just arm bomber moment
it's a bit confusing what's causing it, sometimes they die consistently and other times they live consistently
when talking of just hits on flat ground with no other buildings etc
i guess bombs closer together by 10% or so would break the least balance?
there's targeting the mex directly and the groudn below it, but its not clear cut in either way with that either
theres still the question of non-centered hits too, how reliable should those be
tbh I'd like to increase bomber LoS so that they could acquire / keep a lock on targets better by themselves
LoS of air units is one of the weirdest things in BAR. You'd expect them to have the best among all.
it's a somewhat artificial way of forcing air scout use
same thing with los of certain ground units (eg light tanks before they were buffed)
given how op vision is in bar it's probably needed. imagine if every air unit read "give a buff to all long ranged units within 1000 units"
an earlier suggestion I made was asymmetric los for bombers (eg cone or forward ellipse) so they could at least acquire targets on their own
is the mex hitbox square? maybe bombs splash it better on a diagonal pass
it's a cylinder
I tried 🤷♂️
it better not be something like the bombs still using map gravity 
thats not the case. But map gravity has some effect on aircraft handling
so if the flight altitude is different enough it could change the bomb pattern ever so slightly
but iirc it wasnt a clearly map dependent when i tested it
its a combination of factors, can be changed by very small adjustment in any case
maybe it's time to get rid of accuracy = 500 if it leads to such fuzzy edge cases as well 
Bombers are used with manual "attack ground" always with pre wave of scouts, change LOS will change nothing (and it make non sense as it have same logic as low LOS arty on ground gaming). What is hard in revert the mex buff by 5% ? (+41% => +36%)
anyway bomber are usualy use to carpet bomb windmill not killing mex is not much of a surprise
as for the guys who say arm sea is weak
the t2 lightning boat is on crack what is this xD
but i agree the t1 fregate are weak
In 1v1 killing mex with 1 flyby is relevant though
yeah that doesnt really serve a purpose
general thought, I think arm air needs something on t1 to compete with shurikens in 8v8s
shurikens are way too game dominating imo. having a 'real' (main/good) air player on your team can completely shut down early runbys without much investment
investing in any sort of early harass is completely throwing vs a good shuriken player, and early 1-2 unit leaks still ruin games when the air sucks or picks armada
it's such an insane drag/boost (depending on which side you are) to have your air actually just make 3 shuris early vs every single front needing multiple LLTs/units to prevent early harass
if feel like u havent been tech switched into banshee before, that shit can com snipe and win games
that shit could also just watch your frontline die to pawns in 3 minutes 
it's not like the arm air is bad later in the game or anything, but the early presence of shurikens is COMPLETELY unmatched by anything else in the game
hmm, there's a problem with making gunships too oppressive though... there's a reason why banshees have the stats that they do (and even wasps/roughnecks to a lesser extent)
Conversely if the air player is forced to build too many shuris due to raids than they fall behind on figs and get bombed the fuck out.
Problem with that is that not many air players know how to punish.
Everything costs something, shuirkens just are extremely effecient
Like... figs? I don't see the point
in what way do fighters counter earlygame leaks?
They don't, they counter Shurikens, which is what you want when you want to compete.
If you mean Arm needs an analogue unit, then you have the Banshee. It's just should not be a pea-shooter, that is only marginally stronger than Whistlers. They can easily trade their durability to have enough DPS and accuracy to counter leaks. On the other hand, there's a factor of faction specialty. Shurikens are mainly defensive tool, while Banshee is an early raider. Arm aren't intended to be good at defense or raiding, so its not necessarily a good idea to tweak unit balance to accomodate that.
In similar fashion, you can have an Arma air immediately begin to Banshee-raid enemy mexes and eco, which Cor doesn't have a match to. Does that mean Cor needs a T1 gunship too?
who says you need gunship, bomber is faster than gunship, transport + shuriken can one tap abduct cons
The turret bp cost reduction makes you incentivized to just use turrets to defend weaknesses instead of units (in large teams)
which is pretty safe and boring
llts are very cheap, highish bp was their only limiting factor imo
Buffing the repair rate is questionable.
con turret price is probably too cheap. Con turret range lets you do economic scaling, also allows for op free ranged repairs
if you wanted to nerf economic scaling, out of afus / converters / con turret, I'd probably nerf the con turret price, and the t1 converter slightly
t2 converters very expensive and big targets.
What is the point of having turrets if you better off defending hot spots with units over them?
In fact, on turrets like HLTs, BP cost is so absurdly high, than most players disregard its existence altogether. LLTs are like 2 Grunts of fixed combat potential. They are even remotely viable because the Comm can spam them.
hmm, I'd say it's bp that's too cheap (on commander and con turret)
the commander having 3.5x bot con bp means it's hard to find values that feel right for both
Making conturrets more expensive makes no sense to me. They're just better enough compared to mobile cons to compensate for their fragility and immobility. If the repairs are problem, its because its free, not because of conturrets.
You already have to forget about any statics and just stack conturrets on the front to achieve repair rates that are meaningful.
units are weaker but have the potential to move in different places, for example you can use them to defend somewhere, then quickly send them with an attack, leaving a calculated vunerability
You don't have to explain this to me. It doesn't answer the question though. My point is, what is wrong with an incentive to defend a specific place with turrets suited for that?
could be boring ig. also some 8v8 turn into porc fest in t1 stage because the porc is so useful and you can mitigate the hp by focus repairing it
I find microing units funner/more dynamic then playing the spam nano turret into llt into beamer into hlt into gauntlet
8v8 Turns into porcfest mainly because players are afraid to take unilateral fire even for a second. Units still superior in the ability to dictate the range of engagement.
I personally think that its not "boring", but moreso difficult to deal with if your unit stack is oriented toward skirmish. If you demote that, you're risking turning the game into an APM wrestling match, where older and less hardcore players would be excluded because they can't multitask well enough and rely on statics to make it manageable.
sure, static should always be an option
being able to trade speed for reliable defense
not speed, but mobility as such. Since you need to spend more to cover a line, over having units that can defend any point of that line, statics are already quite dubious. With cheaper labs, you're also incentivized to branch off to vehicles, that shred statics, or air, that can disregard it. Thus, I don't see a great concern about that. If I had to call something actually boring is rocketbot spam.
My main balance concern right now is with T2 Arm botlab, which seem lacking even from a position of a corveh main. A lot of work to be done there.
aye
arm t2 bot is a meme. Costs a lot more e than other labs, gunslinger costs too much bp. Sniper is balanced but can be hard countered if opponent uses t1 walls
Snipers are fine more-or-less for their cost, and they cause quite a lot of problems for the opponents facing them, but the issue is lack of meaningful support.
Hounds are extremely weak. They need higher projectile velocity. Other options are feasible if Gunslingers can cover uses that Hound intended not to.
Fatboys are bipolar tank/arty, and they need to decide what they wanna be and have buffs/adjustments accordingly.
Sprinters need DPS buff - the difference in cost compared to Fiends doesn't reflect the difference in stats.
Tumbleweeds need cost reduction with corresponding AoE cut to make them more usable on land.
Don't get me started on Gunslingers.
snipers very hard to make on lower e maps
banishers are also expensive but at least they don't need as heavy escort
They don't? Why is that? All things considered, Banishers are just as much glass-cannons as the Snipers are.
Snipers one-tap Banishers, and Banishers cannot one-tap the Snipers, despite the unit cost difference.
So its not as much the difference in unit cost, but in the energy upkeep for cloak and shooting.
banishers have more hp than snipers per cost, against everything else they are more survivable. speed too
the mirror match up isn't everything
Combo wielder hound and some sniper as support
sniper don't one tap banisher if it gets xp without being dmged
Shred about everything
if you go welder sniper we just go starlight/ambssador
the mauser/quaker is way cheaper e than hound. sheldon beats hound if it has any static to fall back to
The only one I mentioned here is Hounds, which are irrelevant for the formation. You're better off making more Welders.
Are you 12yo or something?
