#Season 2 balance feedback

1 messages · Page 7 of 1

grizzled atlas
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hmm? sheldon counter mauser theyjust have less impact. quakers are better cause more aoe but sheldon still should beat them with good micro

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vehicle arty just op impact for cost

visual wolf
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Veh arty can't really kill a sheldon ball in the stage where it most matter, which is early t2. Veh arty costs a ton of energy to make, so you either need a fusion or good wind. if you don't have that, you probably won't produce enough energy to have enough arty to kill a microed sheldon ball. Also sheldons can kite super easy and walk back while firing, so they can easily retreat into porc, and when arty cant follow and has to turn back they can just shoot it in the back

gentle wasp
# visual wolf Veh arty can't really kill a sheldon ball in the stage where it most matter, whi...

Bingo. Also walking into sheldons while they shoot backwards also means your units will be getting hit a lot more while your shots will be missing a lot more as you are aiming where they were at the edge of your range.

I think most of all sheldons are just FAR easier for people (of all OS) to get value from than Veh arty right now.

And that's without talking about how veh arty gets creamed by starlights and sharpshooters.

grizzled atlas
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i think you are talking about banisher

visual wolf
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I'm talking about Mauser

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still it doesn't change the fact that one sheldon costs half the energy and can kite same-energy value of early t2 units with ease

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simply put sheldon has the prices of a t1 unit (well, the metal is a bit more than a t1 unit) while veh arty costs substantially more E - which is often the bottleneck in early t2 unit production

grizzled atlas
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when supported vehicle arty kills more stuff than sheldon

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are are also less vision dependent and can splash cloaked coms to an extent

lunar hollow
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sheldons have no reason to stop shooting ever, unless there is a gauntlet wich is allready kind of an L in most cases for the person who build it, mauser and quaker very much need to be positioned carefully so they often dont shoot for more then half the time

nocturne quail
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nuke bomber + stiletto need big nerf

grizzled atlas
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sheldon are more dodgeable by t1. due to low splash

cosmic garden
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wait airpad have been removed? because dev dont want to put effort into recoding it?
because it only help big hp units which are limited to Core and Legion(tyranus/dragon)?

summer kiln
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#1411526418067882054

fast obsidian
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long list of stuff removed

forest girder
cosmic garden
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gdt?sorry i dont know that abreviation

forest girder
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game design team

grizzled atlas
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I admit they added a lot of jank and are truly rarely used. The coolest version had to be the aircraft carriers

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If there was anything that could make gunships great

ruby folio
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bot spybot nerf absolutely killed the early t2 unit interactions

pearl merlin
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it's almost as if people have been saying that since the very first posts in this thread in March

ruby folio
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for sum reason we still talk about commie yet miss one of the greatest chances to get more viable bot lab urself with great unit that punishes building late t2 units in early stages

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also iirc it explodes now itself if its hitbox touches any unit so thats even more broken rip

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its like the season 2 "invisible threats" nerf just incentivized ppl to build more resource concentrated units instead of building a lot of t1

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@wintry pelican op faf gaymeur save us

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even cortex has op beetles cmon

wintry pelican
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I try king

gentle wasp
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I would also add Cortex not having ticks or cents in T1 does make for some lopsided battles early.

And Janus >>>> pounders

harsh egret
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I feel like sniper should get buffed 20k energy to 15k

grizzled atlas
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Sniper is pretty brutal to make on maps with lower wind than ithsmus ngl.

meager blade
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Counterpoint sharpshooters contest with t3 they are in a good spot

half scaffold
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Snipers are a cool unit that do their job well but have very clear counters. I also think they're also slightly too expensive.

Makes me wish that cortex had something similar for t3 / bulky unit removal in t2.

grizzled atlas
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Sniper can just get a bit more hp to not instantly die to tick / bomber / gunship. The e cost is mainly to preventing rushing the unit, faster rushed snipers are not really going to make the t2 stage funner.

flint ginkgo
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Yeh can't see making snipers easier to produce being a good idea. Having them last a bit more could be ok tho.

wintry pelican
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Play some dworld ffas and you'll be begging for sniper nerf instead of fatty nerf

lunar hollow
grizzled atlas
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140%(?) movespeed roads and butlers is one hell of a drug

strong vale
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Sniper is very snowbally unit, when you have time to set it up, in FFA there is a lot of down time, you can ignore drawbacks of high energy and low HP.

harsh egret
meager blade
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Even enough of them will threaten a titan

harsh egret
dusty citrus
meager blade
west birch
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Not every unit needs to be great for every game type

harsh egret
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also it's not about that ffa is such a mode where it's not played as often that's where I am going at

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also this is a response to the person who said it would be a nightmare to play against them in ffa

harsh egret
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literally the starlight costs 16500 energy where the sniper is 20k sure the starlight cost more metal but it's overall a much better unit than sharpshooter

harsh egret
crisp bison
grizzled atlas
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It's a liability without support so you either use it in low numbers as long range dps or for commited push

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sniper costs about 980(?) converted, starlight is 1464 converted

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starlight just has good fire rate and hp for a long range unit, anti-overkill

meager blade
grizzled atlas
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Starlight is not a mono comp you have sl + pawn 720257711542894635

dapper cape
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Secret melee weapon

tulip laurel
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Like Cluster munitions vs dumb bombs? hmm Could be a firing mode 🙂

west birch
empty yew
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If unit modes weren't frowned uppon i would suggest spybot having 2 modes of selfD: single target strong and AOE weak (for t1)

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Or if aoe is kept as is, but the single target it hits gets emped more strongly

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This shouldnt affect mass t2 or t3

scarlet mirage
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replace ghost selfd emp with a very short range high burst single target emp weapon that decloaks the ghost for a short time

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similar to gremlin weapon but emp

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suicide units are stupid

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a suicide unit will always be either op or too weak

half scaffold
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Webber on crack???

tardy basin
# scarlet mirage replace ghost selfd emp with a very short range high burst single target emp wea...

