#Give Hounds Gauss back

1 messages · Page 1 of 1 (latest)

pallid hawk
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Nerf made them one of the worst units in the game, give gauss back so they at least can be a choice.

You can even remove artillery mode and go only gauss mode if you want simplicity. (keeping the current 285 metal cost, maybe lower E to 5500)

Gauss mode is what made hound a unit.

winged zealot
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agreed, now a mod will write here to send this in #1353364944350871632 and we are back to square 1

bronze dawn
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I think the more likely response would be "Use the search function to check for previous threads about the topic" -> #1351897511106707516 message

jade pebble
pliant plaza
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  1. does having 2 modes harm any new player's experience? is there a noob trap in either of the modes? (no)
  2. If the unit can function with a singular weapon, why not test out to find a non-useless version of the weapon before removing dual modes?
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It lost semi-reliable dmg in the form of gauss cannon. guass cannon could be dodged but generally not by slower things

jade pebble
proud lagoon
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it’s like the people who design the game dont even know they left the wrong fire mode in

desert pewter
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That's how you balance the video game, ruin the labs that aren't played the most and at the same time giga buff the labs played the most.

jade pebble
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@desert pewter @proud lagoon I get that you're not happy with the direction that recent balance patches have made but this is not effective way to petition for specific changes. It's just going to inspire a hate mob.
Let's stay laser focused on affecting the change you guys would be happy with for the Hounds.

jade pebble
ripe delta
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theres been a lot of arguments for removing multiple firemodes, but i havent heard a reason why they removed gauss instead of the current one?

jade pebble
ripe delta
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fair enough. i dont think i heard a single voice on discord preferring the plasma mode over gauss though

proud lagoon
desert pewter
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We shouldn't even have to say anything, it's obvious you can't remove such a big part to a unit and not change anything else, the 15 metal reduction is totally worthless when your units can't hit anything if it's moving, which good players tend to do move units around non stop.

Used to be hounds would be good in anysituation on their own and be able to pressure, coz you would change fire mod depending on what units you were facing, now you can't do that and they lose to almost everything and they usuage is so niche they are worthless metal feed combined with the spybot deleted ofc.

thin stream
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personally i'd love the hounds projectile to simply be faster so it can actually land hits
simple but effective i'd argue

jade pebble
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For a while I was working on adding the auto weapon selection mode like what is used for the plasma cannons like the rattlesnake. What I noticed about gauss mode is that a blob of hounds will infrequently friendly fire themselves because of the low trajectory and the travel speed of the projectiles when you're moving them around

pliant plaza
jade pebble
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I suppose it is possible to increase the projectile velocity and the gravity to make it have a similar Arc to currently to avoid friendly firing in blobs

proud lagoon
jade pebble
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While at the same time increasing the chances that it's going to actually hit its Target

pliant plaza
proud lagoon
pliant plaza
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generally the long range units have to be babysat against spam. the hound has neither range, nor high throughput, nor can it protect itself against spam
it has mobility but that alone isn't good except for a particular case where you want to pressure llts across a wide map

jade pebble
proud lagoon
#

Add toggle back then reassess the unit. Probably faster projectile only would be better than the slow one which only misses

pliant plaza
jade pebble
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I'm going to pin serious proposals, ignoring ones that are almost identical to what already is pinned
I'll be checking back periodically to make sure nothing's missed. I'll send this stuff over to the balance team in a week or so. The hound complaint is a common one enough to warrant their attention in my opinion.
The balance team cannot decide to bring the toggle back, avoid including that.

winged zealot
jade pebble
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@ me as necessary!

desert pewter
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Hound was that unit that nobody agreed on which mode is the best coz people would use it differently, would just pick what is the best for the way they were using them.

pliant plaza
jade pebble
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@orchid dragon how are hounds in the tech split?

orchid dragon
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Raghna suggests higher projectile speed for them.
Not exactly gauss but still way better against fast units.

jade pebble
orchid dragon
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This idea is ancient, before roles were a real thing.
A skirmisher, raider hybrid I'd say.

#

A bit less range but a bit more DPS. So hounds can't kite med tanks without being hit as easily.

pallid hawk
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Tell me 1 matchup hounds wins today, you can even use t1 units , I think you can even get kind of shredded by rockos

jade pebble
pallid hawk
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hound was one of the units that felt soooo good to micro , with both fire modes , soooo good

pallid hawk
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Hounds could actually fight back Sheldons before with spybot and with gauss and superior speed made them destroy Sheldons on close quarter combat so it was kind of a bit more even matchup , now you just get kited to death

Another advantage of gauss is that it’s a linear shot that can hit something behind the target , so you can hit stuff that’s behind the target making it’s effective dps way higher

#

Need to do the test but I’m pretty sure 10 pawns kill 10 hounds on flat open ground

#

With gauss it was 0 casualties probably

desert pewter
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yep unless there are some zeus mixed in but then your hounds suck ass coz they are super slow lol

orchid vault
# jade pebble

they cant hit fast moving units they are terrible against ticks/pawns/grunts

orchid vault
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or like the others have said, make the plasma shot faster so it can hit fast t1. You could even give it a significant range increase, similar to sheldon, if you wanted it to be an artillery unit, but thats a completlly different unit at that point, i guess matching the role of the sheldon.

orchid vault
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And I know I've talked to you about it before so not an actual point to put to the devs, but who cares if noobs/noone didnt use the gauss mode, if they dont know its an option then it cant hurt them. It was incredibly satisifying and gratifying as someone who did constantly toggle for the current situation. Hounds were one of my favourite units and they were completly gutted to being useless in 1 change. It rewarded players with good micro and the knowledge of when to switch, which is 100% a good thing.

orchid vault
desert pewter
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it was way more interesting to have a unit that could change fire mode and have completely unique gameplay
just like it was way more interesting to have high and low trajectory with different projectiles

pliant plaza
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there are counters to balling at t2 (spybot, banisher, tzar, mauser/quaker)

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Looking at current BAR, units that can't fire over each other typically have high stats and are tempo units (light raider, rocket bot, thug, shiva). Or some strength to justify this drawback.
Units that can fire over each other typically have dodgeable plasma. Does sala/jag fire over each other? Being able to fire over each other makes controlling significantly easier and gives you the option to reach higher power density.

jade pebble
jade pebble
# orchid vault just give it gauss instead of plasma, and its already a much better unit with mi...