I'll admit welders/sumos are pretty good in their niche. But they are not generalist units so they aren't the ones that dictate the lab's initial strength
Hound arent as bad as people think they have range they are use in combo with wielder for fire power and range
hound is not that bad but most of the dmg can be mitigated with t1 dodging
All you have to do is make a good ratio
For me its 2 wielder for 1 hound
and they don't get the sheldon's range in compensation
I barely see Hounds being used at all since the gauss removal
it's just a glaring weakness to a unit that was already e heavy
because they just can't hit anything reliably
They are realy good at commander sniping
you know what are good for com sniping? quakers
i think you can dodge a lot of the plasma at med-far range with com
hound is basically t2 rocket bot now imo
I always considered recluse as the t2 rocko xD
oh right true. recluse hit like trucks
but they do kinnda have similar roles with the hound
and they're better at that imo
since the nerfs recluse are not that opressive anymore
because they actually hit things, even if they not intended to because of their low trajectory
I think they should reduce the aoe or reduce the burst fire
if you nerf the t2 enough people just spam con turret and gauntlet or rattle lol
Like 3 to 2
one of the main things that made recluse really strong was walking them side to side at max range so their fire got fanned out
but most of the time I see people go straight into snipers, despite the costs, because everything cheaper just doesnt worth it.
after the lab cost reduction I find that remaking a front lab is very heavily desired
welders are excellent too as support and defensive cover
other than welders and snipers, other units need some adjustments to make them viable options.
maybe should make a list
I think sometime in the future welders will be considered op
if you somehow manage to get enough of them where you really want them nothing can really fight them
phalanx is basically the super meta version of welder/sumo role
welder stats for cost are just amazing
add splash that deals no friendly fire
in a highly evolved meta i think welder is op
If only Fatboys were like that
If judging from observation, its just that Sharpies are overrated. I still think Hounds needs a buff, and Fatboy need some toss-around.
I certinaly dont see nearly as much Hound/Sheldon clashes as I used to see when I first started playing.
Sprinters? I can't remember the time they were a thing at all.
maybe if pawns become alot worse in the future sprinters can make sense
Would making Sprinters stealthy make sense?
please buff slow units before buffing faster ones 
fast units will usually always find a way to be useful
sprinter right now is not bad, just specific purpose and requires some micro to not lose it
Probably would make a difference on rotatos and in 1v1. On meta maps, there's no leeway to exploit it. Fiends are much better raiders because of their firepower, despite being significantly slower. Sprinters do not look very good when compared to Incisors/Blitz
I'm in favor of buffing raiding units so its more important to cover the map. I'd actually just do it
Please apply lab e cost change to hover lab
Thank you for providing that info,now i finally know how to counter snipers
Its energy cost basically prevents people considering it as a start usually.
When season 3 balance
why after the update the mexes dont kill ticks/rovers after self destruction?
that was some kind of a skill expression now its just useless
i don't think that was changed}
it was always distance based, you could avoid the damage by sitting at the edge of range (and giving up some of your own damage)
Hounds fucking suck, please bring back the gauss cannon
#1390518390484893849 message
I actually have this in mind aswell idk how well it'd to but something to consider
Remember - Hounds do not "fucking suck", they "have niche utility".
I wish true I need to see, they seem so d9gg6
No, I myself agree. They're not Hounds, they're Dogshits
We are making platy's on ATG now for some kind of T2 unit with movement speed from the Arm T2 lab.....
Amphib unit is the unit of choice for general early ground combat over hound, fix it
Hound misses a medium tank driving in a straight line from anything past half range....
Hound dog shit
Platy was always a good support pushing unit bcz of AA and antispam. Hound is supposed to be a skirmisher that kills t1 porc and opens the way, but its bad because of the game tempo. On glitt you can just as fast rush a stronger unit that will do more than hound and there's no window for hounds
Hound is shit bring back gauss cannon
they would still suck with gauss cannon, make them cheaper on energy
voncomet its really not about their cost its just that they're not good.
something being cheap makes it good
I mean the issue with them is that they miss target because of the projectile speed buffing that would make them viable otherwise right now in this current state I haven't made a single hound in months
Hounds were a bad unit even before they removed gauss, probably D tier or so.
not useless but def worse than recluse or mauser
they need to nerf mauser/quaker e and slightly reduce hound e cost
Hounds break the way through t1 porc as they outrange it. Thats the role IMO. But window is too low for them, better units exist that are more oppressive and only slightly costlier
Recluse way better at porc killing besides the reduced range
Hounds just have mobility but not so many maps where they can abuse that
And they still need some friendly support against pawn swarm
Hound webber is a nice combo tho
As a Cortex enjoyer, a hound-webber sounds really powerful and tough to counter
an often overlooked hound strenght is that they rally to the front very fast so if you find the timing for them it can snowball to a win really fast
once you get more than 5 they wont have a problem hitting t1 units anymore to due to fire saturation
They were utilized before gauss change, now they are not used by hound enjoyers. I agree a small buff on top of bring back gauss
archaic meta
Ok fine let's create a new meta... let's perhaps have a mirrored along x axis cannon. We will call this the rocket strat. Perhaps red rocket and blue rocket for blue team. Whenever hound shoots, the red rocket blue rocket shoots too and propels the hound upwards, increasing its range slightly the longer it continues to shoot until it levels off via ceiling on 10th shit
i'm not sure I get u, you want hounds to take shits like real doggos?
Or...
Imho they'd be more popular if they only had the gauss cannon. What they got now just makes them inferior to other options at pretty much any point of the game. With gauss they'be fast hitters, kinda pyroey
The fact I don't disagree that the only thing hounds do well is kill LLTs shouldn't be the case.
the only time I make them is when I am full spamming and people start making beamers/LLts as they can remove those things for the pawns/tics.
Basically Mauser/Quaker, except Mauser actually hit what they fire at, while Quaker don't need to necessarily hit since their AoE is great. Drains Hound's kiting ability down the drain.
The core problem of the Arm T2 botlab - you're better off going Veh, coz u get all the same but better.
My issue with the Arm bot lab is it's entirely immobile. The only units with any speed either can't hit a T1 unit in motion, or are an over priced often less effective tic, and an amphib unit. It just lacks any force projection that doesn't require a light transport.
Hound might be "fine" as it is by itself but with it being pretty ineffective in 8v8, you just don't really have the ability to flex lanes or raid and pressure. You essentially have pawns and tics for your pressure units....which ok I guess but having the only fast unit in a T2 lab relegated to a glorified LLT killer has just put me off the lab mostly.
The creativity of this is gold toilet.
Bot tend to be bad in general in 8vs8 it seems
But the arm bot lab is still realy good
As for hound maybe a up in projectile speed?
Still arm bot lab is realy realy good compare to cor bot lab
turns out rocket and plasma bots being "better" doesnt really matter
alltho its arguable that more movement speed makes arm rocket and plasma bot at least a worthy trade off
armada botlab was allways fine, even when grunt still had 230 range, it just required more planning
Debatable, especially given that almost everyone I see going Geo on Isthmus either go for corbot or corveh, even though it intuitively seem more feasible to gor armbot and abusing the excess of energy.
100% objective tierlist as always... #trust
real balance talk
note: listen to slick's comments not just the final placement
rover is S tier at high skill level, cent A tier just because it is durable against rocketbots/whistler meta
platypus solid A tier finesse/flex unit. With no water, low B tier
LOL I dont know if this video should be taken too seriously, I am a big noob compared to the real knowledgeable players.
Some of them are in the chat throughout the video
na I agree with a lot of your comments
cent sucks if you try to use it like a stout/mace, but it has value at high skill level because it avoids most rocket bot shots
gremlin gamechanger, mines very strong and underused
the difference is you underestimate your game knowledge, and you know what you don't know, unlike some armchair generals
Hound in Sprinter Tier XD
You were objectivly correct about cents professor bar is wrong.