#1353364944350871632 message

That was the idea with the AOE nerf, be able to spybot 1 unit or a very small ball.
Bedbugs can deal with ball of sheldons early, spybots SHOULD be the spy + emp single "big" unit that is not T3 (2 spybots for t3 empable)

So even maybe adapt e consumption to 15/100, so people are incentive to move spybots uncloak to a point of observation, then cloak it and stop moving it, if you want emp something, move cost should be big to avoid mass spybots wave

west birch
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Practically the difference isn't big, a spybot will mostly get killed off after getting spotted, when using its weapon. At least on the frontline, inside an enemy base there could be more play with firing and then sneaking away again. Reloadtime should be long still

scarlet mirage
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yeah I agree

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you could add some changes like hp buffs in combination with nerfs to cost or cloak walk costs to change this but i'm not sure if its necessary

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it would make it feel more like a real unit

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instead of a weird spell you cast

flint ginkgo
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Sounds unnecesarily complicated

west birch
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What's complicated about having a weapon

subtle jasper
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I like the weapon and temp decloak idea. Better qualitative design than deathsplosion, and maaaaybe can think about letting them stun high tier units again given they wouldn't also be able to stun the unit's escort (allowing easier 'defend the Tzar' counterplay)

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The traumatic moment that made me hate spybot I had a ball of Tigers with the Tzar, they would've been able to punch back against the mass that consumed him

stray oasis
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the reasons skuttle is op isnt its invisibility, ghost is op because it is stealthy and u cant use radar. Just make old ghost not stealthy and its perfectly balanced

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or have seismic detectors not insane expensive or built into some units (like mobile radars etc)

barren prawn
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skuttle has OP emotional damage stat too

stray oasis
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skuttle is honestly good unit on land - its only giga broken when its vs ships imo. Skuttle is great in a land setting - it has skill checks across the board for your enemy and yourself

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my point tho is the reason ghost is op is because it insta stuns ur entire stuff + u dont really have that much counterplay options. Have mobile seismic detectors or drastically decrease the cost of seismic detectors so they can actually be justified to build on a frontline

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ghost was such a great unit to turn the tide against a snowballing aggressor but now that its effectively useless bots are waaaaaay out of meta

subtle jasper
stray oasis
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although making seismic detectors cheap could make the jammer + com defense less stable - it should probably be a separate thing than a mobile radar or coms have some kind of special property to not leave a seismic signature

crisp bison
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It's just that it shouldn't be about seismic signature. Just make Jammers neutralize stealth in active range.

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At that point, the only problem is Juno's, which should've been reworked long time ago anyway.

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This way you'd also have counter-play to mines, instead of relying entirely on Juno, and cloaked cameras, which effectively has no counterplay other than stumbling upon them randomly.

empty yew
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Code anything basically that will result in spybot meaningfully stunning (=/= 0,2 second stun) tzar and fatboy

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And lets brainstorm from there on

fast obsidian
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It's nice to see the spybot able to stun a bull for 0.1 sec, really top notch and precise balancing.

strong vale
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Is there any way to make spybot fair and not frustrating to play vs? Can there be EMP option that's not frustrating to play vs

lunar hollow
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low AOE, high EMP damage, high cost for the unit

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make it not profitable to EMP average units, so when someone sends average units ahead its very costly whenever spybot gets spotted

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it works with scuttles too, hitting only a few LLTs or grunts/thugs feels very bad when you use a scuttle

wintry pelican
strong vale
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one of problems withspybot yes

grizzled atlas
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Maybe make it lose stealth for a 1.5-2 seconds while self-d counter is ticking I dunno. So if you can juno the enemy or bring a jammer in range you still get full invis spybot, but otherwise there is some warning. Most units will not be able to hit the spybot without a pinpointer tho

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spybot's primary job should be vision + gathering intel, it's okay if the self-d is situational (as long as it's not terrible)

meager blade
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Tbh the banisher needs a nerf

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Source trust me bro

empty yew
subtle jasper
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It was a very unfun micro chore (imo) necessitated because spybot had outsized impact

scarlet mirage
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countering spybot with ticks is way more expensive than the spybot

tardy basin
grizzled atlas
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juno deals with cloaked com. gremlins are stealthy except not against sonar

cinder field
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short range seismic detector on spy bots maybe? Maybe only if turned on and stationary for a while and for extra E upkeep?

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also same for minelayer, maybe for the cameras, maybe for the advanced radar? Could be balanced by making all of these very short ranged

wintry pelican
fast obsidian
tardy basin
empty yew
grizzled atlas
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you can still rush t2 but spread all your early t2

crisp bison
fast obsidian
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oh rip there were no counter plays, unluck

visual wolf
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cooped t2 units have almost no counterplay as well apart from cooping yourself... I'd rather return to OP spybots which can stop coop than to the mess we have right now

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spybots were never that much of an issue, it's not even that hard to bring a t2 con with 5 engineers to build frontline stealth detectors

lunar hollow
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all spybot needed was a reduction in AOE, because it was a it too good at countering any amount of marauders even lets say 50 of them if you have a bunch of spybots

fast obsidian
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Tells you a lot when some a dev rather remove a unit to stop getting rekt than improve at the video game, wcyd

normal iron
meager blade
lunar hollow
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allso, i guess we could rebrand antinukes as some kind of building that combines stealth detection and anti nuke, Buildings being too niche is bad for the game because the enemy might not make stealth units or nukes, but the chance that the enemy will make one of the 2 is pretty high so giving both mobile and static anti nuke stealth detection would be pretty good for the game, would propably require a bit of a remodel on all 4 of those units so they have some kind of radar dish or antenna but it would be worth it since were getting rid of a building nobody really needs just like pinpointer, as long as we keep the functionality in game elsewhere