Is there an inverse counterpoint? Is it really that people left it on plasma mode because they didn't care to notice the significant difference between the weapon characteristics? Or was there an actual advantage to it that would be sorely missed?

I would hate to successfully advocate for a change on your behalf to find out that now we have another group of people putting up a stink about the removal of plasma.

Yes yes, I know what you're going to say. Toggle. I really don't see that changing. I'm after finding the ideal compromise and seeing if it's good enough, reevaluate then.

arctic sun
jade pebble
arctic sun
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they are not

arctic sun
pliant plaza
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currently plasma yes, guass cannon no?

arctic sun
limber crest
jade pebble
limber crest
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Like the sheldon on your website it advertised to counter hounds why shouldnt the arm equivalent also counter sheldons my point in this is hounds are just majorly outclassed at the moment by their counterpart

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The weapon velocity on the hound is just incredibly unreliable for anything but a full push or static defenses i wouldnt mind a loss in dmg for more reliably landing shots

limber crest
jade pebble
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That's a good angle. I've already started forwarding stuff to the balance team. We'll see what they do with it. The angle that "hey why is the weapon characteristics so different than other similar plasma projectiles?" Might gain traction.

limber crest
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The hound is advertised as an artillery unit but its long range capabilities aren’t really reliable

dense prawn
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Altering current fire mode to have a faster projectile could work too I guess but why dont just revert them to having gauss. Seems complicated for nothing tbh.

arctic sun
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one thing that people should be careful about with hounds is that they are essentially longer range and more agile medium tanks
there is a lot of cost due to that

pliant plaza
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yeh they have to pay with stats (dps per cost and hps/cost)

#

there's also some dynamic where you can go closer to the target to get better accuracy

pliant plaza
orchid dragon
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Many units have much AoE
E.g. bulls

pliant plaza
#

yeh but ideally your hound should just kite the bull. esp with the speed reduction

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fatboy/tzar/banisher/sniper all work and they are the intentional "counters" to hound (stronger but slower)
in early t2 hound is mainly going to be maneveuring against quaker/mauser/sheldon and maybe med/heavy tank

arctic sun
pliant plaza
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spybot is prolly the most dramatic counter to balled up units

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anyways, like drivver said, careful tuning of the projectile speed and dps/cost is needed to get the balance right. Even better if the unit can accurately hit spam, but only at closer distances. That adds a decision to intentionally move closer in certain situations.

arctic sun
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i think the right direction is to make hounds cheaper tbh
they used to be cheaper than they are now (iirc)

pliant plaza
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how low we talking, like 285->225? right now their high e cost is a factor. They could work as a low tier 2 unit if made even cheaper. That could give t2 arm uniquely strong early open map control for a t2 lab.

Are you reducing their m cost to make them better? or have them remain weakish but higher numbers. So fast presence but doesn't scale as well vs aoe

arctic sun
pliant plaza
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from my experience 6k e is noticeable on isthmus (your rezzers have to be eating trees not on front doing repairing), and on more normal E maps if you fast tech the E is real infrastructure you have to create. High E units can also have problems being made when wind drops

arctic sun
#

correction
270 metal
5600 E
which is what they costed in TA

pliant plaza
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Wouldn't be against speccing the hound as the most mobile cheapest t2 skirmisher

arctic sun
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maybe return them back to having real gauss instead of the fake guess we have in game
they were practically railguns in TA

pliant plaza
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are you lowering the cost to make the unit better (balance) ? or to make it more spammable while keeping it modestly statted (design)?

arctic sun
pliant plaza
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against rushes you could use welder/gunslinger, tumbleweed is suprisingly good.

Certain t2 labs lack stopping power.

orchid dragon
# arctic sun if the aoe is less than 32(16 displayed) then its not meaningful aoe the aoe rar...

Yeah, I am working on a method to actually make it easier to understand.
AoE is actually a radius/diameter (both with a wrong naming and two values with one name YAY!!! Total confusion) . So the benefits of the show value are growing exponentially.
Additionally the size of the attacked unit matters much. So I am working on this as well. A x is able to hit y units.

Last but not least edge effectiveness is calculated in strange ways.

Quite a mess!
Nothing the human brain understands easily.

I hope I can give an indicator like:
A Fatboy can hit approximately 25 thugs with one shot, if they clump up nicely. Then it will deal approximately 10x its damage value.

pliant plaza
#

mauser/quaker also common for retaking ground and killing coms
There's also mines, porc, t1 walls

orchid dragon
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Quakers and Mausers aren't Atries atm. They are tank hunters with AoE, an ideal tool to kill med tanks and Thugs/Aggregators.
Arties might be tuned into a role that real arties have. Longer range, high precision vehicles with high speed but long set up time/retreat speed (simulated by low turning speed), lower AoE but high single target damage, long projectile flight time.
So moving med tanks are a good counter to them not the other way around.
Needs many considerations, of course.

orchid dragon
pliant plaza
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oh yeah bulls are great rush defense

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quaker/mauser are just splash long range, they are not so good vs tanks in open map situations (they don't stop tanks and can get rushed as well). They are best vs rocket bot, whistler, and other afk units

arctic sun
pliant plaza
arctic sun
pliant plaza
#

throughput is directly propotional to impact/effeciency. why recluse was favoured over hound

pallid hawk
arctic sun
orchid dragon
# pliant plaza quaker/mauser are just splash long range, they are not so good vs tanks in open ...

Tank hunters heavily dependent on cover. They can't succeed in open fields.
They deal damage from an "untouchable" position.

In our case I meant Mausers in combination with the T1 porc that tends to already exist.