Feel free to challenge your self against the mentors.
i agree centurion feels like trash if you try and use it like a "warrior bruiser"
because rockets are so prevelant, having an llt that doesn't die to rockets is valuable. while it's not gonna beat mace/stout, it can also dodge 80% of their shots
Cents can solo most t1 and some t2 units btw.
for example I think pawns op in 1v1. But incisor has timing attacks you can do because lower bp and e requirement. With good micro incisor can beat pawn
however pawn is much more versatile, better vs llt, much better vs commanders, better at raiding. pawn is just easier to use b/c you can low commitment attack with them everywhere without leaving major wreck.
Without really learning the micro and strategy I can't actually tell for sure if arm bots or cor veh is better
Youtube tierlists are not what you base balance decisions on. They are mostly for new players to understand general power of unit but most units are usable in most situations.
Putting units in tiers is not precise enough.
it's a good visualization. the placement is not as important as hearing WHY
Also negotiator gets huge value vs porc but it's not versitile. How do you rate that unit for example...
yes you have to decide how to rate niche units
i would rate negotiator A tier on porcy maps. actually a powerhouse
no one is going to read 20 pages of text explaining all the unit nuances, so a tier list is a good way to visualize a player's perception, and as a gateway to asking questions about why people rate this unit high or low
Prof quickly changed his opinion after geting cent walked by slick few days ago xD
Ha
8v8 tier list. Niche units (amphib, ambassador) go up 1 tier on their relevant maps
sprinter same tier as bull :AHH:
I don't think bull is that good after 5 speed nerf
on more closed lanes it dies to jammer and banisher, on open lanes it loses map control to tigers
it also dies to pawns xD
it's still good if unanswered but it's not a powerhouse anymore
Fighting any core veh with just bulls feels very bad (Tiger,Tzar,Banisher). Only when starlight number reaches 2+ arm gets upper hand in 8v8s at least.
sprinter is at the edge of a lot of little things making it too good otherwise
its a raider with the dps and range of the blitz and better movement than a pawn
It can raid, dive, and dodge shots
If sprinter was strong at that speed it would be most OP unit in the game. Like nobody catching that except shurikens. It's better to keep them niche use most of the time.
vanguard B tier who the hell put wistlers in B aswell that shit ass everything else sure I agree. hounds should be in its own category "stinky unit don't make"
lmao you can always tell how tryhard the 8v8 lobby is by how many high os centurion get built, the unit is pretty objectively broken but it’s a lot of effort and decently ping reliant that people trying to chill/play casually won’t make it
and as long as there is mutual agreement to not abuse centurion then it’s fine
harder to use to potential, more expensive, less dps / cost
ticks can be used as mobile dps later
rover is the king of the early game at high skill level
Never heard of mutual centurion agreement ngl
i just mean in terms as long as nobody uses it then the playing field is even
how many people in the game can actually abuse centurion properly? is it useable in 1v1 / small teams (non-coop) too?
yeah cents can get a bit annoying to fight early, I think some type of repair nerf will eventually have to be considered
not just for cents but repair overall
^ I think laning matchups in 8v8 are getting too absurd with nano turret spam and repair
other forms of micro are getting close to overshadowed by repair micro
Here's an example. I have 2 nanos making rocket bots, and 5 nanos repairing
Repairing is insane since it's the same as building units for free
really nice example
I dumped all of my resources into making nothing but rocketbots while you made nanos and outtraded me
A single laz repairs sentry at 52 and beamer at 60 hp/s, mace does 60 dps, shellshocker does 42 dps
Fighting with and against porc is a contest to see who can stack repair better
With 2-3 laz repairing while attacking you can face tank a beamer without any losses
Units are mobile and you can move a lot more firepower if your enemy spams porc. But glitters is very specific encouraging porc gaming. I don't see repairing porc as a problem. Porc is very bad in 1v1 most of the time apart from few LTs, cause you can move whole army around. If your enemy porcs up too much just move your mobile army to other lane... Playing glitters and complaining about porc is funny.
Glitters is long and narrow, there is dedicated air player to stop leaks. This is mostly map problem. I don't see repair micro being a problem in any other map. Maybe you could argue same in supreme where 1 banisher covers whole lane and people would default to longer range porc...
Otoh, would nerfing repair (in whatever way) have clear negative effects on other maps even if it isn't a problem rn?
Repair is mostly used when in range of your own bp or when resing. It would encourage more attacking for sure on all maps. Manually reparing units is big very rare and would only help mostly in FFA imo where you fight thug vs thug very early. It would disturb meta there a lot, people would need more energy if you make repair cost energy.
Pushing on glitters is diffrent. Usually you wait for t2 arty or heavy assault tonk tzar to break t1 porc.
When frontline gets established its harder to break it. My question is why did you let your enemy build bp for free in first place?
In 1v1 you can't out repair 20 medium tanks it's not realistic but in 8v8 there is A LOT more BP laying around the map, specially glitters. Also there are no other routes to go on attacking.
Attacking repair is different form defensive repair. Porc can't move and if you can't break it nobody is forcing you to push. But repairng while attacing is nice power boost to help break porc. YOu can force fight on to enemy. It's mostly influential in early game though. With t2 big hitters repair speed is too slow, only helps vs small amount of raiding units.
Like if you feed into porc it's mostly skill issue imo, we can debate about that.
If a player is using resbots to attack a beamer with repair i call that good counterplay. Beamer can't punish resbots while few raiding units or other mobile units can dive on them unless there is a big frontline shield covering them.
Sucks for you for building immobile unit expecting to hit something outside of your range, that's just my take.
Repair is never a problem in T2, actually there is lack of viable repair plays.
imo if repair is nerfed you should nerf reclaim by the same amount for symmetry ⚖️
Repair doesn't feel unfair because it s balance around an investment rez bot / cons turret
I dont feel it need a nerf
However im still down for nerf of reclaim speed / rez speed( from rez bot )
- Repair is too strong because it's like building a unit for free. Every game is Nano/Laz repair spam, since the most valuable unit to have on the front is repairing laz or nanos.
- Repair rate should be reduced to be 50% the build rate, to make up for the fact that it's completely free. You can buff the hp of weaker statics slightly to compensate
Reclaim rate of wreck is too fast. I find reclaim battles for rocks is most interesting when reclaim rate is about 10-20m/s per laz, not 50m/s
- Repair rate should be reduced to be 50% the build rate, to make up for the fact that it's completely free. You can buff the hp of weaker statics slightly to compensate
repairing porc less big deal in 1v1 but on the other hand is the repair rate integral to 1v1?
IN FFA it is, in 1v1 it's virtually useless
it is useful when you can 2 cons repairing an llt vs raiders
I think repair is fine, it isn't a very big problem if someone who is balancing between frontline buildpower and units is able to leverage that balance to beat someone who is just all in on unit spam. If anything I think the former should win every time.
Strong repair lets:
- Players who are behind on army have an out to keep trading/participating on the front
- Applies time pressure for aggression to be constant instead of in bursts
- Allows players to prioritize veterancy over fresh units in the frontline
- Allows more units to exist over time, pushing the game state further rather than getting stuck in a cycle of making and losing the same lower tech units
when you have a tzar you also can use having many con turret/rez to fast repair it
And just of for that it's not deserving of a nerf, i't nick picking at this point.
front laning just devolving into con turret spam at the front because it buffs your porc and units
in glitters i assume that might happen, but at same time you have so much metal to afford that playstyle
repair also lets you stack repair on porc and when you are winning
when you have more money you have more ability to make more nanos/rez
It's like saying commie is a comeback mechanic when really the person ahead can use it more
4 negotiators 1 shot all porc regardless of BP its hard counter
Construction units/buildpower is typically worth exponentially more the further away from the base it is, because of how much more difficult it is to get it there. Someone who is winning is not going to find it easy to keep pumping buildpower to the new frontline. If someone who is ahead is putting investment in nano turrets + porc then they have stopped pushing which gives the behind player breathing room to come up with their new strategy.
in such a situation it is simply a mistake for the losing player to push into that porc
so you saying lets favour passiveness until teching up to t2 veh's specifically?
