#Season 2 balance feedback
1 messages · Page 7 of 1
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
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.
sorry are we playing the same game? quaker is 400/4000
i think you are talking about banisher
I'm talking about Mauser
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
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
when supported vehicle arty kills more stuff than sheldon
are are also less vision dependent and can splash cloaked coms to an extent
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
nuke bomber + stiletto need big nerf
sheldon are more dodgeable by t1. due to low splash
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)?
#1411526418067882054
long list of stuff removed
other devs did fix it
its the gdt that didnt like them
gdt?sorry i dont know that abreviation
game design team
I admit they added a lot of jank and are truly rarely used. The coolest version had to be the aircraft carriers
If there was anything that could make gunships great
dang I forgot about those
bot spybot nerf absolutely killed the early t2 unit interactions
it's almost as if people have been saying that since the very first posts in this thread in March
maybe it means that we should buff it instead of talking about it o m g
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
also iirc it explodes now itself if its hitbox touches any unit so thats even more broken rip
its like the season 2 "invisible threats" nerf just incentivized ppl to build more resource concentrated units instead of building a lot of t1
@wintry pelican op faf gaymeur save us
even cortex has op beetles cmon
I try king
I would also add Cortex not having ticks or cents in T1 does make for some lopsided battles early.
And Janus >>>> pounders
Indeed it is
I feel like sniper should get buffed 20k energy to 15k
Sniper is pretty brutal to make on maps with lower wind than ithsmus ngl.
Counterpoint sharpshooters contest with t3 they are in a good spot
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.
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.
Yeh can't see making snipers easier to produce being a good idea. Having them last a bit more could be ok tho.
Play some dworld ffas and you'll be begging for sniper nerf instead of fatty nerf
not if you have a catapult
140%(?) movespeed roads and butlers is one hell of a drug
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.
Right but we need to apply it in a sense of which mode is most played idk I just think it cost alot
Ye I agree ^
Sick knitpicking but i was referring to the t3 its often used for such as maras, shivas, razors and demons
Even enough of them will threaten a titan
It doesnt make sense to send t3 naked snipers become absolute when titans are out or catapults
Why do you think balance changes need to be applied for most played mode? We can't balance the whole game around 8v8 isthmus/glitters. Besides, at 'high level' the most common played mode is Duel according to bar-stats.
Agreed doesnt mean it still wont do massive damage the point im getting at is the unit is worth the cost making it any easier to push out would throw off the entire meta
Not every unit needs to be great for every game type
Even in duels its not used or small teams as much as it should imo
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
also this is a response to the person who said it would be a nightmare to play against them in ffa
^^
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
I also would support what chrono said more hp or some sort of buff overall would be sweet
Debatable. Overall better in what way? 50 more range, while paying twice the energy per shot? Being unable to turn around on a dime? Almost twice the cost in metal is kind of a big deal. These two are quite different, and the cost difference covers it fairly well.
It's a liability without support so you either use it in low numbers as long range dps or for commited push
sniper costs about 980(?) converted, starlight is 1464 converted
starlight just has good fire rate and hp for a long range unit, anti-overkill
Devs have said multiple times they dont want monocomp units they want something that requires another unit
Starlight is not a mono comp you have sl + pawn 
Secret melee weapon
Like Cluster munitions vs dumb bombs? hmm Could be a firing mode 🙂
Not sure what cluster munitions would mean on this context. I'm thinking of simply replacing the aoe death explosion with a emp beam weapon that targets a single unit
If unit modes weren't frowned uppon i would suggest spybot having 2 modes of selfD: single target strong and AOE weak (for t1)
Or if aoe is kept as is, but the single target it hits gets emped more strongly
This shouldnt affect mass t2 or t3
replace ghost selfd emp with a very short range high burst single target emp weapon that decloaks the ghost for a short time
similar to gremlin weapon but emp
suicide units are stupid
a suicide unit will always be either op or too weak
Webber on crack???