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its not necessary at all tho, its still possible to make anti stealth even while attacking its just a bit annoying

meager blade
meager blade
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8 gremlins>1 afus

lunar hollow
# strong vale how do you spybot anti nuke?

ok, its been a while since i saw that strat being used, but fair enough i guess if eneough people wouldnt like that strat being removed from the game then thats understandable, im kindof neutral towards this

meager blade
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Its been doable again

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Can you stun antinuke with a emp launcher?

lunar hollow
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oh definetly, you can stun shields too

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LRPC + emp launcher is OP

meager blade
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Does it shut the shield down?

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Always wondered about that

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But yeah 8 gremlins can change a match

shadow cedar
crisp bison
harsh egret
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can we buff arm nuke

empty yew
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Arm nuke strong already, the speed and cost makes up for it

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When i was in a nuking phase, arm nuke was superior in my experience

grizzled atlas
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Can confirm arm nuke better in 75% of cases

harsh egret
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Idk but this seems pretty weak

grizzled atlas
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yeah but that's totally in your control. intel issue

harsh egret
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chrono it was a direct hit. those should've literally died

grizzled atlas
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or if they knew where the afus was just click on the afus dead on

harsh egret
grizzled atlas
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yeh i didn't think of that case before

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well, when you are in situation with multiple afus sure go cortex

harsh egret
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Idk but nukes already are in a weird spot when it comes to their cost and now seing how arm nuke performs it's just not right in terms of use

grizzled atlas
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arm nuke is generally better for rushing unless there are very juicy cor nuke targets

grizzled atlas
harsh egret
grizzled atlas
harsh egret
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but the issue lies in with the cost + damage

empty yew
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Good thing about arm nuke is you can usually nuke twice before anti is ready if its build as a response and not imediately. Or you can nuke frontlines fast to push in. True that on glitt with core nuke you can kill 2 players though.. but still, speed really is important

humble lake
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what is the reason of thugs shooting a projectile in an angle that seems like it can shoot over t1 walls but in fact it cannot when its at range? so their only use case is to play agressive really early against rockos or centurions until llts and walls com up?

grizzled atlas
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t1 walls are so insanely op for cost. as people become more aware they going to warp the unit interactions

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perhaps the 2nd most op unit in the game after the rez bot

grizzled atlas
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Current balance Complaints

Unit Balance

  • Hound is useless in higher level games. Needs a Guass cannon, not a slow mortar shot. You also CAN increase it's speed and reduce it's range. Also it has a substantially high E cost (1:22) compared to other t2 units

  • Mauser/Quaker is OP efficiency. Increase E/BP cost by 20%, +50 range, increased accuracy, +35% projectile flight time, slightly reduced aoe on quaker, reduced speed. This is to make it easier to dodge their shots, but also let them accurately hit porc without ground fire

  • Beamers/Twinguards and repair are too op: Increase BP cost of twinguard/beamer by 15% and E cost by 10%. This doesn't effect the LLT, which is the primary porc used in 1v1.

  • Spybot needs a buff, perhaps 8000 stun damage, 12 second stun time on units (if higher stun time, reduce the radius)

  • Duck E cost is crippling (330/9500 is 1:28.8, same E ratio is as a sniper). It should be 1:20.

  • Sumo is expensive and niche: Increase movespeed by 38->41

  • Hovers are useless besides light hovers. AA hover needs emp resist and e cost reduction. It is very expensive and can be stunned cost effectively by shurikens. Medium hovers need a range reduction and a significant speed increase.

  • Commando is useless due to shuriken. It needs ability to build nettles and at least 80% emp resist.

Mechanics:

  • Repair is too op
    • Centurion and Thugs power is extremely tied to repair, which lowers their ability to receive other buffs like speed to be more relevant on larger maps. It's impossible to make porc tanky right now because it would be broken with repair.
    • Repair is a snowball mechanic, either the unit dies quickly, or it gets repaired for insane value. This leads to all or nothing interactions.
    • Repair is especially OP on beamer, but also shows up on HLT and gauntlet/rattlesnake
    • Repair on t2 units is op. Early t2 vs t2 fight and everywhere is all about stacking repair on t2 units and porc.
strong vale
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When tzar flak?

tardy basin
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pepehmm "Spybot needs a buff, perhaps 8000 stun damage, 12 second stun time on units (if higher stun time, reduce the radius)"
Why 8 000 ? Why not 12 000 ? Have you think about all units interaction with the 1,2 HP of emp damage needed to start emp ?

My spybot balance suggestion still effective btw :
#1353364944350871632 message

grizzled atlas
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yes I'm not convinced 1 spybot should 1 shot stun a tzar (including a leveled 10k hp tzar), without say abusing flanking

crisp bison
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I'd rather have them cost less E and BP, so that people would start making them for the intended purpose (vision)

grizzled atlas
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tzar/banisher power is being inflated by coop rn

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it's good but in a solo scenario you do give up a lot for it.

Forward lab makes it very awkward to upgrade afterwards. Cor veh lab has no utility. Insanely delays first t2 cons.