If you don't want passive gameplay play open maps
that's so L take. I play 1v1 too mind you
I am not convinced i need to watch glitters more, i never seen this as a big balance issue
Can you dm me some replays pls
repair is one reason why medium tank is really strong in 1v1
basically the only mobile fighting unit that can counter porc
no, medium tank is strong cause you can ball it and stats are very good
You can centralise power, tanks can shoot over each other
Not cause of repair
I think nearly all mobile units counter porc by design, medium tank is just fast
I think grunt and smaller may struggle against dedicated porc, pawn and up all comfortably beat llts and such
pawn can deal with llt cause its overtuned af
I think with critical mass of beamers you need t2, like 4-5 of them
mf when 3 pawns can beat 1 llt with potentially only 1 loss
xD ya gg pawn meta
but the strength of mobile units will be that they can move, incisors and such will dominate llts with numbers, you can't have enough llts to stop 10 incisors everywhere on the map
yes I understand that
porc will take a back stage esp in the early game in 1v1
I predict that 8v8 will involve more nano spam and trans. and rez spam
because there is no unit more op than a nano repairing units. Not only is repair building for free, when you have won it lets you reclaim units, porc and make whatever new lab you need
yeah, and I think that's a game design worth backing, it's much better than games where you set a 1 rocket bot infinite queue and don't stop until you win
It's an economic building, military power on the defensive, and a combat medic too
once the game gets to a state that you are able to comfortably entrench the frontline with nano turrets, it is time to move to the next tech option
that's like saying starcraft which doesn't have combat micro is infinite queuing units
at t1, that can mean vehicle, but air is an option too
yeah that's also my point, how did opponent get into that position in first place?
or you can keep going on rocket bots and try to burst stuff down, which they do alright
there's a few branches to go down based on what you actually see on the frontline
but people moving buildpower to the frontline is normal and expected imo
it's a lane matchup you can choose to make more winds/units or you can make nnaos
nanos are just a project just like units
what beats mauser? mauser + nanos
what beats tzar? tzar + nanos
what beats rocket bot? rocket bot + nanos
2 mausers beat 1 mauser with nano
2 tzars beat 1 tzar with 8 nanos im am 100% sure
more like 2 nanos per mauser
ofc you won't replace the initial units with con turrets
nanos are naturally strong against skirmish type stuff which tend to have less dps for cost
I think the tzar example is bad because you just walk up and splash/1shot nanos, and tzar has plenty of stats
nanos help you hold labs against reclaim snowball
it's one reason why arbiter + shellshocker suck because everyone has rez bot or con turret lying around so you have to build so many artillery you have little real combat units
maybe in such a situation the correct response is to get more assault options rather than more skirmishers
assault units in a lane matchup where stuff is porced?
it's not always an option
negotiator kills porc for free, i heard it was meta in glitters
well if enemy has everything they have tzar + nanos + a bunch of porc then maybe find somewhere else to push
you don't start the game on t2
If t2 didn't come that fast even wolverine spam might kill mas porc, but t2 comes too fast on glitters
their nano + porc investment will rot away and only the tzar can move
and there's other labs besides veht2
it's not nano + porc it's nano + some porc + units
to break the enemy front
when enemy invests in too much shit u can just make less and scale energy or something
i don't mean making nano's purely passively
I will watch replay and see, no point arguing anymore
this is more for entrenched maps that fight over an important mid
not rolling frontlines
however even on those frontlines I expect to see more nano spam when people learn you can use light trans to move and save nanos
llt and turrets very cheap bp now
one thing ill note is that old tacnuke basically had 1 job, to pressure buildpower off the frontline, but a while back it was changed to be much weaker at that, and tacnuke is rarely seen now, so if people feel that there are not enough options to deal with frontline bp then maybe we need unnerfed tac nuke back
Tacnuke is underrated, can deal with sniper/starlight, specially on glitters, where it won't get overrun
this is more like t1 phase
at t1 phase frontline nanos are a really big investment tbh
ofc when you can get to ambassador spam it's the best thing to be doing in the situation
it's just an ideal combo with rocket bots. since rocket bots don't especially benefit from more density and there's a ton of chip dmg to repair
also after you win having all that bp to quickly transition on the front is exactly what you want too
in your screenshot above your nano investment is like the same as the enemy's whole army
im not saying repair inherently is bad mechanic it's just repair is free and the units it's coming from serve multiple purposes already
I watched a replay and i don't understand where is the problem
none of you 2 even touched each others porc
with rocketbots
yes the problem is not repairing porc
it's repair on units and porc
if you are repairing a unit
also it's funny when 7 rocket bots can be out repaired by 4 laz
you are not building a unit
repairing is building unit for free
Also half of your rocket bots miss and his as well, so they have around 20 dps.
ALSO you moved your units little back to repair them.
well we can let the meta cook a little longer
I see no issues in that replay, it just glitters meta
in rotato you can't build 2 gauntlets and 2 hlts
without being called a troll
and your opponent just moves and kills other lanes
there are chokey rocket bot fest rotato maps too
ignoring your op BP repair on units
i never seen anyone complain tbh, i don't buy it sorry
if they ignore your bp repair you just kill them and threaten to leak pawns in to their lane
you are attacking with rocket bots backed with repair to pin them there
try to build 2 gauntlets on 15 metal in rotato
i said ignore the gauntlets
the gauntlets are a meme only for super porc maps
ofc you only build nano turrets if you have repair to do
which is mainly for rocket bot matchups, and to a lesser extent medium tank reuse
Rocketbots miss, twinguard can't move, it takes full dps, Rocketbots also move, they don't take full damage, your rocketbots damage gets repaired. Solution get closer for more consistent damage. You can't why? Cause map is chokey. This just contributes into range being king in this situation.
get close with rocket bots?
with other units but you cant cause map is chokey
i mean that just decribes half the rotato maps in 8v8. the half that is laney and chokey
and you can't afford that much bp that fast cause its not metal rich as gltiters
I don't think i can add anything useful anymore, it's map issue mostly, lots of metal and very narrow.
even if none of you can repair your rocket bots
Then you lose them and can''t push porc. At least winner has healthy army to procede.
you repaired outside combat zone.
Dodge micro will always matter. But yeah it would matter more
if I had light trans I would move them closer and walk the units back less distance.
but still adjusting
rocketbots are never good at pushing frontline fast
that's not the point, it's to win the front eventually
They are mostly used to stall or slow push due to their low dps and inaccuracy
navy is also kind of a repair fest if it's a skirmish war
com repair / if you can protect nanos near the front they are the most op thing ever
low effective dps, and very hard to fully commit. Navy fights last for 10 minutes sometimes.
Of course repair will matter, you could say it's too much, but i don't buy it. Repair slows down fights in sea otherwise it would snowball too fast.