#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
Invisible suicide unit also doesn't let a newbie even know what hit them
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
yeah I agree
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
it would make it feel more like a real unit
instead of a weird spell you cast
Sounds unnecesarily complicated
What's complicated about having a weapon
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)
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
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
or have seismic detectors not insane expensive or built into some units (like mobile radars etc)
skuttle has OP emotional damage stat too
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
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
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
And also auto-target seismic signatures (if you need it to be different then just amp up the (radar (not radar)) drift)
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
It's just that it shouldn't be about seismic signature. Just make Jammers neutralize stealth in active range.
At that point, the only problem is Juno's, which should've been reworked long time ago anyway.
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.
Code anything basically that will result in spybot meaningfully stunning (=/= 0,2 second stun) tzar and fatboy
And lets brainstorm from there on
It's nice to see the spybot able to stun a bull for 0.1 sec, really top notch and precise balancing.
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
low AOE, high EMP damage, high cost for the unit
make it not profitable to EMP average units, so when someone sends average units ahead its very costly whenever spybot gets spotted
it works with scuttles too, hitting only a few LLTs or grunts/thugs feels very bad when you use a scuttle
It's not the emp it's that there's no counterplay since you can't see it
one of problems withspybot yes
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
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)
I see this brought up a lot but there's ticks you can use. Spybotting around players that protect units is hell when you're banking on that stun to survive. Seems balanced to me
It was a very unfun micro chore (imo) necessitated because spybot had outsized impact
countering spybot with ticks is way more expensive than the spybot
Gremlins and com under jammer range neither..
It is why ICS exist
juno deals with cloaked com. gremlins are stealthy except not against sonar
short range seismic detector on spy bots maybe? Maybe only if turned on and stationary for a while and for extra E upkeep?
also same for minelayer, maybe for the cameras, maybe for the advanced radar? Could be balanced by making all of these very short ranged
Thanks for the lesson. This 700 mass cost short range immobile structure + t1 lab + nano + gruntspam will surely save my early t2 units on enemy side of the map from being emp'd
They could add detection to mobile antinuke but they rather just delete it coz they tired of getting outplayed
Next lesson :
You can make your t1 lab auto rez things with ALT + F move on a wreck
You either make the spybot capable of stopping the rushed t2 or not, but it seems that rushed t2 is all the rage. hard to have both worlds
you can still rush t2 but spread all your early t2
Like I said, Spybots need counterplay. Currently there's none. You cannot counter something that you cannot see or ward against. And no, spamming is not the way to go about it from the design perspective.
If there's counterplay, then you can make the Spybots as strong as the unit cost would suggest.
oh rip there were no counter plays, unluck
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
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
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
Tells you a lot when some a dev rather remove a unit to stop getting rekt than improve at the video game, wcyd
it was stunning razorbacks for 15 seconds bro come on
I think they should be stunned for 30
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
its not necessary at all tho, its still possible to make anti stealth even while attacking its just a bit annoying
You clearly dont play me in glitters i abuse gremlins
how do you spybot anti nuke?
8 gremlins>1 afus
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
They made antinuke stunnable through one ghost bot again
Its been doable again
Can you stun antinuke with a emp launcher?
Does it shut the shield down?
Always wondered about that
But yeah 8 gremlins can change a match
Maybe the interaction No stealth detection -> Spybot op and continuous stealth detection -> Spybot useless is to binary. You could add skill expression by adding stealth detection as a skill, like yuno for radar.
If you want to push with your razors you can check for spybot but you cannot permanently create a safezone.
If only Jammer fields can negate stealth, its not a binary situation. Do note that the main purpose of Spybots is spotting, not disabling.