If they delay with jammer long enough to get their own options they can deal with it

crisp bison
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Yeah, you'd typically be better served solo with Quakers

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doing Tzar solo, you'd have to steal a ton of reclaim to make it somewhat up-to-date

grizzled atlas
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I think 6 quakers can deal with a tzar actually. with good micro. Get someone to send in a tick trickle and just kite it

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with any solo teching stealing metal from front is the way to go

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What I used to do is make 2 quakers into 1-2 banishers (vs cortex)

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quaker is far more effeicient, but banisher is for possibility of sheldons/tzar/banisher,

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it is really hard to micro 2 quakers and banishers at the same time, so you can give the quaker to frontline after your banisher arrives

lunar hollow
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solo rushing is 4 quakers propably, but the amount has been inflated by everyone pressing sliders

tropic aurora
tropic aurora
grizzled atlas
grizzled atlas
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i rather they just buff bots and make vehicle movespeed penalty harsher on slopes

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Vehicle impassable terrain = Black and White
Vehicle slowed greatly = defender's advantage for bots but vehicles can claim it eventually if undefended

west birch
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That doesn't matter regardless, if a map has practically no relevant slopes. Like supreme/atg dont

meager blade
grizzled atlas
gentle wasp
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Banishers should be able to one shot a spooder.

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To call banishers a "burst" unit in their current state is laughable. They either need more aoe, or higher damage. Cor has nothing like sharpshooters, or starlight to punish naked t3 rushes like arm does.

Thank you for coming to my TED talk.

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While we are at it. Catapults should have the equivalent of an LLT to defend against ticks given their energy/metal costs.

spark locust
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Core veh is meta in the upper echelons so giving banisheur even more power would be quite silly

grizzled atlas
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banisher already handily beats spider, after the spider nerf

lunar hollow
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Banisher is just a joke vs starlights that's all, can't really fix that without making banisher OP

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And the supposed counter from the lab wich is tremor is not easy to get quick and is kinda clunky, starlights can be rushed at any time with estorage, it's just not usually worth it to do it at 5 minutes but it works

empty yew
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I think in specific maps a couple units will always dominate which arent OP otherwise. Glitters is so packed you cant bust starlights with tigers but on many maps such a tank push is a threat

grizzled atlas
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On larger map heavy tank better than starlight and banisher is good at supplementing / countering heavy tank

By big I mean you have to walk a while to attack important targets

cinder field
# gentle wasp To call banishers a "burst" unit in their current state is laughable. They eithe...

Cor has nothing like sharpshooters, or starlight to punish naked t3 rushes like arm does

People forget about the Skuttle which plays differently than sharpshooters but I would argue it is almost always a better way to punish t3 rushes than sharpshooters. It's much better against marauders at least and two skuttles are very good against Razorbacks/Karganeth too. And as a bonus, they are fairly good against sharpshooters and starlights and against all kinds of strong units.
I'm not saying cortex doesn't need a unit like sharpshooters, but they already have a very good unit which can be used very effectively at least defensively so arguments should take that into account to be more convincing.

grizzled atlas
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@west birch Is there any intentions for the cortex bot lab opening animation? The 2 or so seconds it takes to open = 300 bp which is quite a big deal so early.

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intuitively it doesn't make sense for new or veteran players to have only 1 basic lab have an opening delay.

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i remember Hornet hotfixed it in in one of the patches

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arm bots might be the only lab that doesn't have a delay

west birch
# grizzled atlas <@269238046363222016> Is there any intentions for the cortex bot lab opening ani...

no intentions. We discussed it at some point, mightve been Hornet who brought it up.

Factories don't need to be uniform in script or cost, as long as they're overall balanced (unit roster is the biggest thing ofc, but comparing just factory stats, cortex ones are cheaper). The opening time adds a little uniqueness and flavor imo. Cortex veh plant also has a notable opening animation, even if not as long as the bots.

Iirc we decided that the factories should keep open once they're open, to not give a penalty for momentarily stopping unit production. But nobody actually implemented that I suppose... If somebody feels like doing that, you have my blessing

grizzled atlas
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yeah definitely not have them close when you stop production. An analogue exists, it's planes landing automatically when you stop them -- and it sucks
Having them close would also make the optimal play building someting + wait the lab, which is unfun micro.

meager blade
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thug 2 strong need nerf fr fr thug walk pretty strong

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source: trust me

grizzled atlas
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side effect of LLT bp buff + repair

strong vale
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LLTs are fine

cinder field
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I'm still a bit salty that mex got a HP buff, LLT got a BP cost buff, exploiter is both units in one and received neither

hollow dawn
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exploiter is still good though

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it was just very good before

strong vale
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exploiter is fine as well

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You can't focus it down as fast it's 2x hp of llt i think

hollow dawn
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and it's more than twice as easy to get self-d vs raiders

grizzled atlas
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exploiter has the hp of a twinguard but weapon of an llt

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basicallly it's weaker than a twinguard in fire power but makes up for it in protecting the mex and being extremely cheap in bp cost

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1030 bp vs 4800 bp

tropic aurora
gentle wasp
normal iron
cinder field
# gentle wasp The counter you're describing requires give E and BP investment for a kamakazie ...

Neither works in all situations. Like sharpshooters are great at glitters rainbow lane and skuttles are not (because radar), but at the same time skuttles are great in the canyon while sharpshooters are not.

That it's a kamikaze unit is not a big deal, not if we look at value gained. I can't know for sure of course but my guesstimate is that the average skuttle I make destroys about 4k metal. It's by far the most cost effective and valuable unit for me at least.

