Lippy wrote: crossing_4_final

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like steatlh bots are going to get in the enemy base....Lippy wrote:I just played a match on crossing_4_final where the match turned into a kind of stalemate where neither team could seem break through the other teams defense and so people started to resort to things like big berthas. I on the other hand started pumping out spy bots and cloakable tanks, so that i could spot for my allies' berthas and then take out key structures with my cloaked tanks. What they did was build two seismic detectors and made a fighter patrol, which basically made my cloaked units obsolete (should air units be able to see cloaked units so easily????)NOiZE wrote:well then the unit can be removed IMO, it's just utter useless then.
So IMO in normal normal matches, yes I agree they are quite useless, but in some cases they do seem to be usefull. It's a bit like the Krogoth eh?
EDIT: So in conclusion i would either lose the unit, or make cloakable units harder to detect (especially from air: maybe if its possible, make scout planes detect cloakable units, but all other planes cant?)
:shock:I may not have played as much as you, but i manage to get spy bots into enemy bases all the time, all it needs is a bit of micro. In fact I'm surpised that you even suggested that stealth bots cannot get into enemy bases..NOiZE wrote: like steatlh bots are going to get in the enemy base....
Yep i realised this as well...very annoying! I think caydr did that as people were complaining the dragonsteeth were useless. However, IMO, a bulldog should be able to crush dragonsteeth (albeit be the only arm unit that can) and for core, only the goliath and maybe reapers should be able to do this!Cabbage wrote:Just played a game and it seems bulldogs can't crush dragonsteeth anymore... is this supposed to happen?
Crossing_4 is indeed a chokepoint porcfest if played with individuals who aren't playing as teams - if each player plays alone, then they each take a thin strip of map, and as soon as one dies, they all fall as your onslaught hollows the others out. Which is why it's terrible for just hop-in-and-play games. But if you have some teamplay it becomes a much more open map - an allied assault can easily break the line.Ishach wrote:Crossing_4 is not wide open at all.
16x8, that means with 8 players (4 per team), each person only needs to fortify 2 vertical map units each.
No, balance is IMO perfect atm. Instigators own flashes in equal fight, but flashes are faster, so they are better for raiding (and worse for brute fighting).BigSteve wrote:Flash needs a slight nerf imo, less armour or less firepower, not loads less but it seems very strong at the moment, Ive seen about 2 people play core in the last 20 games Ive played, stronger flash and weaker gator seems to be the reason.
+1Hellspawn wrote:No, balance is IMO perfect atm. Instigators own flashes in equal fight, but flashes are faster, so they are better for raiding (and worse for brute fighting).BigSteve wrote:Flash needs a slight nerf imo, less armour or less firepower, not loads less but it seems very strong at the moment, Ive seen about 2 people play core in the last 20 games Ive played, stronger flash and weaker gator seems to be the reason.
yeah by maverick rush :/ Anybody else thinking that maverick is abit overpowered? lately too many games have ended by getting my base razed by one or two mavericksLippy wrote:Hey at least it aint speedmetal!Ishach wrote:Lippy wrote: crossing_4_final
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(Its actually not that bad a map; i found a lot of the games actually end in early T2)