A common situation:
T1 stall mate with units and porc on both sides. Mausers arrive, do damage, no counterplay for the guy without T2.

The Arty debuff made the situation slightly different but it stays similar.

pliant plaza
orchid dragon
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Hounds have fast turning speed as such they are good poking and counterattack tools. Their speed is good enough (69) to kite most things but 600 range is just not enough to kite most T2.

somehow it is in a design space between gunslingers and sharpshooters.
Both of which have more projectile speed and good turning speed.
Hounds are lacking in the ability to actually deal damage. Part of this problem is: they have an agile chassis and want to move. So the enemy wants to move, too. And now the shots miss.
Additionally they have a short enough range that their low HP matters.

Easiest and most Armada solution seems to be fast projectiles.
And or more raiding orientation. More speed, health, DPS, less range -> lower projectile flight time even without fast projectiles.

#

@pliant plaza does this analysis fit your understanding?

pliant plaza
orchid dragon
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Fair enough.
Just trying to explore reasonable ways to specialize the units for its job.
And skirmishers can absolutely use fast turning chassis and projectile speed.

rocky plover
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Do you have stats on how little hounds are used? That would probably gain most traction

pliant plaza
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in the all 20os+ games you'll prolly find their stat rate is abysmmal, but it's better to just watch side by side their impact on front

somber grail
rotund mesa
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TA hounds were literally gauss cannon mode only, was weird seeing that one removed instead of artillery mode (t1 tank wrecks would block their shots)

desert pewter
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deleted 2 units on armada bot lab same patch, not bad

pliant plaza
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t1 wall should not protect porc from their shots tho xD. sniper getting hard countered by t1 wall is brutal

desert pewter
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that's not much of an issue
real issue is you can hide ur units close to a wall and be protected while being able to fire
like with whistler and rockets, it completely break the game lol

dense prawn
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Making them cheaper solves nothing, its making them not useless that you have to do to fix it

graceful onyx
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Right now hounds only seem good at taking out static defenses and can only hit units that are literally standing still. Seems like the default should be gauss mode and artillery mode could be done away with entirely.

azure notch
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+1. Give doggo gauss(gauss only is fine). gg. It's a non-unit as-is.

sullen hinge
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Why not default gauss and auto switch to arty to fire over obstacles and hills? Identical toggle that's with arty systems. Auto / gaugay / plobplop

jade pebble
pliant plaza
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[Hound] 292 -> 340 weaponvelocity

winged zealot
limber crest
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Hounds still have trouble hitting pawns unless the pawn is within half of the hounds range, decent hit rate on maces within 3/4ths of the hounds range idk ill continue testing but as for right now more buffs are needed

orchid vault
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is a unit better because its made 1 metal cheaper, yes
does it change much, not really

limber crest
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Its like its an artillery unit that wants to be a defensive unit

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Honestly easiest fix is take away plasma and give hounds gauss i dont get why sprinters move faster than robotic dogs hounds should be a skirmisher which i believe is what they are meant to be but they cant skirmish with artillery they need their gauss

pallid hawk
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Not enough buff , for me it was hounds weapon velocity -> 425

orchid vault
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what was the velocity for gauss? give them that

pallid hawk
orchid vault
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450-550 for me then i think

pallid hawk
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You can rework hound by:

Range 650 -> 550
Speed 69 -> 74
Gauss mode only
Metal cost 285 -> 260
E cost 6200 -> 5200

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More like an in and out mid range skirmisher , it’s not an artillery

orchid vault
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i like it, id prefer them to have an identity then be half and half unit, either commit to the sheldon match up artillery unit or make them a skirmisher

limber crest
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Sheldons have 450 weapon velocity and 36 aoe still getting outdone by sheldons by almost 100 weapon velocity and sheldons can hit most units hounds need to be skirmishers to be useful or have the winner of the sheldon hound match up be determined by ability to micro the website says sheldons are direct counters to hounds so why make hounds in the first place when fatboys have the same range and can one shot them it would be for the speed but the speed doesnt matter if health is too low to commit to a push

desert pewter
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Hounds without spybots were always pretty bad anyways, they used to be able to fight almost anything
Porc with the heavy mode, Fast unit with Gauss mode and heavy units like tzar, tigers, bull ect with spybots emp micro.
The whole lab was destroy by the balance team, now it's only worth to do welder snipers pretty much.
Anyways it won't be the last thing they remove from the video game, unluck

whole gorge
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Why does the BAR team think their ideas are better than what was in total annihilation for decades? Fidos used a fast, compared to artillery, direct fire weapon that allowed mobile fire-power to used against slower core units that relied on heavy aoe damage and high hp. What stopped the fido was terrain. Fidos weren't able to fire over terrain or wreckage well, that's what made it different. Giving them the plasma artillery fire mode basically made it so they had no 'weakness' so to speak. They were given the ability to do exactly what total annihilations team didn't want them to do.

It's even part of their unit description :
The Fido is a level 2 Assault Kbot with a long ranged weapon; not only is it a fast unit, it is a strong one as well, with good power and durability, however, the cannon shells it fires have a straight trajectory and are therefore easily blocked by elevation and wreckage, making it vulnerable when stuck behind them. The Fido has no CORE counterpart.

And from the manual "This heavy combat unit’s job is to destroy everything that gets in its way. It has a short barrel gauss cannon which can inflict heavy damage. The high velocity shells have a flat trajectory."

I play bar because it's the closest thing to modern day TA, I wasn't exactly sold on the introduction of t3 units given that the krogoth was the only super unit I ever saw from TA. I know bar comes from decades of mods etc and I am grateful to the people keeping it alive, but I like BAR because it's the closest thing to TA in 2025, that looks and feels modern while keeping the feel of TA.

whole gorge
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Additionally, Sheldons seem to be almost exactly the same as Mortys but hounds have been changed from how fidos work.

rotund mesa
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Preach

limber crest
hoary vector
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I have a feeling you'll have an aneurysm when you realise we have a third WIP faction too

whole gorge
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I know legion is being developed and it itself has issues that people are quite vocal about. However you're using TAs units and systems and it seems like you're often trying to fix already solved problems. BAR exists because its basically Total Annihilation. If you stray from TAs design theory you risk ending up like supreme commander 2 a game that no one really wants or cares that much about.