I don't wanna see navy battles ending in 3-4 mins it already snowballs too fast
Navy is totally diffrent issue and i have little experience though
I mean
I think its fair to say that repair micro will decide most rocketbot fights
as well as plasma bot fights
(i'm talking about lanes)
should that really be the distinguishing skill...i dont know
Its not a problem at all, play any other map where you can't build 4 con turrets before actual units interacting and see that it isn't a problem. Even in that replay i don't see any problem
you mostly just repair them with com
imo u just get a light trans nanos and transport the nanos around
rez are cheaper but they don't have repair range and easier to lose
yeah but the method of repairing matters less here
they both op if you want repairs. and don't build them stupidly
how u do it depends on situation/map whatever
but when 2 good players have a rocko fight repair is the most important thing
majority of micro will be spent on that
it's just a property of lanes dominated by rockets (and whistler/arty)
on map where thug/stout/pawn is king you won't see it so much
althought stout/thug repair still omega insane
i think repair will also decide a thug fight tho
stouts might manouver a bit too much
its not necessarily a bad thing its skill expression
Repair also has some counterplay in the form of burst DPS and focus-fire. Your enemy can't repair their units if they die immediately. Not very helpful in a rocket bot fight, but there are some units in T1 that are better at this.
rocket bot and arty are mostly non-burst
janus is not a porc counter. the heavy burst mostly comes from t2
The heaviest burst I can think of in T1 comes from the missile Hovers, oddly enough. Not great for hitting units though.
yeah but you put the rocket bot in front of the porc, and move out of the way when you see the wolverine fire up
What Chrono is describing sounds like 100 % map issue. If you play a map where the entire frontline can be covered by like 5 nanos then yes nanos are strong. If you play any of the 200 other maps we have then you simply take your army to another lane and get a super easy 2v1 win while the enemy is stuck with their immobile nanos defending a whole bunch of nothing.
if they take your army to another lane then you kill their front porc and threaten to leak in while you have your own front lab
it's relevant for chokey 8v8 lane maps or 2v2 lanes, not open pawn maps like tartar/flats
such as bismuth top lane, you cannot simply ignore that lane
If enemy spent 1000 metal on nanos then you can surely defend that lane with like 5 mines and your commander since you're ahead by so much in army.
5 nanos is an extreme, you make the nanos after units, not replacing unit
In any case attacking even 3 nanos + porc is just a terrible move. You should go attack another lane or use that metal advantage you have from not building nanos to tech up.
again it's not purely using nano + porc
the nano is for sustain on skirmishers, as well as reclaim + forward lab later
specifically for skirmish vs skirmish where sustain is king
not only it provides sustain it also amplifies your porc and gives you fast transitions
Why would anyone engage in a skirmish vs skirmish battle that they are sure to lose? Just go 2v1 somewhere else or go t2 while enemy is spending all their metal on porc and nanos.
instead of using 5 towers you can use 3 towers + few nanos that also serve other purpose (with ability to throw down more turrets reactively)
i mean they probably can't see your nanos
Sounds like scouting issue if you have no idea what you are up against.
repair is busted in bar that much is unarguable
you don't build any more porc than normal when you add extra nanos
you don't have to, unless you expect a rush
Well the enemy can just build zero porc and zero nanos and use that 1000 metal they saved to get advantage in tech or another lane. The nanos and porc cannot attack, they'll just stand there with the 1000 metal smaller army that you and your allies are ready to easily crush if it tries to attack.
You lose some ground, maybe 1-2 mexes true, but you get advantages elsewhere.
you are combo'ing it with ROCKET BOTS
if the enemy doesn't contest rocket bots you don't add additional nanos, com is gonna get pushed back fast vs 10 rockos
im talking about the nano fest in skirmisher vs skirmisher, not blindly adding nanos and porc
bismuth valley top lane, salt reef, there are some others
Again, why would anyone play skimisher vs skirmisher against someone who porced and built 3 nanos? Losing a little bit of ground is usually nothing if you can go 2v1 another lane.
???
- You guys open rocket bot cause it's a rocket bot + com map
- You add 2 additional nanos, now the enemy will lose the sustain war. NOW they have the chance to start changing their plan, but they already invested in 10 rockets
Rocket bots can move to other lane, nanos can't. Now other lane has 10 more rockets than enemy -> lane is won.
how are you defending against 10+ rocket bots + com ?
if rocket bots were so ignorable people would 2v1 every lane against rockos
You can delay 10 rocket bots with even just your own commander for quite a while. Just dodge shots and you can buy like 3 minutes easily. And you can build like 10 pawns to dance with those enemy rocket bots, much cheaper and the rockets can't really advance too far from their porc protecting them.
that's what the com and 1 cent is for honestly, if you see pawns
if i see you with that I poke your com to get to your llts
even just llt creep works too since llts are so cheap
1 llt costs about 1.5 pawns
I dunno, we can just see meta develop. Obviously as a static value generator nano repair is more relevant on choked front on a lane that is hard to ignore
it's not an every map strategy
Alright let's agree on that so we can close discussion on a friendly note 🙂.
I think a lot of BAR players are just used to repair speed being what it is, but it's not like a fundamental law of nature says it has to be this way
design-wise there's nothing saying that converting metal/e to unit value should happen at the same rate as getting it for "free"
I just dont think its super fun having to fight immortal centurions for anyone
Repair can totally be a problem in T2, it's just easier to circumvent repair by alpha striking as the game goes on.
Repair spam on anything is just insanely strong because you can stop it unless you ignore the porc or unit and go behind it to hit the repairer.
Things that are actively being damaged should not be able to be repaired, at least for like a period of .1 second, so if you focus fire you can't just out heal the damage so easily.
he only uses tzar in t2 which kills all the stuff around what its shooting anyway so he doesent know xD
I think 2 mass repaired rattles shooting eachother is absolutely cursed gameplay
like ofc there are ways to counter the immortal unit situations and they may not really be a balance concern, like synced amba shots on rattle or countering cents with your own repair on plasma bots etc. I just dont think its great gameplay
Just build 1 tick and sheldons Vs meow, ez wins
currently on glitter there is a very noticeable trend of repair spam on t1 units to win early fights which manifests in diffirent strategies
depending on lane and player style like: immortal thug pushes, immortal cent pushes and tanking with immortal pounder to safely use wolverines
more often than not there is no way to reliably kill the unit being repaired and the only option is to try and kill or push back whatever is repairing it
<@&1282300807433293894> I think it's time to balance the game season 3 what yall think?
Time for new balance
1. Hounds (projectile speed is to slow) some people would argue that the hounds are designed to take out porc however for their price being 300 the obvious choice would be to go another unit that deals with porc and units better aka the mausers/quackers.
2. Spy bots: The current spy bots are not that bad however I for one would like to see the emp duration to be higher and stronger than it already is
3. Grunts: they need slightly more range or dmg to be able to keep up with the pawns. Suggested: Nerf pawn HP slightly
4. Termites: Overall this unit is just not that great compared to recluse. Maybe if the ray did more damage it would catch up to being a good unit but currently this unit is something I for one tend to skip and would rather ask for recluses.
5. t2 factories ( I would aruge that vehicle labs should cost more than t2 bot labs) considering the fact that they're just more superior than bots 2900 --> 3400 or making the bot labs cheaper either would work and to make up for the prices you buff the bp of them. I for one loved the t1 factory reworks it's only right if we do something about t2 aswell
Now this is my own personal opinion on units I don't tend to use much alongside some of the units I think should be buffed. If you guys have any other suggestions you can bring it up and what you think of these changes
(Other suggestions) from other people
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- Repairing cost: energy/metal?
- t2 unit energy costs get rebalanced a bit to favor t2 cons
Hound bug
https://discord.com/channels/549281623154229250/1367578532326146138
(wasn't allowed to make a suggestion so Ill send it here)
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👆 2 Suggestions to improve spybots balance state
grunts dont need a buff for sure, in the current state of Grunt vs Pawn I would say its 55% towards grunts with proper micro
For hounds, there is always this bug : #1367578532326146138 message
For grunts/pawns, i think nerf a little pawns HP should be good, but need 1v1 specialist to have their opinions on this (@hollow dawn ?)
^^ would like to get an answer to this and kinda sounds good
Hounds obviously need a rework of their rework
Give hounds gauss as default and reduce dps somewhat. Sheldons have more range and actually hit more often which is funny
Yeh imho that's the solution
I would rather build stout at 300 metal than pay for a hound.
Stout has way better hp for metal but both hound and Stout most likely need to tank damage to close the gap
90->85 or 80 dps could be good as well, but grunt needs some sort of adjustment to be less good vs pawns but better vs everything else
Free repair doesn't make sense
should it require metal to repair? sounds painfull
Metal or e, something.. free repair doesn't make sense. It's a good thing to look into for changing meta...
half rate repair sounds fair to me
I mean it makes sense that you get something you pay for it for a cost
and imo nanos shouldn't be transportable (or maybe not by light transport), you nullify their one weakness that way
Half rate repair will result in snowball and even faster games. Just saying.