But to be fair, I don't use sharpshooters often while I use skuttles all the time so I might be biased. Still, there's no question in my mind that skuttles are very relevant in balance discussions related to t3 counters.

silver gulch
gentle wasp
stray oasis
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@mitvit can u pls consider decreasing cormando cost next patch since it is literally one of the least used units in game, maybe if cheaper people find ways to introduce into meta

grizzled atlas
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plz give it nettle build list and 80% emp resist for starters, dunno why a 1200m t2 unit can be dealt with with 2 amove shurikens

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it won't be broken. at worst it will make people paranoid build llts in their base

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which is nothing the skuttle doesn't do already

stray oasis
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its a fun high octane high apm unit it should be whacky overall

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but losing the entire fun to 2 shuri rip

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if it loses to shuri it should be way cheaper imo

harsh egret
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@grizzled atlas whats the latest proposed unit tweak option?

fast obsidian
chilly heath
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Ehh it's already more than 2. Seems math is more complicated.

grizzled atlas
harsh egret
grizzled atlas
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Laser fall off from shuirken probably

chilly heath
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Yeah I forgot laser falloff.

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So more like 4 shots -> 20.

grizzled atlas
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I don't use commando but I know they are 100% unviable atm except for maybe an expensive but good underwater vacumn cleaner

fast obsidian
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might be too high emp resist but yea could be nice to have it not countered by a single shuriken in 2 secs
plus Dolfy isn't playing anymore to abuse Commando

grizzled atlas
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Shuriken isn't the designed counter for commando just like it isn't the designed counter for pincer/sala

chilly heath
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It is quite meme unit yeah. Not entirely sure how to fix. It might be one of those units that once you "fix" it people start using it every game and it ruins every match.

grizzled atlas
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It's a brute force option

grizzled atlas
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Or is the unit just too annoying to play against

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People use skuttle all the time it falls into a similar category imo

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It's like a Yolo fun button, that's annoying to play against but fun to use.

chilly heath
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You have to consider if a strong commando would be fun gameplay yeah. The mechanic where you build mines next to afus is pretty stupid tbh.

grizzled atlas
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If you have an afus dying to commando is skill issue

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Surely...?

chilly heath
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Surely yes.

grizzled atlas
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Commando doesn't have to be strong it just has to be viable

fast obsidian
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Nettle + emp resist would make it too op that's for sure

grizzled atlas
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You should be using spam to clear it not shuirikens anyways

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If it builds too fast nerf the bp

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I think we can agree that shuriken being a point and click answer to commando is boring gameplay (easily possible even with emp resist)

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So if commando is too strong then make it easier to stop with other units

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Less bp or slightly less speed

chilly heath
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Yea we'll give it some love at some point. The age of the commando will come.

grizzled atlas
#

T2 gunship shut it down ez but you can probably use the window before enemy air gets t2.

strong vale
#

How about cloaked commando? Which can build tzars

grizzled atlas
#

Pov: armada player wakes up and the world is never the same again

meager blade
#

why do people have ?? as their os

cinder field
hollow dawn
#

I guess because that would require work to model an AA weapon

fast obsidian
#

AA on commando would be too very op but might as well do it, it's not like the balance isn't broken anyways

pearl merlin
#

The age of the commando will be fun

#

But also kinda toxic lmao

fast obsidian
#

They have proven they don't mind reducing the player base with dumb changes, commando would qualify perfectly as well.

empty yew
#

I think lowering commando price is a step towards players trying it more. After that we can see better where it under/over performs

#

Problem is that usage is so imcredibly low its hard to gauge the power

grizzled atlas
#

If commando price is 1000 I still make 2 shuirken and deal with it

#

And if you have air control you should just be bombing or using gunships or drops

nocturne quail
#

commando needs 2 flack and 3 sams confirmed

west birch
#

the existing commando weapon could also be allowed to target air. Wouldnt help much vs bombers etc, but could 1-shot shuriken when they get close

#

Still easy to overwhelm them with shuris if you have enough, but it'd give some fight at least

grizzled atlas
#

would it defeat t1 gunship?

west birch
#

would beat more than one. At least with current stats, the commando weapon actually does full damage vs air... it just can't target them now

jaunty ore
#

Hornet and I made that change in his balance pack and they do well vs trickling shuri's and can be like 1-3 t1 gunships, still get murdered by t2 air. Which I think was good. And like 5 shuri's still stuns 1 commando.

#

Plz help Gunslingers too, meta thread on that!

sacred goblet
#

I kill razorbacks with just stouts and blitzes

tropic aurora
meager blade
#

Is it just me or do vehicles be getting stuck on a single wreck and no matter how u move it it doesnt get unstuck

ancient lance
#

also shuriken still a bit too strong what it is
too cheap and too fast to build
so either a nerf in the dps or a speed reduction?
or make them a bit more expensive metal wise?

#

gunship can't realy compete vs shuriken

toxic island
#

shuriken succ dicc

scarlet mirage
#

maybe buffing them a bit but also making them more costly could be good, makes building them a bit more of a comittal decision

ancient lance
#

more costly could be good because atm if you have the eco or the bp you can make like 20 and remove any leak problem

ancient lance
# toxic island shuriken succ dicc

depend on the situation
it's still like a free stun for the most part and doesn't cost that much so you can just do fighter shuri fighter shuri without having any fighter wall problem

scarlet mirage
#

at the same time its kinnda annoying how many shuri will die to a horde of incisor before they halt its progress

ancient lance
#

also still advocating for a a nerf of the scout dps
tick/ rover / rascal or remove the flanking damage on them

hollow dawn
#

yeah you need way more shuri to kill incisor, pawn, etc now

toxic island
#

who wins same metal shuriken or same metal pawn and incisor kek

grizzled atlas
#

Use your lord and savior the llt or exploiter bomb

hollow dawn
#

they big nerfed compared to before and also set target micro is very good vs shuri

grizzled atlas
#

Shuirken are op tho a few units can resist it okay

scarlet mirage
hollow dawn
#

you do set target circle drag

ancient lance
#

like i kinda agree when aa come you way shuriken will get shredded

#

mostly in team game but in 1v1 they shut down so many path for raid it's not even funny anymore

hollow dawn
#

they can seem stronger when you don't set target because they're lower priority than ground