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Your reply comes across as arrogant in the extreme if you give so little value towards the game and the designs efforts of the original dev team that created the foundations of your project. Without TA, BAR does not exist.

You guys work within a legal grey area because BAR isn't a commercial product so alot of the goodwill exists because the BAR team is keeping TA alive with modern QoL improvements.

fiery haven
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None of that means that TA should have any influence on BAR balancing decision. We aim to make BAR a fun game, not a TA clone. In fact, many want it to be extra different

simple mountain
# desert pewter Hounds without spybots were always pretty bad anyways, they used to be able to f...

This tracks logically. I also don't understand why hound was obliterated. The only reason hound is a useful unit is that if a player uses it, you automatically know that are a noob so they can be specced in op lobby.

The previous balance change didn't seem to be tested outright so why not just continue to push balance change buffing it's weapon velocity until a thread is made saying they are op then throttling them back a bit?

Also +1 for bringing back dual mode

whole gorge
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At the moment some units just have no use at all. And you end up getting mono unit spam - this deserves adjusting . But you can't straight faced tell me that TA has no influence when BAR is basically a TA mod and any creator content I've seen promotes BAR as a modern replacement for total annihilation.

I don't know who these 'many people' are, but this discord seems to have a common set of contributors, where are the many that want bar to be completely removed from its progenitor?

ivory orbit
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I mean, considering that the unit is barely used, except for some nieche cases, we wouldn't really lose much by that, and gain valuable feedback, and possibly even a unit that the community likes more than the current hound

jade pebble
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Give your feedback on the hound post-change here: https://discord.com/channels/549281623154229250/1353364944350871632

Let's give the Hound a month to settle in before we make a new thread about it.

@plush pawn or @sterile igloo maybe care to make a comment about why we are sticking with a buffed cannon mode before I close out the thread tomorrow?

winged zealot
limber crest
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Im trying it out more its connecting somewhat better with t1 but i wanna ask what made yall switch to artillery on the hound in the first place

tired oxideBOT
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winged zealot
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This is gex the best bar bot

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pliant plaza
#

they are good llt clearers, the projectile speed is just QoL for shooting slow things (less hit confirm time needed)

The E cost is very noticeable compared to other early rush options

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I'd expect them to be best on open maps where they can dance around everywhere clearing porc and light enemy troupes while only requiring some ally llt remotely nearby to be safe vs spam

simple mountain
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hounds still suck, it doesnt take much game knowledge to understand that. a 14% buff to weapon velocity isn't going to help it... just follow dota 2 balance style: overbuff, nerf after. quick turnaround hotfixes

desert pewter
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just delete at this point imo

whole gorge
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Hounds like their fido inspiration are supposed to be like an armoured cavalry right? They're basically a tank with legs, reasonably fast, all terrain, good armour and damage for a bot. Less armour/hp than a tank and don't work well when objects are blocking their straight/low trajectory shots.

#

Giving them slower moving arcing trajectory fire just seems to make them a worse version of a tank, compared to the bull that's just better in every way.

obsidian slate
#

This thread has so many people giving solid suggestions. Devs are just like: nah we just going to do our own thing.

The Fido balance actually makes sense. The problem isn’t just velocity, the unit is just f tier and has about 2 mins of usefulness before they are useless and outscaled.

Maybe make it closer to Sheldon range to really find a use - right now it just gets outranged, out damaged, out sustained vs almost any t2 comp.

pliant plaza
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it's role is supposed to be more mobile than sheldon/mauser/quaker. obviously it's not going to be good in a very porced map where artillery can easily be supported
hound's key asset is mobility+range and having a bit of hp, it can join spam for an an offensive, killing llts, it can jump exposed t2 arty, it can kite and defend

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Like tiger/stouts they benefit from abusing their mobility. They have less firepower / hp but more range to kite enemy units

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If not contested with other t2 units they are decent in lane too

pliant plaza
#

Hounds:
-cheap on metal 285m, high e cost 6300 means that it is hard to rush them unless e is very good. If you raised the e cost of quaker/mauser/sheldon or lowered their e cost maybe things would change

astral lynx
#

The "not showing stat" bug always here btw :
#1367578532326146138 message

pepeFeelsBadMan This poor hound have 0 attention from a skilled craftsman it seems

obsidian slate
whole gorge
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It's all well and good to say what it's supposed role is, but currently it's role is to take up a slot in the factory menu and not be built.

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Sheldons, quakers and mousers are mobile artillery units from their respective factories, exactly like their TA counter parts. That there's a current discussion on what artillery actually is or does in BAR is worrying because it seems like every other game knows the role of artillery units. Fido was an assault unit, not artillery.
It's like the BAR team is trying to reinvent the wheel here.

pallid hawk
orchid dragon
#

What would you think about
74 speed (+5)
400 projectile speed (+60)
And to keep T1 in the game and not invalidate it completely, the hound trades some of its range
500 range (-150)

#

Assault normally means AoE.
Gaus has no AoE.
But we made the chassis and the projectiles way faster.
Playtesting right now.

orchid dragon
obsidian slate
#

No, I'm proposing to make the unit viable, and not a unit that just takes up a unit slot in the factory. see @whole gorge and @pallid hawk comments above. The hound has no niche that is viable. Any competent player will tell you that hound is a bad investment at any phase of the game, early t2, late t2, whatever timing.

obsidian slate
orchid dragon
#

We are playtesting in the context of the tier split. So they will stay valid for longer.

obsidian slate
orchid dragon
#

Thx.
Tech split basically put the AoE monsters into T3 or in case of T2 Arty gives them high trajectories (playtesting atm)

That makes sure that T1 can interact with T2.
And then there are less units on the field that have more HP. So when a Tzar arrives it doesn't kill 20 thugs in 6 seconds. It shoots in 5 hounds and they are fast enough to run away and bait the slow tzar into a trap.