Meta will be virtually the same but you punish defending and losing lanes more.
Just nerfing nano and rezzers makes sense to me. It has other effects (nerf assist compared to factories, nerf reclaim eco, rezzing,) but those are net positive too I'd say
hmm, imo that's an issue with how porc works
also its a buff to spam
static defenses are mostly lasers, doesn't scale that good because no aoe
Commander repair is strong but doesn't scale, and using basic cons to repair is hardly strong
rezbot getting similar (or less) bp/cost to nano would be fair since they're mobile, stealthy and have rez option
Don't you realise that when you win battle you need to heal your units to continue? Either complete stomps or both armies bleed units with weak reapir. At least with decent reapir winner can continue pushing.
but you were just saying weaker repair would increase snowball? now it's helping winner continue pushing
Repair makes snowball happen later but its stronger. WIth sea it's diffrent
With weak repair similar sized armies just lose units. Even winner has less army to push further with when repair is weak.
Yes snowball will be sooner but overall weaker. With decent repair winner wins more but it occurs later but it's harder to stop when repair is not a factor anymore.
I mean this is simple thing to test.
hmm, as I see it it shortens the "static" phase where commander/miscellaneous repair is comparable to dps
but it's not clear to me if this is good or bad
I think repair helps attacker win more than defender to defend.
i think it helps the winner generally because the winner is more likely to have a damage unit left over
You don't have to int units into over porced area. But you have no choice but to fight enemy units head on. Units can choose engagements static D dosen't It has to be stronger for that case and usually static D is around frontlab creating "safe" areas. They aren't invincible
Winners utilise repairs more than losers, losers repair inside nano range to defend their last anchor and they need that help otherwise front is open.
IN the replay there was almost 0 front reapirs, only time repair had a factor was when chrono retreated his units into 5 nanos which were damaged. I see it primaerly as map problem.
On the flip side, you could argue that a weaker repair significantly increases the reinforcement time advantage enemies gain when you try push them
I think he would win even without repair. Show me more replays to convice me that repair is broken or bad, i don't buy it.
I don't think it's broken or bad, but it is a design choice
I'm not entirely sure why we're trying to nerf repair anyways. Keeping it strong rewards micro. Which is a good thing no?

you'd still do it at (say) half rate
If repairing took twice as long I'm far more inclined to just reclaim shit and rebuild the unit.
Some people called it broken
because you get 300 "free" bp with your commander, and very efficient nanos and rezbots
Like why would I even repair. Id just reclaim my own units.
For me broken thing is t2 trans, it's completely different level.
I do that already unless i am forced to defend my lab as last resort near nanos.
the "problem" with repair is more like... you use the same bp to convert metal into units
but converting nothing into unit hp is a way better deal but you get to do it at the same rate per bp... so the bp that's balanced for unit production becomes even stronger
repair micro is a bit tedious tbh, you drag a circle onto a unit and hope there's no llts or friendly units in it
im gonna watch that replay to refresh my memory again
Sure but given how reclaiming currently works. A nerf to repair would probably mean that you just reclaim low HP stuff and rebuild it
Which to me makes less sense from a gameplay perspective than incentivisi g repairing
If anything maybe you could tap down in combat repairing specifically
I don't think so... you'd have to pay full e cost again
If a unit has done or taken damage recently give it a repair penalty
You also have to factor that BP is generally very fragile. Both res bots and nanos. So there's more inherent risk of losing BP at the front than BP at your lab.
So sure it takes the same BP to repair stuff, but it also has a risk associated with moving BP up to be able to repair
There's a cost associated with losing your res bots because a Mauser shot them or smth
Okay both players met at 5 mins and there are already 3 con turrets and both players have 25+ metal
it's partially compensated by the fact that repairing at the front gets you value immediately I think 🤔
We are arguing all hypotheticals cause of that single glitters replay. 25 metal and 3 con turrets before actually interacting with significant army numbers. NO WONDERS it feels slow to conclude...
As someone else mentioned prior on the nanos infinitely healing procs, tactical missiles could be used as a balancing lever against that
You'd probably just need to first reduce their absurd BP cost
They should NOT have double the BP cost of a rattle/persecutor and almost the same BP cost as a fucking fusion
When they're designed to be built quite far up, where moving BP there is risky
Also 1 side had ticks later in the fight, other didn't even less actual effective DPS. Without getting into actual details each discussion can end up into yaping fest respectively.
I wish tactical missiles were more usable
tac nukes are kinda op ngl they have their use every time
please apply energy buff to labs to hoverlab as well please
like cheaper labs in terms of energy? or just the hover lab
hoverlab is like what 500k energy, bot lab is like what 1000e? vehicle lab is like what 1500 e?
hoverlab is like 3k e, it wasnt changed in the rebalance thing, why?
hoverlabs matter, pls nerf e cost
I mean we've asked for that alot yet nothing was changed in months it's just something people dont care much abt because hovers are kinda ass
sigh must i make another unit tweak
It was changed, by same amount as other affected factories
holy shit its still so high, almost as if no change, perhaps the 20%/14% reduction in bot/vehicle should be similarly amount reduction for hoverlab as opposeed to current 8%
I think con turrets are generally just a bit OP, not repairing
OK Ignore me saying repair itself isn't OP, it's hard to judge with nanos being in the game, I just think nanos are pretty redicolous for t1
this discord should show large team, small team, and duel os
Nanos are so much less efficient for repair than Lazarus, idk how they can be considered op for t1
range makes them less in danger to die, better uptime, less micro
and you are comparing to laz, that's the problem
yeah the range is what im talking about, but allso, you can place them on cliffs or behind mountains and repair through walls
they are not BETTER than laz but they have benefits and sometimes you are vehicles
but allso getting nano up a few seconds earlier can often decide a win on front, im just saying that the game revolves heavily around nanos no matter where you are really
its not necessarily something that needs to be fixed its just something the game doesnt really communicate to the player how important it really is
yeah it's not a high priority thing just is a little bit of questionable balance choice imo
you can out micro them by 30% but much more impact is in who gets rez bot to reclaim/rez/repair
nanos 100% should be transportable by light transport, transporting BP around is a huge source of skill expression and unlocks so much better macro than just having a T2 con followed around by engineers
that kind of stuff is just tedious micro to me
Just make BAR auto battler already, no need to optimise builds
to me having to manually pick up and deposit static bp because it's more efficient than mobile bp is absolutely just a meaningless apm tax
It only matters if you are afk ecoing and can't get any other value anywhere on map
hmm, people just have different expectations of what is "good" micro, like the suggestion to give aa dummy weapons so they don't fight command into enemy ground forces... but some want to have to micro them back constantly 🤔
this is a really fascinating topic with such a rich history lol, I remember when sc2 first came out and everyone was saying how much skill expression is getting lost because you can rally workers to mineral patches and they will automine as soon as they are built xD
2025 in bar...still same story xD
at least we got past auto group and repeat quene lol
also, if constructor ai logic was more similar to how conturrets work they would probably see more use
they are also worth transporting but nobody likes to do it because it takes way more clicks, and attention
In sc2 you start every game with SCVs and if you don't literally click on mineral patch you lose. Removing some mindless apm for no reason is good. Here if you have some t1 cons laying around you might just use them to boost T2 con.
if you don't have airlab its just better to go cons it's not black and white
yes and in sc1 you had to click each worker and send it to mine something because you could not set rally on the minerals
and it was and still is a major incidcator of player skill
why dont t2 unit energy costs get rebalanced a bit to favor t2 cons as first units out of lab more?
so many units take less energy infrasturcure than con that it makes cons bad on alot of maps
that would be a nice change I add this to the suggestion above
Coz they went the other way and buffed banisher and tzar to the point that they are unstoppable killing machine after they removed all the counter plays people could make.