#

but actually it's worth killing them asap with pawns etc

scarlet mirage
#

yeah you really wanna kill them first

#

that is also when cicle drag is likely to capture enemy ground units

#

so ur back to trying to click on them ;_;

ancient lance
#

also the eternal discussion of pawn vs grunt with grunt being still way too good
i'm thinking that the solution and the most easy one would be to do something with the centurion faster or cheaper and making it like a unit to combo with pawn
you can stop xfactor xD

grizzled atlas
#

I don't think the grunt is way too good. On certain map against 50+ os yeah it's hard to do pawn vs grunt but it's also hard to grunt vs incisor

ancient lance
#

the only limit is kinda the micro of them

grizzled atlas
#

If you insist on playing 1 lab it will be rough on some map imo

ancient lance
#

Yeah i completly agree about it but it's mostly because of grunt vs incisor matchup work incisor having the old range 230 vs 210 and more speed so it's still a micro battle with higher damage if you make a ball of incisor it's just gg

grizzled atlas
#

There's good map for arm bot and then there's good grunt map

west birch
#

could try nerfing shuri, and nerfing pawn/grunt/incisor... dmg vs air. So keep those matchups somewhat similar but shuri would be worse vs heavier units.

But they're in a decent spot rn overall

hollow dawn
#

I have an idea for equalizing the grunt-pawn matchup: we start by increasing pawn/blitz projectile velocity so chasing isn't as hard

hollow dawn
#

and then that frees up other stats on grunt to be increased maybe

toxic island
#

pawn still giga imba, claps grunt all day and he want grunt nerf kek

hollow dawn
#

plus stat nerfs on pawn

grizzled atlas
#

It's like marine in sc2 or zerg in bw. With perfect micro it's unbeatable but it's the job of the other player to split their apm

ancient lance
#

i don't want a grunt nerf xfactor i just think it's a okay matchup with pawn but at equal level you kinda get kite to death even with 6 extra speed on pawn
so the idea is just having centurion being more easily available to stop a full on grunt spam

grizzled atlas
#

That's the one situation where grunt is best tho

#

Map traversal* raiding, killing com, killing heavier unit pawn is better

scarlet mirage
#

and killing llt faster kinna big deal

ancient lance
#

pawn are better at killing static than grunt

grizzled atlas
#

And cons

fast obsidian
#

pawns are super op past the first minutes and i like it, can snipe commander with 5 pawns again and wreck most units in the game with them, it's kinda chill.
Grunts only have like 2 or 3 minutes window of being usefull.

scarlet mirage
#

enemy makes grunt usefull by making tick and thats it lol xd

grizzled atlas
#

Dying to grunt feels awful but kiting is what it does. Map was grunt favored or you failed to split their apm before commiting

west birch
grizzled atlas
#

Well, they would need a respec because they are strong in lane and small map already

scarlet mirage
#

at the very least plasma bots should do a better job of zoning light bots

fast obsidian
#

oh yea lets break the balance for 90% of the game so 1v1 gameur can play something slightly less terrible, sure

grizzled atlas
#

Can't just straight buff them

scarlet mirage
#

i think that if you buff plasmabot accuracy its not gonna have a big impact on 8v8

grizzled atlas
#

Uhhh it matter when fighting light unit and dodging com

ancient lance
#

the balance in 1v1 is already pretty tedious
scout spam for 1-2 minute follow by a pawn / grunt spam
other unit exist but like who use them? In a normal open map (mostly bot one cause veh you kinda use all of them at least pounder / whistler and maybe janus if you feeling generous for not missed any shot )

grizzled atlas
#

Projectile speed is like the only weakness of thug

toxic island
#

time to make thug hitscan

hollow dawn
#

thug is quite strong in combat stats, it's just speed is too slow for larger 1v1 maps

grizzled atlas
#

Thug strong because of the giga repair

#

Without the repair it's just fine

fast obsidian
ancient lance
#

1v1 feel kinda nice when you go t2 but it's rarely the case and can end up in a t1 spam somwhere

fast obsidian
#

yea not many people enjoy making raiders units for 15 to 20 mins
this game only fun when you unlocked t2 and can play the real game

#

but with how 1v1 maps are design you never gonna get a real game mode

#

it has nothing to do with units but whatever

grizzled atlas
#

Technically it can be fixed with map design

ancient lance
#

if you talking about 1v1 map being realy big and with many raiding path i can agree

#

if we look into it for 1vs1 it's the t1 being too prominent and in teamgame there isn't enough t1 (for some people )

#

so what can we realy do

half scaffold
#

Delete 1v1, 3v3, 5v5, and 7v7. No odd numbers allowed

fast obsidian
# ancient lance so what can we realy do

idk but unbalancing the game mode that is being played by 90% of the player base isn't the way to go but like i said they already don't mind breaking balance randomly so if they do it for balancing 1v1 then it actually would be an improvement over the non sense they have been doing.

next hawk
# grizzled atlas Technically it can be fixed with map design

I think this is a really understated point. SC1 (broodwar) virtually never got any balance patches yet is considered perfectly balanced despite have 3 completely different factions and having a competitive scene for over 20 years. This is because any perceived imbalance issues were handled by changing the map pool.

grizzled atlas
#

the question is "what size map do we want to be standard and diverse for 1v1"

hollow dawn
#

there's lots of unexplored space in map design even in just 1v1, it's just that making maps is harder here

verbal yacht
#

There should be more 1v1 maps where expansion routes exhaust relatively early so that games are more decided by attrition/strategy than nonstop raiding for 20 minutes

#

I think it’s a big part of why people like 8v8, it’s not necessarily just that everyone else is playing 8v8

next hawk
# grizzled atlas the question is "what size map do we want to be standard and diverse for 1v1"

Well, what is the ideal gameplay are we aiming for? IE how long should t1 phase be? How long do we want raiding to be viable until players are forced to build something else? What are the factors that affect this? I think map size is one of them, but map features (eg choke points, cliffs, water, etc), the amount of metal on the map, available reclaim, and so on would also affect this.