It's not 100% ready, not even close, but the directions seem to feel right.

obsidian slate
#

Cool, yes aware there was a tier split being tested but don't have the details yet to be useful. Are there notes yet on the testing? Or details we can view soon?

pliant plaza
#

I don't think the range is what makes it beat t1. You only need enough range to be safe. The range reduction hurts it most when fighting certain porc and t2. As iit has to dive deeper to catch t2 units

limber crest
#

I still believe the hound should be an assault unit rather than artillery i dont know why it was switched to arty its a dog it should be a raider or skirmisher look how the military and police use dogs they send them in cause theyre fast and can get in there quickly speed on arty will only make it stronger than what you want it will be constant kiting and wont really be challenged but with the range deduction and speed you are basically turning it back into a skirmisher already just give gauss back

pliant plaza
#

other than that I'm fine with testing lower range / more accurate wep / faster speed

#

it will be a more "dogfighting" unit lol, fighting vs bulls and tigers. Where they want to dodge shots, etc.

limber crest
#

I dont really agree with the vision they see for hound its like the inside out trailer “do you ever look at someone and think what is going on inside their head they are making it a skirmisher without making it a skirmisher

pliant plaza
#

i do prefer the guass cannon, there are way too many slow plasma units, better for the hound to be a roamer with an accurate weapon
assault unit is the wrong word. Assaults AFAIK in BAR have lower range and high stats to be able to brute force attacks (sumo/welder/tiger/stout/prometheus)

limber crest
#

Skirmisher not assault

pliant plaza
#

indeed
the dog is a skirmisher but not an artillery skirmisher

#

It CAN kite t1, but vs t2 it is weaving in and out based on weaknesses on the enemy position

#

why i'd call it a skirmisher is it likes to take favourable fights often in multiple places. It doesn't want to stand and exchange fire.

limber crest
pliant plaza
#

recluse are good because they have way more dmg but yeah you can use guass cannon, with proper micro you should beat recluse even if hound range is reduced
recluse is good example of rocket = anti-building or afk clumps. Don't need yet another slow-moving weapon in the t2 bot lab

limber crest
#

Exactly it was in a spot where with proper micro it could fight t2 but they nerfed it out of nowhere, there are currently no bots in the t2 bot lab that is a fast skirmisher like the fiend, the sprinter is a raider and just trash at any fight cortex bot lab has slow antispam sumo/mammoth while arms antispam is welder they have no skirmishers

#

Which the hound filled perfectly before the nerf

simple mountain
#

yes, our current alternative is a la starcraft 1 reaver drop ship micro with sipers

limber crest
orchid dragon
# pliant plaza as part of base game or as part of tech split?

Tech split.

And it is our intention to make assault units of one tier higher receive damage from porc. So they don't delete without interacting.

Recluses will be needed to outrange porc. But Recluses will die easier and maybe they will only shoot 180° so they don't deal damage to units while running away. They are meant to kill static units and be bad against assault units.

limber crest
#

You just like killing armada dont you made this for you

orchid dragon
limber crest
#

The banisher have to up their shooting radius because it was useless at 180

orchid dragon
orchid dragon
# limber crest

Do I understand correctly:
Your wish is to eliminate almost 100% of the AoE of the hound and you want a projectile speed of ... instead?
What is the number you are asking for?
please stay realistic, compare with gaus defense.

pliant plaza
limber crest
orchid dragon
#

Kk
Rest assured, that one of the 3 tech split votes goes towards that exact number.

pliant plaza
#

if you have extremely low aoe like gunslinger / hound guass, they can struggle to hit ticks/dodging spam. This can make them weaker than expected, back when guass cannon was supposed to be the accurate lower dps version.

pliant plaza
#

the welders are too slow to roam with the hounds. better to use webber or plats

fiery haven
#

So basically. T2 Legion Centaur ("dog")

orchid dragon
#

Just like Sumos and Sheldons (with reduced range as well)
Almost as if it was intentional that assault skirmishers can't mono comp every single T1 units to death...

#

You can have defense against Ticks, but it will reduce your skirmishing ability.

pliant plaza
#

What is an assault skirmisher?

Isn't assault tanky units with good stats that can lead an assault?

#

Usually those units have low range, whereas skirmisher have high range for their tier

jade pebble
# pliant plaza What is an assault skirmisher? Isn't assault tanky units with good stats that c...

I can't speak on Robert's behalf,
But,
I would say that Sheldon's are a artillery skirmisher. They can't move very fast but they can kite while shooting and have very long range.
Meanwhile, hounds are quick and have decent range and can kite while shooting. Their maneuverability is what makes them viable for direct conflict in a comparable way theoretically to a unit with less mobility and more Health like a bull.
Correct me if I'm wrong.
This is probably one of those situations where the unit wears multiple hats

simple mountain
#

i dont think hound is being used at all right now? i think its wears 0 hats atm

pliant plaza
pallid hawk
orchid dragon
orchid dragon
whole gorge
#

It's already annoying having to move artillery with a 180 field of fire back and then moving them foward again to face where you want

orchid dragon
orchid dragon
whole gorge
#

If it's in the game then probably pretty good, how does it affect dragging unit spacing in patterns more complex than straight lines? I know that probably won't be something you'd(players) do with mobile artillery, but some players may want it?

#

I chose 180 because that's the main unit that I have to keep an extra eye on since they don't always face the correct way unless you keep extra attention. And it's like is BAR all about micro or larger strategic decisions, because later on worrying about granular unit facing when you've got huge amounts of units etc can get painful.

Which you're probably also aware of.

#

The mobile arty seems to be used in that transitional phase where you can worry about unit micro, while later on the switch is to units with long ranges and 360° of fire. That's what I've seen at least.

#

Back to the hound though, I was watching some higher os players using them and they do seem better now with the faster projectile, but I still think a flatter projectile arch and less ability to fire over obstacles was a good compromise to stop hounds being the only unit to choose from.