But yes, if you provide no means to detect and destroy spybots at all, they will be technically OP, therefore you'd have to keep their EMP strength low and cost high.
can we buff arm nuke
Arm nuke strong already, the speed and cost makes up for it
When i was in a nuking phase, arm nuke was superior in my experience
Can confirm arm nuke better in 75% of cases
Idk but this seems pretty weak
yeah but that's totally in your control. intel issue
what
chrono it was a direct hit. those should've literally died
or if they knew where the afus was just click on the afus dead on
it wouldn't matter either ways + there's instances where the nuke hits the mountains if you directly target the afus
yeh i didn't think of that case before
well, when you are in situation with multiple afus sure go cortex
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
arm nuke is generally better for rushing unless there are very juicy cor nuke targets
it's probably because glitter is a bad nuke map you can cover most of the team with 1 anti. In generaly nuke is pretty strong on larger maps
1 anti isn't enough to cover everything you need like min 4 to ensure every area on the map is covered and those need to also be placed acordingly
yeah but in a nuke rush scenario the point is not to cover EVERYTHING, but cover enough targets that the nuke doesn't get sufficient value to stop you from winning over all
remember, a nuke's payoff is delayed by the build time + 2 minutes, + 2 minutes everytime afterwards. and every nuke costs about 1000/120000
but the issue lies in with the cost + damage
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
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?
t1 walls are so insanely op for cost. as people become more aware they going to warp the unit interactions
perhaps the 2nd most op unit in the game after the rez bot
Current balance Complaints
Unit Balance
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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
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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
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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.
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Spybot needs a buff, perhaps 8000 stun damage, 12 second stun time on units (if higher stun time, reduce the radius)
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Duck E cost is crippling (330/9500 is 1:28.8, same E ratio is as a sniper). It should be 1:20.
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Sumo is expensive and niche: Increase movespeed by 38->41
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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.
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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.
When tzar flak?
"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
yes I'm not convinced 1 spybot should 1 shot stun a tzar (including a leveled 10k hp tzar), without say abusing flanking
I'd rather have them cost less E and BP, so that people would start making them for the intended purpose (vision)
tzar/banisher power is being inflated by coop rn
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
Yeah, you'd typically be better served solo with Quakers
doing Tzar solo, you'd have to steal a ton of reclaim to make it somewhat up-to-date
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
with any solo teching stealing metal from front is the way to go
What I used to do is make 2 quakers into 1-2 banishers (vs cortex)
quaker is far more effeicient, but banisher is for possibility of sheldons/tzar/banisher,
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
arent 6 quakers more expensive
solo rushing is 4 quakers propably, but the amount has been inflated by everyone pressing sliders
Yeah. See the above Quaker v Sheldon discussion. T1 walls block Sheldon shots easily.
Thoughts on: Should repair cost more than just bp?
Doing damage is free. But replacing units is not. Even if it was some nominally small E cost that would be significant for the E expensive T2 towers and rushed T2 units. While not being a big burden on more metal dense T1 units like thugs and brutes.
yeah but less e, by the time the tzar is walking your first 2 quakers should already pay for them self
well this is where you make t2 units not so free damage on t1 units
i rather they just buff bots and make vehicle movespeed penalty harsher on slopes
Vehicle impassable terrain = Black and White
Vehicle slowed greatly = defender's advantage for bots but vehicles can claim it eventually if undefended
That doesn't matter regardless, if a map has practically no relevant slopes. Like supreme/atg dont
Read bring back gauss forum 😉
Of course, not talking about atg/strait
Banishers should be able to one shot a spooder.
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.
While we are at it. Catapults should have the equivalent of an LLT to defend against ticks given their energy/metal costs.
Way?
Core veh is meta in the upper echelons so giving banisheur even more power would be quite silly
banisher already handily beats spider, after the spider nerf
Banisher is just a joke vs starlights that's all, can't really fix that without making banisher OP
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
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
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
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.
@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.
intuitively it doesn't make sense for new or veteran players to have only 1 basic lab have an opening delay.
i remember Hornet hotfixed it in in one of the patches
arm bots might be the only lab that doesn't have a delay
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
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.
LLTs are fine
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
and it's more than twice as easy to get self-d vs raiders
exploiter has the hp of a twinguard but weapon of an llt
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
1030 bp vs 4800 bp
Exploiter got cortex con build power buff.
mega annoying gameplay
The counter you're describing requires give E and BP investment for a kamakazie unit that gets countered by a cheap T1 radar. (I still say T1 radar shouldn't detect skuttles)
But meanwhile the enemy gets to have a unit that can do what skuttles do without killing itself.