From what I can see, the most popular 8v8 maps (glitters, istmus) have raiding last for up to 4-5 minutes than t2 naturally comes out between 6-10 minutes.

I think it's fine that there are maps that play out differently than this but it would be a mistake to make balance changes simply because the raiding phase on a particular map that is a flat open plain is just too long.

grizzled atlas
#

yeah it's an open ended question

#

is supporting larger 1v1 maps important to the playerbase? can it be done without messing up 8v8

#

If it were up to me I would disregard any balance complaint on flats and forests

#

the map is just as extreme as straits (when it comes to land geography only) due to being such a massive flat plain that obviously tiger/stout/fast tank will dominant

#

Need to take a more reasonable map (say 60% flat plains), and then see if bot vs veh is balanced

next hawk
#

What I'd like to see is an official map pool where balance discussions are to revolve around. I think a lot of people are basically talking over one another during balance discussions because people have drastically different experiences based on the maps and game modes they like to play.

On istmus, for example it's basically standard for pond to act as a battery and everyone seems fine with it whereas on glitters you're a dirty commie if you try to do the same thing.

grizzled atlas
#

on the other hand glitters does heavier tech funneling. and recently adopted the cursed but effective rainbow con commie

strong vale
grizzled atlas
#

If BLT has problems cracking the spybot case maybe community should start designing and testing

#

There's no point in discussing endlessly but I'm sure some useful proposals can be found and testing done.

subtle jasper
#

There've been a few ideas floated. Non exhaustive list

Give up and rebalance cost around weakass emp with intent to make it primarily a scout unit.
Make it fire a strong one-shot-one-target emp gun with long-ass reload, and decloaks after firing for a while.
Return strong aoe emp and long countdown timer but decloak it while it's counting down.

grizzled atlas
#

It is indeed a design problem,

  1. decide what the unit should be primarily capable of doing and countering
  2. find solution that fufills that
  3. ensure there is counterplay if appropriate

then test/balance after

west birch
#

The script limits how much you can test different things, you can't tweakdef a weapon on it atm.

And I'm loathe to adding too much stuff into a same modoption

grizzled atlas
west birch
#

It's scripted to die after firing

grizzled atlas
#

good to know

grizzled atlas
#

seems best to test them separate

verbal yacht
#

I thought you can tweak spybot death blast just with some hoops to jump through

#

too lazy to define own weapon, but there’s a similar enough legion emp explosion you can use xD

#

er, not legion. Raptors I mean

tropic aurora
#

I liked my emp tweak. Spybots had negative edge, much higher damage, and all units took much higher damage to stun for the full duration. E.g. Instead of 1xhp for stunned, and 1.5xhp for 20s stun, make it 1x HP to stun, but 5x HP for 20s stun. Making T3 merely stagger, T2 stunned for a handful of seconds, and T1 stunned for a while.

Also means it takes 5x as many shuri to keep a raiding unit locked.

grizzled atlas
#

I agree that 1x hp = 0 sec , 1.2x hp = max duration is too extreme

#

should be something like 1.5x or 2x hp for 10s stun

tropic aurora
subtle jasper
#

Wow. Reading that thread was saddening.

fast obsidian
#

Let's keep spybots out of the game permanently, it's so fun to have fayboy and tzar be able to roam everywhere they want freely.
Game has been a lot better since that change, good jobs lads, it's nice to know balance team is doing a good job and not ruining gameplay for every single high OS lobby there is still left.
Surely this helped the high OS leaving.

jaunty ore
#

Can we fix the lame ass strat of cloaked coms walking out of sea under a sea jammer, it's range is totally busted for being a mobile jammer

#

Or give players a way to notice it, like making coms trigger anti stealth when they're jammed and cloaked, it's such obnoxious gameplay

tropic aurora
jaunty ore
#

if com doesn't show up on it the same low iq gameplay will continue

shadow cedar
#

I dont see why coms should be excempt from anti stealth.
But i have strong opinions on hidable commanders in general.

tropic aurora
#

Everything will turn up. Even... Crabs and penguins at the moment.

jaunty ore
#

T2 radars provide perfect radar accuracy! What does that mean for the pin pointers? I agree T2 radars need something, they're so expensive, provide not that much more radar, and are still junoable so they feel pretty trash atm.

grizzled atlas
#

juno disabling radar/jammer towers continously in an area seems like the best part of juno rework before
It removes the minigame of "I can ignore juno's effects if I just rez/rebuild the tower instantly". This comes up late game, for example there was a game where I had a juggernaut on the shore and I juno'd but the player rebuilt jammer in 4 sec so they were back to jammed again.

#

Also removes the chore of rebuilding towers, and t2 towers being destroyed by a "tactical" weapon

tropic aurora
eternal osprey
#

If pinpointer gets removed would t2 radar plane and/or support ship get the t2 accuracy? Mainly ask because pinpointer is pretty useful for coastal bombardment and on many maps there isn't land to place t2 radar to cover typical navy bombardment locations.