#

Does the bar team have any plans or ideas or thoughts on formations like supcom or age if empties had/has - front line units in front and then ranked behind them the different unit types like aa, artillery etc?

Because I think of supcom formation and facing orders when I play BAR. And that helps with forming up alot.

My one thought though I BAR already has so many unique unit control features that it might get too much. Even I don't use half of them. Watching superkitowiecs videos about fine unit control has given me more awareness of those.

orchid dragon
whole gorge
#

Really? Well there you go. I'll try to remember that.

orchid dragon
whole gorge
#

I can see the hound if it's too good will go back to dominating the t2 unit choice and I understand people don't want that. But it is an iconic unit and seeing it be useful and fun to use would be awesome for me at least.

#

Well if I could line up rocket bots with grunts/plasma bots in front with a simple drag formation order it'd be nice. Same with t2 units having beefier units infront and long range low hp units behind like snipers or Sheldons.

orchid dragon
whole gorge
#

My memories of fidos in TA, which I know bar isn't TA was hounds could shoot out of t1 bot range and had good damage but they didn't scythe through them due to not having aoe damage.

And wrecks would block fidos shots.

orchid dragon
whole gorge
#

Does the BAR team have documentation of all the unit controls somewhere?

marsh ore
#

There's a page in the game that shows keys and what they do

whole gorge
#

Yeah, but does it show everything? Including mouse clicks and things like holding alt over a certain unit and issuing attack orders to just those units in a circle attack order?

marsh ore
#

Probably information overload to look at every possible way to arrange your units

orchid dragon
#

I am afraid, there is none.
A few quiet good ways to learn controls exist. But even I don't know everything.
Like inserting units in front of a building queue will behave differently when it on repeat or not.

whole gorge
#

Yeah, so a document that I could look at out of game I think would be helpful to get my head around. There's several videos from content producing players that go through them but stuff at a glance is nice too.

Still this is about hounds and I guess the answer is 'we're looking at gauss and how to implement it correctly' so should keep conversation to that end.

orchid dragon
#

Do you want to do me a favor, and just throw every command you know and isn't on the website in a document?
Documentation needs to start somewhere.

whole gorge
# orchid dragon Do you want to do me a favor, and just throw every command you know and isn't on...

I'd have to look them up, but I'll give it a shot. SuperKatowiec made this video that was helpful. https://www.youtube.com/watch?v=ZaXGlBqIx6Y&list=PLS1kQJ6UwhNFECkymDGPI6DUfLJ3xKfAN&index=2

Stop losing fights you should’ve won. In this guide, I’ll show you how to control your units properly in Beyond All Reason — with smarter commands, tighter formations, and zero wasted shots. Click, drag, dominate.

Beyond All Reason is a free real-time strategy game based on the Total Annihilation legacy.
This video features high-rank 8v8 ...

▶ Play video
orchid dragon
#

He makes a lot of helpful videos.

orchid dragon
pliant plaza
#

what's the dps compared to vanilla?

orchid dragon
#

Gauss:
170/2.733s=62

Plasma:
255/3.166s=80.5

pallid hawk
#

You nerfed range by 150, so imo you want to mantain artillery dps but with gauss

pliant plaza
#

5 speed is not worth 150 range yeh (with same dps as old guass)

orchid dragon
#

Well I am proposing it, you test it, I listen very carefully what you say.
Then we iterate and together we come to a good spot.

#

And then I will post the playtested change internally.
I can't guarantee anything but I sure hope it works out!

mystic juniper
#

I liked the gauss cannon thing, allowed for such crazy micro
on the other hand in the spirit of armada "out smart enemies with tactical moves" doing the spybot emp on the enemy seldon ball and surrounding with sprinters feels more armada
but unit is bad if not micro'd properly also is armada stuff isnt it?
my vote is to bring back gauss cannon

whole gorge
#

Hound sort of needs a reset right? go back to basics - if it's then the defacto 'just build hounds' then its an issue.

limber crest
jade pebble
obsidian slate
#

Would an aa backpack on hounds be too op?

ripe delta
limber crest
simple mountain
#

Yes plus 1 a unit in the back of hound would be really nice

jade pebble
#

It's so dumb I kind of like it

obsidian slate
dense prawn
#

Unit is still too bad, doesn't serve any role. Please give back gauss so it can be used, lower its damage a bit or whatever but it needs its old wep back

pliant plaza
#

yeh stop trying to make it an inbetween weapon just give it guass, guass is way funner if you only have choice of 1 weapon
arm has the affordable fatboy for plasma and spiders for anti building already

orchid dragon
#

Do you watch Brightworks?

I wonder who wrote the tweak for him 😉

dense prawn
#

That's still not gauss if I understand correctly, just slightly faster arty shot? Imho not the right approach but let's see.

orchid dragon
#

I copied the original weapon stats

#

The range was oppressive so I had to reduce it. T1 needs to have a chance to interact with the Hounds.
I hate nerfing the buffs and wanted to give something back so the hound can become a cool unit again, so I made it faster and fire a bit more frequently.
More Gauss more good.
Brightworks likes it.

obsidian slate
#

So gauss back?

fiery haven
#

only with robert tweak

orchid dragon
#

That's the current test version.

But that's my personal thing.
Obviously we have multiple opinions inside the team.

dense prawn
#

Original combo of range and damage was indeed too mucho

limber crest
#

when gauss update comin out fr

orchid dragon
#

I am working on it, but who knows.

limber crest
#

ill be patiently waiting in high hopes

orchid dragon
limber crest
#

Dankward is slow dankward needs context

orchid dragon
#

Take the stuff that is marked in blue, go to advance options, to the tab "cheats", scroll down. Add the stuff into unit tweaks.