Plus if they send spam with it there's no way to priority target a back line unit like sharp shooters can etc.
lmao the entire team wasting metal at minute 6 wtf happened that game
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.
repair under fire is the single most overpowered mechanic in the game
Imagine if taking damage reduced repair rate by half for 2-3 seconds after damage was dealt (and no cooldown been damage refreshing the effect)
@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
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
it won't be broken. at worst it will make people paranoid build llts in their base
which is nothing the skuttle doesn't do already
its a fun high octane high apm unit it should be whacky overall
but losing the entire fun to 2 shuri rip
if it loses to shuri it should be way cheaper imo
how many shuriken shots would a 80% resist make it?
It would go from 2 shots to 10 (probably 11 if you don't have many shuris since emp goes down between shots).
Ehh it's already more than 2. Seems math is more complicated.
Yes op is updated
alr thanks ❤️
Laser fall off from shuirken probably
I don't use commando but I know they are 100% unviable atm except for maybe an expensive but good underwater vacumn cleaner
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
Shuriken isn't the designed counter for commando just like it isn't the designed counter for pincer/sala
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.
It's a brute force option
Is it ruining games because it's actually too strong even with proper counterplay? Or people complain because it forces them to learn a different way of defending.
Or is the unit just too annoying to play against
People use skuttle all the time it falls into a similar category imo
It's like a Yolo fun button, that's annoying to play against but fun to use.
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.
Surely yes.
Commando doesn't have to be strong it just has to be viable
Nettle + emp resist would make it too op that's for sure
You should be using spam to clear it not shuirikens anyways
If it builds too fast nerf the bp
I think we can agree that shuriken being a point and click answer to commando is boring gameplay (easily possible even with emp resist)
So if commando is too strong then make it easier to stop with other units
Less bp or slightly less speed
Yea we'll give it some love at some point. The age of the commando will come.
Maybe 100% emp resist no nettle. Gunship counters it but not shruiken, if you own the sea you can retreat back to the water
T2 gunship shut it down ez but you can probably use the window before enemy air gets t2.
How about cloaked commando? Which can build tzars
Pov: armada player wakes up and the world is never the same again
why do people have ?? as their os
Why not just a built in AA, no ability to build nettle (thistle I guess) and also no additional EMP resist?
I guess because that would require work to model an AA weapon
AA on commando would be too very op but might as well do it, it's not like the balance isn't broken anyways
They have proven they don't mind reducing the player base with dumb changes, commando would qualify perfectly as well.
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
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
commando needs 2 flack and 3 sams confirmed
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
would it defeat t1 gunship?
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
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!
I kill razorbacks with just stouts and blitzes
Laser falloff but then they get flanking damage...
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
that or giving commando a emp resistance?
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
shuriken succ dicc
maybe buffing them a bit but also making them more costly could be good, makes building them a bit more of a comittal decision
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
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
at the same time its kinnda annoying how many shuri will die to a horde of incisor before they halt its progress
also still advocating for a a nerf of the scout dps
tick/ rover / rascal or remove the flanking damage on them
yeah you need way more shuri to kill incisor, pawn, etc now
who wins same metal shuriken or same metal pawn and incisor kek
Use your lord and savior the llt or exploiter bomb
they big nerfed compared to before and also set target micro is very good vs shuri
Shuirken are op tho a few units can resist it okay
if you can click on the little bastards
you do set target circle drag
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
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
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 ;_;
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
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
the only limit is kinda the micro of them
If you insist on playing 1 lab it will be rough on some map imo
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
There's good map for arm bot and then there's good grunt map
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
I have an idea for equalizing the grunt-pawn matchup: we start by increasing pawn/blitz projectile velocity so chasing isn't as hard
WHAT DA HELL DUDE
and then that frees up other stats on grunt to be increased maybe
pawn still giga imba, claps grunt all day and he want grunt nerf kek
plus stat nerfs on pawn
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
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
That's the one situation where grunt is best tho
Map traversal* raiding, killing com, killing heavier unit pawn is better
and killing llt faster kinna big deal
pawn are better at killing static than grunt
And cons
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.