Just looked at the PR and there is a note about not forgetting navy so I assume it's being considered but I don't see any details.

strong vale
#

What if pinpointer goes to orbital vision. Like you project a beam and it spots an area. If there is jammer in range it "blocks" this beam. This jammer can't be junod. It would be new building. I am giving too much ideas.

meager blade
#

Juno not op juno kill jammer boo hoo wait 15 secs build another

ancient lance
#

the major problem i saw with cortex vs armada is that you aren't realy pressure into making fighter fast vs armada as cortex
because the gunship doesn't do anything much while shuriken can emp a whole army in 5 second
so basicly you kinda have to do a second lab which will be either realy good if he make air too or straight up useless

jaunty ore
#

Shuri are so strong, and can be made in reaction to a raid or leak. Which is a bit bullshit, if you want to defend yourself from bombers it's pretty rare you have the capacity to throw up enough AA to defend yourself from them in the time between they've been spotted and the time it takes them to get to your base. IMO shuri should be nerfed in their capcity to get places, so a huge speed nerf coupled with a hp buff, I don't wan't them to be useless, but they're ability to be made in reaction without needing to even think about whether you might need them and with no need to position them because they're so fast makes them so easy to use without any tactical or strategic thought. Enemy leak, make shuri, stop all damage cause shuri stop them. Completely different if you we ready for the leak with your 5 shuri, that actually requires watching the game and thinking ahead.

eternal osprey
#

I do think theres a lack of people who set target on shuri when they can too. They always get low target prio for g2g units but grunts/incisor/med tank balls even can kill them faster than most think if you set target.

Helps a lot more in 1v1 where you have more units to work with but still don't see it often enough I feel. Repeat micro on the shuri helps against this a bit but outside of a couple dozen folks I don't see that much either.

(not saying shuri not strong but there is a bit of micro counterplay that isn't used enough)

ancient lance
#

Its also a very cheap way to like completly negate t2 push

#

The biggest problem imo
You can infinite stun and it s high dps
Arm does have his EMP but it s t2 and does cost a bit

#

The problem is how easily available it is and how fast it can stun

#

If the shuriken are upon your army you can say goodbye to it

#

It s gonna bé weird opinion but make EMP unit availsble at T2 only?

#

Because shuriken is just too strong because the EMP is too strong

#

And EMP as a whole is a game change because you always have unit available to kill or push EMP unit

jaunty ore
#

I remember hearing a proposal to make EMP not completely disable the unit, I think it was going to just disable it's movement maybe reduce it's attack speed? Which would make stunning ship fleets a lot less devastating, it would also mean emping AA would only do so much as it'd only stop moving but still attack the air units. Idk.

#

Your idea about EMP only being T2 is interesting but it leas me to think that a Weak and Strong EMP distinction could be interesting, Shuri inflicting the weak could just disable movment and then the T2 EMP like EMP missiles and Stilletos could still do the current the EMP. Just throwing shit out there tbh.

eternal osprey
#

Honestly I never liked emp in the first place, I'd be happy to see shuri changed into t2 and get something different in t1

tropic aurora
ancient lance
#

if the unit could run away it would at least be something

crisp bison
#

Can you elaborate to what extent Shuri EMP is game-breaking? How can they stun entire armies? Doesn't AA units supposed to help with that?

pearl merlin
#

just reduce stun time on shuriken to 3-5 seconds

#

so that a larger group of shuriken is needed to stun an army rather than 1 shuriken being able to stun 2-3 units

#

1 shuriken shutting down 3 rovers is a bit overtuned

empty yew
#

I think EMP would be better if it only disabled weapons/buildpower/energyproduction etc, not movement.

Would dodge the OP issue of feeding armies and could even be used more in such rebelance if needed

tropic aurora
eternal osprey
jaunty ore
tropic aurora
eternal osprey
grizzled atlas
#

suggestion i had was shuriken has charges on its weapon so it fires slower after 4-6 shots

#

lets you use shuriken to catch leak and ambush army but not lock it down forever

tropic aurora
#

My one did the same a different way. Same effort to stun but took 5x as many shuri to keep a unit locked down.

empty yew
#

Disabling movement would have issues with consistency when EMPing stationary stuff. Better to disable abilities, weapons, active stuff IMO. Also fixes the "raiding = feeding" issue

lunar hollow
#

It wouldn't be inconsistent if you changed all the EMP beams only

An EMP as we know it is usually a field anyways and not a beam so it would make sense if abductor shuri thor side lasers etc only disabled movement and got renamed to tractor beam

meager blade
empty yew
meager blade
#

Idk if i would even consider emp if that happened i mean why would i choose to invest in something that is supposed to benefit me but ends up not really benefiting cause they just run the units away and my emp got no value cause my units couldnt catch up before they dove back into unstunned units or static. I dont think it would balance it i think it would make most emp stuff except for shuris irrelevant even shuris would lose alot of value cause now they have to attempt to not only keep up with ticks but hit them constantly while ticks are just running around that would be micro hell

#

I assume the biggest issue you have is shuris and abductors why not just lessen the emp value so it doesnt stun as fast

#

Of said units

empty yew
#

Personally i would make it stun weaponry, bp, E/M production and abilities, but also slow down EMPd units by 33%. I think a lot would die but some could escape. Emp wouldnt be so black and white which IS an issue

meager blade
#

How would this effect naval fights

scarlet mirage
#

ppl play navy?

shadow cedar
#

Why make emp a wishy washy silence?
I know its strong but just make sure there is sufficient counterplay. Maybe give t1 aa a bunch of stun resistance.

Game is better with interesting units that are good at their job.

The part that seems op to me and does not make sense...
It takes 7 shoots to fill the stun meter on a cortex medium tank. But only one shot every 6 seconds to refresh the 6sec stun.

Why not make the shuriken work the same for each stun?

Many games even have stun resistance after stun to prevent chain stunning. Something like that would make sense to me instead of removing all stun from the game.