Have a gauss hound.

simple mountain
#

this reenables the toggle button i nthe menu?

craggy tundra
#

Even with gauss hounds were still shit and none used

pallid hawk
rancid river
#

they are the first t2 unit out and lose hard to every other t2 unit, but partially because of co op meta they never make it out any earlier than any other t2 unit.

limber crest
#

Hounds are lovely 🥰

orchid dragon
#

Feel free to just use the tweak and include something like "gauss hound" or "good boy" in the lobby name.
Would be nice to get some more feedback.

limber crest
orchid dragon
#

Anything in particular that is important?
Or anything you want to mention?

limber crest
#

My buddy is hesitant on the how much speed it has we are going to open a public lobby with it to test against t2 but very easy to pump 3 out and jump on commanders with geo without geo it proves a little more difficult but they are hardly challenged by t1 still pretty sure itll stand as a skirmisher in t2 without doubt tzar and fatboy shots will tear them up so i like where theyre at with that

#

Honestly i think with that speed it should be a 40 metal increase but 5800 enery instead of 6300 the biggest bottleneck of early hounds is energy they cost more e than welders so you basically need a fusion

orchid dragon
#

If the unit feels nice to play I would try to let the stats as they are.
If the unit feels "untouchable" in some situations, I'd say the concept needs to be reconsidered.
Less speed OR range are the two things I would look into. But then more DPS.
As soon as the concept feels like it's in a good spot for many interactions we can think about changing the cost.

limber crest
#

Yeah i agree it feels nice rn we havent tested against t2 but we will tonight when i get back home a 8v8 lobby will be open

whole gorge
#

You mention geo, is that on isthmus or just any map that has access to geo power?

limber crest
#

Any map that has geo access

whole gorge
#

Can faster t1 units threaten them much or are they just too powerful too fast? I wouldn't mind trying them out with gauss back. I know I keep using TA as a reference point. And I don't know the finer points if TAs multiplayer, but a big thing for fido was their gauss shots were easily blocked by wrecks and other objects, like trees ricks and terrain elevation etc.

Is that a thing at all here?

limber crest
#

Gauss hound lobby is up

#

need people

limber crest
#

tested it on supreme lava and it was great on jumping on out of place sheldons it finally has the speed it needs to do it effectively and its great at jumping banishers when spread out in a line

#

it is low enough health tho to get killed easily so its more a runby and runby catcher unit where it seems to find most of its use on open maps and t1 v t2, and jumping on single shot and out of place artillery.

orchid dragon
#

Thx.
Sounds like they are working as intended.

The power on open maps is something I am not sure about. That needs more testing, imo.

limber crest
#

further testing has been had and it still feels underwhelming cant really stop t1 runbys and the range way out matches their vision and radar bots arent fast enough to keep los full so the range kinda gets negated and in a 1-1 match when in range of a llt the hound loses summary lessen range a bit and increase shot power

orchid dragon
#

Very interesting findings. Thx a lot.
Are there other units, that the hound could get combined with? E.g. a few ticks?
I really like the idea of units that benefit from combining them instead of mono comp units. Raiders have a special role, though. They are meant to be able to fight on their own without help.

I am open to brainstorming proposals.

limber crest
#

i tried combining with ticks and even with ticks it wasnt really helpful because the t1 bots just overwhelm because theres not enough aoe on the gauss shots to effectively take them out or enough stopping force to stop a brute runby

limber crest
#

if combined with a fatboy it would get a runby path but it cant protect the fatboy that much

ivory orbit
orchid dragon
#

All that sounds like a unit with strengths and weaknesses. So I am not panicking when I hear these observations. Finding a sweet spot is hard, but I think we are not awfully far away atm.

The goal is to make the hound more cost effective than T1 in most situations, not to invalidate any amount and any kind of T1 that gets thrown at it.

Tech split tries to split techs into significant, but not OP steps. That's why we are aiming at the T2 monsters. Either make them real T2 (nerf them until they are T2) or move them to T3 and buff them. 😉

limber crest
#

Didnt you want raider units to be able to fight for themselves i agree it shouldnt be monocomp but the hound cant even stop t1 runbys from brutes 4 hounds take approx 20 secs to kill a brute if not surrounding and chasing it down and when you have 6 brutes the hound has little effect

#

Energy is at a good spot tho with wind on glitters you can still push hounds out early

whole gorge
#

Hounds are supposed to be assault bots right? - not pure raiding.

orchid dragon
#

Brawling/assault is covered by Welders mostly imo.
An assault unit with the speed of a Hound would be OP imo.

orchid dragon
# limber crest Didnt you want raider units to be able to fight for themselves i agree it should...

I think I am missing the metal per metal comparison to fully understand.
I read 1 hound against 4 brutes? That should be a win for the brutes, 4x more metal on a chassis that is way less agile and a unit type that is made for direct engagements.

So please clarify,or send a replay with time stamp or a even a screenshot might help a lot.
Screenshots should really be a nice way of communicating imo.

orchid dragon
#

And 1v1 with wide open lanes and maps is different to 8v8 with way less space to avoid enemies/longer travel distances.

We need to consider all game sizes.

whole gorge
#

I get what you're saying Re Zeus, but the Zeus has the aoe damage to protect units from being swarmed by t1 stuff and the health to brawl, but the Hound has range, single target damage and speed. they can both be assault units
Zues is high hp, short range, slow, aoe damage bot. While the Hound is higher single target damage, longer range and good speed and traversal - similar to but no as high hp or durable as a tank - nor with the ability to lob shots over terrain or obstacles and with better speed over variable terrain heights.

orchid dragon
#

@limber crest THX a lot!

This is a bit of a mess.

I see hounds fighting against some green units. Letting one die for APM reasons.
Then I see them switching lanes extremely fast. I see them killing a few ticks that otherwise would have landed in the back line.

Then I see them staying in range of medium tanks with the ability to dodge their shots and that they are targeting multiple targets and turning in a way to reduce their DPS.

All in all they don't seem OP, nor UP.
Most other units of this price wouldn't have killed the Ticks or they wouldn't be able to change lanes as fast. When you compare them to Jaguars, yeah Jaguars would have done better in this case per metal, but Jaguars are... Special.... And have less range.