It's fine tho, it's clearly not making the game much worse
Feels good to have op balance team improving the gameplay so much
i dunno it seems so simple to me, if t2 units cost more e they are pushed later into the game and less annoying
there are probably 5+ broken t2 units that you can build with less wind than whistler
it makes no sense to me
banisher not op imo at 23k energy and high bp cost
quaker is busted
just make gauntlet or hlt with 4-5 rez bot and you can stall a banisher for a while
On glitters you go banisher coz you can roam around the whole front super fast and win each one.
On strait you only have 1 front so banisher isn't using all his potential so quaker are okay, but anyone that knows how to micro banisher will rekt all the quakers on glitters without ever losing the banisher during the early t2 stage so around 7 mins to like 13 mins.
You must be joking about gauntlet countering banisher i guess lol
even on say koom valley my counter part made banisher i made quakers i deleted my side way faster
400/4400/6500 vs 1000/23000/23000 and moves slower, can't be light transed
i mean you can win against someone that micro banisher badly for sure, which is probably almost all you will find still playing the game anyways
your goal with quaker vs banisher is just trans them to the front and slaughter the t1 with your faster timing
when the banisher comes, if you don't think you can focus the banisher down you can just keep poking the t1 and pull back the quakers to repair, or just send the quakers elsewhere and trade.
Honestly rez can go a long away to stalling banisher, it takes until you have 2 full banisher before it becomes threatening
in a high skill game you would imagine that the techers will fight eachother and not push diffirent lanes
what rule says you have to fight each other xD. it's all about who can make the most impact
If the enemy makes sniper that counters your spiders ofc you want to trans the spiders to different lane, because 2.5 spider have more impact than sniper as longas they aren't in same lane as enemy sniper
well xD
it just seems like a more reliable strategy than hoping your guys will roach better
3 quakers do WAY more damage to t1 then 1 banisher, as well as reaching the front 40 seconds faster
i never lost against any amount of quaker with only 1 banisher, just not possible with the rework and how plasma works against track missile
yeah there is some play in this example, its in the interest of the banisher guy to fight the quakers and in the interest of quaker guy to avoid fighting the banisher
also 1 banisher's impact can be minimized. they shoot your thug / stout / twin guard you pull back and repair it
well controlled banisher is hard to kill and has superiority over other t2 yes but it's slow and expensive as fuck with pretty ass dps
i mean if you only have 1 or 2 banisher and they aren't on hold fire you are losing most the dps, just like with snipers.
It's the best first unit to make in competition with tzar depending, on almost all the maps.
yeah I'm assuming reasonable amounts of hold fire micro
the worst thing about banisher is how absolutely ass it is at shooting radar dots
radar dot best counter to banisher confirm
need op attack ground micro vs radar or its narnia bombardment
Fun new tactics with cor veh
- Although corveh has a tough time fighting starlight, t2 wall comes in clutch. Banishers, tzars, quakers, and negotiators all can fire over t2 walls to varying degrees. t2 walls provide artificial cover vs starlights
There's also the well known t1 wall spam which can protect static artillery and some units vs starlights
- tiger drop is a powerful tactic with the notable property of being able to crush t1 walls, which t1/t2 amphib units cannot
this gives cor veh a unique vector of attack which helps make up for it's lack of a stealthy scout, mobile engineer, and sea fighting unit.
Congratz, you discover t1 & t2 walls counter Starlights,
now time to play on a "no tuto map with meme winds"
I play more different maps than you xD
and I'm higher os than you on rotato and glitters.
I started playing BAR on glitters so to me you are the one playing on the tutorial map 🤣
sometimes I wonder whether you have nothing going on between your ears, why you always say the exact same words
I fact checked this by curiosity, i took all other maps (outside our main ATG/supreme respectively) played since 3 months >2 occurrences => Chrono <=> 233; fightwar <=> 148
👌 You are right
Yes, many different maps, like all that simmers and all that smolders
It is just funny you discover basic knowledge of the game about walls,
i hope this knowledge will benefits to all !
To go further, t1 & t2 walls work depends of hitbox of units near it and balistic of attacker units
like I said, I've seen t1 wall spam extensively, and some t2 walls with porc
But almost never t2 walls in combination with active units
False, i have higher peak OS than you. But not very relevant with how OS is calculated
There is a thread about the august balance patch ? So maybe we can fix obvious mistakes before the modoption or force merge, because this year each month & season balance patch are not "famous"..
I just mentioned it here because it is relevant to the balance discussion between nerfed arm t2 veh and cor veh
post whatever change you think shrug
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👆
Always a good read when OS measurement contests start.
I dunno this guy has just been stalking me just cause I was experimenting with snipers for 5 games on ATG 2 months ago
wut a nutcase
fightwar is open source bar intelligence service
🌶️ I am always very surprised of the level & take of supreme main gamers when they come in competitive lobby
(🤣 your take that snipers counters tzar timing rushed was so hilarious)
they can, it's just the energy cost that holds back it. and difficulty of execution
yeah 8 rez bot repairing tzar is OP but rez is op repairing anything
you can have some nano and 8 rez bot repair and HLT + mobile jammer and com to stall tzar
I invite you to try playing air in op supreme lobby
Man, i hosted glitato soo much before, but lot of gamers just dodge when it is smolder & simmers, so sad,
it brought diversity
i did this 4 months ago and they laughed at me, i called it meowpolis
It was mostly tzars though
First they ignore you, then they laugh at you, then they fight you, then you win.
u cant be fr bro
I didn't win, they just went to diffrent lane, sucks that there is literally 1 lane on supreme 💀
Better nerf walls, supreme unplayable
I don't know how else to say this, but water exists
you think meow doesnt use tzars to fight ships also?
It's criminal that cortex doesn't have a combat engineer on the T2 vehicle lab
Tzars would be immortal, its actually good trust
Imagine 1000 bp on tzar repairng 30% more hp cause of exp
true. no matter how much they nerf tzar if you level it it's still a beast
I just want cortex to have a combat engineer for buildoptions in core lab, like being able to build fiends or maybe t1 subs would be cool
has there ever been issues with paratrooper being to op in the past?
Yeah,they also don't have an unique unit in the t1 bot lab
duck has too crippling e cost. 1:28.8. More e cost than a torp bomber
I'd reduce it 330m9500e ->330m8000e
Meanwhile armada amph/hover plat is 260m2700e
I agree but I dont think ducks need their price reduced its more like the way they work in sea more dps/range something like that
just the e cost. you can e-stall on ducks with an ageo, they are practically unbuildable on lower e maps
abductor is so dumb. why make a gunship when you can have a cheaper, faster, stealthy, transport that can one tap t2 units
not only that it's a potential capture or 800+ metal reclaim
Why build abductor when 10 shuris does the job
abductor is faster
you may say make aa, but why do you need a 470 metal t2 dedicated aa unit to deal with a 330 metal unit
Also tzar was in enemy territory with no AA
2 abductor can also just stun a flak truck and pick it up
basically you can make abductor and threaten multiple places on the map, even if the enemy know it's coming they spend more in aa then you did in abductor
You can't threaten anything, it's not offensive unit unless you drop units yourself or dorp a commander. It's just very efficient defensive unit but has counters.
Flak will deal with much more than just 1 abductor
Maybe emp burst should be toned down idk, im just yaping
Having to go T2 lab to deal with tzar is big investment
yes but the attacker decides how many abductor they make or if they even make air lab at all
you don't have to go t2 air lab to deal with tzar
I know, but T2 air lab needs proper eco before setting up.
If you just go T2 air and have efficient way of dealing with tzar you self griefed yourself in eco scaling
abductor is not heavy e, only 320/6600
if they use a stilleto I understand
T2 lab could be 700 more energy
it's not the t2 lab that's the problem. it's the unit balance
Maybe 2 shots to emp a tzar is more fair
but reduce reload speed a bit then
Abductor is specialized while flak truck can defend bombings, gunships etc...
What's baffeling is actual energy cost mostly 6600 energy might be too cheap.
abductor? is a stealthy transport that can carry all t2 units at a fast speed. While also being a super shuriken / "1-tap gunship"
flak truck literally provides no value except for countering air, and has ground unit speed
To use abductors in any other offensive sense you need to mass them AND have air superiority.