enemy makes grunt usefull by making tick and thats it lol xd
Dying to grunt feels awful but kiting is what it does. Map was grunt favored or you failed to split their apm before commiting
not just centurion, plasma/rocket bots could potentially be buffed to encourage using them, both over light bots and to make them less worse vs eventual t2
Well, they would need a respec because they are strong in lane and small map already
at the very least plasma bots should do a better job of zoning light bots
oh yea lets break the balance for 90% of the game so 1v1 gameur can play something slightly less terrible, sure
Can't just straight buff them
i think that if you buff plasmabot accuracy its not gonna have a big impact on 8v8
Uhhh it matter when fighting light unit and dodging com
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 )
Projectile speed is like the only weakness of thug
time to make thug hitscan
thug is quite strong in combat stats, it's just speed is too slow for larger 1v1 maps
well yea everyone knows 1v1 sucks that's why very few play it
it's not a reason to make the actual game unplayable
which is already there since they removed spybots so might as well go for it actually
1v1 feel kinda nice when you go t2 but it's rarely the case and can end up in a t1 spam somwhere
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
Technically it can be fixed with map design
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
Delete 1v1, 3v3, 5v5, and 7v7. No odd numbers allowed
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.
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.
the question is "what size map do we want to be standard and diverse for 1v1"
there's lots of unexplored space in map design even in just 1v1, it's just that making maps is harder here
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
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.
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
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.
on the other hand glitters does heavier tech funneling. and recently adopted the cursed but effective rainbow con commie
Match making has to come first and seasonal map rotation, lets say each split lasts 3 months so 4 per season.
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.
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.
It is indeed a design problem,
- decide what the unit should be primarily capable of doing and countering
- find solution that fufills that
- ensure there is counterplay if appropriate
then test/balance after
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
you can't tweak spybot weapon because it's scripted? (just dmg aoe, emp max time, etc.)
It's scripted to die after firing
good to know
well yeh I wouldn't test spybot/hound neccesarily in same patch as the eco changes
seems best to test them separate
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
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.
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
do you have a link?
All the numbers are wrong now due to patches since then. But the idea is the same #1337407508293095544 message
Wow. Reading that thread was saddening.
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.
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
I think seismic stuff is currently getting a work over. Like it leaves extra wobbly radar dots that do get targeted
if com doesn't show up on it the same low iq gameplay will continue
I dont see why coms should be excempt from anti stealth.
But i have strong opinions on hidable commanders in general.
Everything will turn up. Even... Crabs and penguins at the moment.
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.
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
Pinpointers are slated to be removed.
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.
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.
Juno not op juno kill jammer boo hoo wait 15 secs build another
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
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.
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)
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
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.
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
That was part of the emp rework
if the unit could run away it would at least be something
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?
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
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
Wouldn't it be more funny to do the opposite. Keep the weapons but not the movement?
I think this would be too much of a nerf no? (said as someone who would prefer no emp) Most units kill shuri fast if they fire at them, and how would that work against porc while staying consistent?
That's a great suggestion!
Make it so the first level of stun, at 1x unit HP, just slows or disables movement. And only when you've done like 10x HP does it also stop the weapons.
Yeah that's fine, wasn't that what emp rework kinda did? (not with same values but similar tiered system)
I can't recall if it was movement or weapons stunned first though, I wasn't a huge fan of how it was implemented so I only played it a dozen times or so.
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
My one did the same a different way. Same effort to stun but took 5x as many shuri to keep a unit locked down.
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
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
Why should they be able to run it’s literally a emp on robots. These things run on wires and electricity the emp would fry rheir circuits for a bit
Gameplay wise emp is a problem because raiding = feeding, so its porc time. Hard to balance emp if every raid is metal donation. If units could still move but not shoot, you disable the threat but dont make them donate units. Such emp can be balanced
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
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
How would this effect naval fights
ppl play navy?
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.