I see that this 1k metal doesn't seem OP DPS wise, but survivability and flexibility against T1 is way up there.

But this is only my first impression.
What do you think?

dense prawn
#

Worth a shot, roll back if It's shit

limber crest
#

i think its worth a shot

whole gorge
orchid dragon
#

Gauss+ hound?

limber crest
orchid dragon
#

#1421227359398269090 message

you might find this interesting.

orchid dragon
void idol
#

I was gonna say we have gauss hounds in the tech split haha. But I think they still feel a little weak even

orchid dragon
#

T2 Armada might need a small buff. But gunslingers could really get some more time to shine, now.

dense prawn
#

Tiger t2 lab but bull t3 with turtle in t2?

#

Also banisher t2 lab, we got a winner lab already xD

pliant plaza
#

400 range banisher lol. With increased speed it's basically an extremely expensive faster janus

orchid dragon
# dense prawn Tiger t2 lab but bull t3 with turtle in t2?

There are two kinds of OP units in T2 (against T1):

Instant value
Infinite value

We put the instant value units into T3 and infinite value in T2 and reduced their survivability.

Bulls are indeed an edge case. They basically are both against T1.

Banishers are of infinite value. They just never die if they are microed correctly.

Tigers are none of the above. Pitiful AoE ok range and DPS. They generate value but T1 will chip them to death.

Let's see if turtles can shine, now that there are no instant value units on the field for T2.

dense prawn
#

Sorry struggling to follow the logic, how is banisher not instant value? Or did you nerf it mucho to go along with the redesign as chrono says?

ivory orbit
pliant plaza
#

There are plenty of t2 units that can stop or delay a tzar from getting infinite value

orchid dragon
pliant plaza
#

This just shows a lack of understanding of what is strong in bar rn

ivory orbit
orchid dragon
pliant plaza
#

Also if said contributors are chatting about tech split everywhere I'm going to reply everywhere. Don't try and mod check me.

#

Tiger actually stronger than bull rn. By not a small margin.

orchid dragon
#

Here we go again.

Tigers are stronk, but they can't insta delete T1. And you know that that is an important factor. Don't act as if this was new, or irrelevant.

pliant plaza
#

Bull is op in a rather specific scenario with the speed nerf.

8v8? Don't you have your own techer to make own counter unit? Jammer bot or sneaky pete.
1v1? Just back up and surround, 60 speed bull is pretty slow to impact map. On wide map tiger goes where ever it wants vs bull

orchid dragon
#

That's not new to me.

The bull should not get nerfed imo. It should get buffed. And guess what tier allows more buffs?

dense prawn
#

Will the t1 cons be able to build the t3 Factory?

dense prawn
#

So, you need a 2k metal factory built from a t1 cons to build tigers but a 5k metal factory built by a builder made in the 2k t2 factory to build what I guess will be a vastly altered equivalent... Sounds strange to me but I already rained on someone else's parade regarding balance and I'm not a full time cloud so goodspeed! 👍

void idol
winged zealot
#

@jade pebble do one for hounds the one you did for juggernaut poll

pliant plaza
#

oh okay it's just vs t1 only. fine.

jade pebble
jade pebble
#

Good idea tho!

#

BLT says nah to the poll. But it's looking like we are gonna get a gauss hound to text next balance patch modoption or this one perhaps. Keep bothering me if something doesn't manifest.

winged zealot
plush pawn
#

poll makes more sense when theres something concrete to try. So ppl can give more informed votes

void idol
#

They can try gauss hounds already in the split, that's where we are testing wider changes. Hopefully blt takes the communities favorite ideas to test out

desert pewter
#

I tried hounds with current tweak once and they worked great actually hitting t1 units even most the time leaving no wrecks with like 5 hounds but that's not big testing enough

void idol
#

Yeah BLT should pull the changes straight out of our experimental patch and put it into a small patch for people to test on its own.

Split testing on its own is obviously not enough

desert pewter
#

I meant the current patch in the video game they did recently

pliant plaza
#

agile dodging unit with a slow inaccurate mortar just feels bad

void idol
#

Yeah agreed

#

I feel like Ive seen players asking for gauss hounds for ages now, I wonder why nothing's been done

void idol
desert pewter
#

GG i can't thumb you up 👍 coz im blocked pepeFeelsBadMan

void idol
#

Lol oops

I feel like it was barely a change for hounds tho

pliant plaza
#
{
 armfido = {
 energycost = 5130,
 speed = 74,
weapondefs = {
            bfido = {
                    areaofeffect = 34,
                    range = 520,
                    weaponvelocity = 520,
reloadtime = 2.21,
damage = {
default = 178.5,
vtol = 24.5
},

    },
}
}
}

ewogYXJtZmlkbyA9IHsKIGVuZXJneWNvc3QgPSA1MTMwLAogc3BlZWQgPSA3NCwKd2VhcG9uZGVmcyA9IHsKCQkJYmZpZG8gPSB7CiAgICAgICAgICAgICAgICAgICAgYXJlYW9mZWZmZWN0ID0gMzQsCiAgICAgICAgICAgICAgICAgICAgcmFuZ2UgPSA1MjAsCiAgICAgICAgICAgICAgICAgICAgd2VhcG9udmVsb2NpdHkgPSA1MjAsCnJlbG9hZHRpbWUgPSAyLjIxLApkYW1hZ2UgPSB7CmRlZmF1bHQgPSAxNzguNSwKdnRvbCA9IDI0LjUKfSwKCiAgICB9LAp9Cn0KfQ==

edit: outdated

#

strong vs t1, can skirmish vs t2, can actually dodge some mauser shots. still misses spam some of the time because of no predict boost

#

if it's too strong i would just raise the metal cost

limber crest
#

im trying to test this further but it wont let me put a unit tweak in keeps saying not available in this mode

limber crest
#

?

white crown
#

if dont want to let gauss hound back at least make plasma hound aim and hit enemy easier. Now hound is very hard to hit fast units which make it can't hold his early t2 character in arm bot lab.