And more value would just be gained by having bombers if you already have air superiority
Flak trucks scale better than abductors, maybe in super early game abductor has an edge.
imagine having a tzar without AA
Also liche just takes abductors role as anti unit when you have higher eco
you could abuse a lonely tzar 10 different ways lol
Tzar needs lots of setup and micro to maximise it's potential
tzar has lots of counterplay
especially if it's alone, like 10 os gameplay
A tzar with the things it needs around it is completely different story
most the high OS counter plays got removed
countering tzar with T1 is kinda asking for too much imo. Tzar is countered by many T2 units.
Tzar out of position dies in open, but if pushed methodically it's virtually impossible to deal with it with t1
Biggest problem is that cooped tzar has no counters unless you also coop, you can blame the unit, but coop is the issue
you can counter attack vs solo tzar, but coop comes with many more t2 units because its coop
generally the trade off is solo tzar wrecks the techer's economy, and any backliners who are wanting to upgrade fast
Why u talk shit to fightwar 1v1 me
Can we keep this pg 13 please...
Platypussy anti air needs a bit better. I.build 5 cnat even kill t1 bomber..
Tzar and fatcock are too strong t1.5 need nerf
Tzar isn't strong, it's afk techer which can't be harassed. You can abuse T2 tzar rush in lane maps. It's map issue. You would die to any T2 honestly. I think quakers push faster with enough frontline units. Tzar is hard to commit with also without much support
tzar become quite effective in map like supreme where it's 1 lane
it become less effective when it's just a multiple lane gaming map
tzar gains from a choke map but it also loses the ability to run to a different lane vs jammer + porc or sniper/banisher
tzar wants a smaller map with important targets nearby, rather than being bad on multi-lane map, it's bad on larger maps
tzar wants to smash
remove hounds from the game they are really bad
Razorback massive AA nerf,why?
Be happy it can still shot air 
op time to do some hound plays
Op patch, anyone any feedback on hound?
what was the gauss projectile speed?
We acctually need gauss back
Can we have people who actually understand sea in any way, shape, or form help balance the sea units??? I doubt you even understand what you just broke.
What is the reason for air's increased LoS, especially bombers?
Thank you
I wanna try reworking it to have more of a use vs big single targets, rather than the current aoe vs low hp stuff
But its not number 1 priority, maybe number 2
Honestly balance team need to add new ones
bomber/fig los is probably to make scouting/target aquisition more forgiving with air units
it will make shooting landed aircraft easier with figs
razor aa dmg was the only strange change. But since there are functional t2 aa bot options now it's alright
100% aa damage btw
decurion better AA than lance
before t2 aa bot buff hoplite was better aa (from a practical point of view) than the t2 aa bot
AFUS was better aa than T2 aa bot
oh the patch is merged but not live yet
decands: hounds should be produced in groups of 3
decands: because they are a wolf pack awoo
i think this is agreat idea tbh. i think if hounds gave each other a buff basedo n how many you have close to each other
then it would possible be enough to buff hounds cause they're bad
doggy death ball 
Such "special ability" is a touchy subject and doesnt really align with game design goal. So unlikely to happen
Ok what about a howl or is that also a special ability?
Perhaps a mount and unmount. That exists in the game already. So I could put a thug on my hound via mount and it would make hounds have thugs on their back riding them and shooting them. We can call it dawg bys (like drive bys)
Ability wise, leap would be bomb. To fire a barrage and leap away. But no abilities gonna go through
can anyone explain why you would buff the grunt? as I currently see it the grunt feels stronger than the pawn with proper micro. In 1v1 I make centurions to stop grunt pushes as pawns aren't strong enough to stop it but I'm only 30 os in 1v1. I would like to understand the reasoning.
Also I would like to suggest having a look at the gunslinger balance discussion. Maybe interesting to include a change to the gunslinger in the new balance patch.
Oh goodness I was afraid of Grunt better again. What little I caught of the 1v1 tourney yesterday was CORE v CORE (one match sample size LET'S GOOO). Just before the previous buff, didn't the meta finally compensate for Pawn OP and even out the faction pick rate at high level? That was the vague impression that I got but can't confirm.
No wait I did watch a second match and it was ARM v CORE (two match sample size LET'S GOOO)
Well,are Grunts and pawns on more equal grounds now?
Ticks push thors = very good
Hound still no gauss = very bad
Hound velocity buff = meh
Can someone explain the difference on Manticore between 1300 range but just 1200 airLos ?
Hounds still feel underwhelming. Either the weapon is still not good enough (Even higher velocity? "give it the gauss back" TM ?) or the E cost is too high (hard to make them as early T2, and just useless after)
Reduce aoe by 33%, increase weapon velocity by 75, reduce e cost by 10% and it's good
Agreed it doesnt seem to be enough of a buff
Unlikely to upset meta or at least become a decent alternative
I think I have a perfect solution with the addition of the 2x bp to nerf or "fix" coop you just dont touch hound BT
Honestly just give back gauss take away plasma and call it good
janus are op when you dont have hands to micro your units vs them - otherwise they aren't used all that often
im pretty sure anybody who thinks like you do just sucks, because janus are probably the unit with the biggest difference in effectiveness based on how good the user is
aka bad janus users make them look bad, when micro'd properly they're completely broken
they aren't used that often because if you're armada, why wouldn't you go bots / open bots? (the best faction/factory combo in the game hands down)
Janus is op, but centurion more op
Whan an answer! That guy is like 20 OS higher than you and explaining exactly why janus aren't OP. If you don't get it, it's probably you the one who "just sucks" 😉
Janus require a lot of micro to be effective. And countering requires APM as well. At the same skill level, Janus is effectively countered
ok i looked it up and hes 46.6, im 38.6. higher but hardly 20...
the rockets have insane tracking and good splash radius, it's not possible to micro your way out of losses with them, only reduce. can't think of any t1 unit that gets such guaranteed value vs anything other than a turret.
Centurion
He's above 50 but that's a detail.
Rockos is a way to counter. Once you mass enough, it's impossible to move in with janus. Requires care at the bveginning and to kite back
a lot of 40 os mess up rocket bot vs janus micro. Bar gamers too chill to practice micro
It can be hard if you don't keep vision to see the janus moving forward just from radar dots
Or play other map that is not a "tuto map"
sure man whenever you want to 1v1, any map
Wierd why you hate on people playing 1 map when 95% of your games are on glitter maps
Flagship + one choke + winds crazy + mass boost from pond + cpu killed endgame
Just play great divide 1v1. Perfect canyon laning sim
Fightwar be a Frenchman, excuse his baguette manners 
The most danger to Janus is early - when Janus heavily outweighs 1 rocket bot up front (or like 2 Janus vs 2-3 thugs etc)
The counter is to build a bit of early raiding pressure to waste Janus shots, and porc enough to buy time. Fall back if you have to. Janus effectiveness drastically decreases as early game progresses.
Janus is also most op when the skill diff is high enough to kill comm fast and just run over a lane, happens with cents and thugs as well.
I think supreme harder than glitters overall, more dynamic map lol
i want to play straits so bad. i saw some crazy shit yewsterday
join the dark side
Im coming
lets all come on the supremee straits lobbyy tomorrow i am unban! i wanna learn! lets all come together!!!!!!!! >:]
Someone walk me through the logic behind the veh arty still having less range than sheldons
and not being able to shoot 360
more burst and aoe
Veh arty used to have more range but they were too strong so their range was nerfed. Veh arty still counter sheldons though. Even with a bit less range you only need to land a couple of good shots to kill a ton of sheldon with the aoe.
I don't see most players under 25 OS "countering" sheldon balls with veh arty. I ususally see sheldons getting much more value than veh arty these days
Range and LOS ends up being a lot more powerful than people realize as a stat these days.
Like sumos SHOULD counter sheldons but in reality die before they will ever get close because of their speed and lack of range.