Serious balance issue: goliaths - Page 4

Serious balance issue: goliaths

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Or make the units that can air drop krogs uber expensive and low health
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hrmph wrote:If your opponent can successfully airdrop krogoths, then there is something seriously wrong with your defenses. I mean, like two or three shots from a single defender will take out an atlas.
hey look:

Code: Select all

    .                  hrmph

As you see, your are clearly missing the point.
Why cant a warlord be airtransported then? its not much bigger and a lot cheaper than a krogoth.....
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

DUUUUDE! A unit called the "Portage"... amphibius ship that transports other ships across land...
User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

SinbadEV wrote:DUUUUDE! A unit called the "Portage"... amphibius ship that transports other ships across land...
Why not the flying dutchman which airlifts ships?

on that note, I used to have a unit called the skyhook which did that.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

FLying Dutchman could be for ARM, Portage could be for CORE. :P
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Airdropping krogoth isn't strange, not blocking the gantry at game start is strange. Krogoth are unstoppable, they have no counter, they aren't freezable by spiders, they plasma blast rapiers and brawlies out of the sky, they kill a commander before he can get in range to D-gun, they shrug off nukes, and with 30 res kbots and sufficient income (400,20000 ought to do) you can push one out every 15 seconds.

1 krogoth is also the ultimate defence, so if you just rush for them as soon as you have one out you are safe... in the mean time dgun any offenders with your comm. In testing we determined that a single krogoth can take out as much as 7 annihilators, nearly infinate berthas, and can withstand ~30 nukes, and that is just with default attack AI. A smart player would see his krogoth getting damaged within range of forces like that and back off to rush with 4 krogoth the next time. In fact the only thing that sufficiently damages krogoth in such a way to be considered a counter is... KROGOTH.

Goliaths are annoying, but quite counterable, krogoth are just annoying.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

cant you stun them with the EMP nuke?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I agree, swift, at least on metalmaps...

On coreprime, allowing korgoths is suicide...
I mean, watching 2 groups krogoths duke it out is beyond boring...

I personally find it a bit strage that nukes are SO weak agains units in XTA. If i fire a nuke on any unit, i would expect at least _some_ damage on a direct hit. 10 nukes hitting a krogoth in the face and it not even dropping the healthbar into yellow is really strange.


Ah, and speaking about nukes: I found a strange bug/feature...
As we know, nuke flooding is in XTA impossible... a single antinuke can stop8-10 nuke silos infinitly.
BUT once i managed to nuke an antinuke silo, which i thought to be strange... Watching the replay i saw that the first 2 antinukes were hitting construction airplanes, and even though there was time, the 2 nukes those were aimed at werent intercepted by further missiles, but the antinuke happily waited for their impact...
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

Didnt say it was in the base, just not from a normal approach and one that had steep slopes so couldn't come in by walking.

I say that Atlases shouldn't be able to carry anything that's 2x larger than they are.
User avatar
DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Post by DavetheBrave »

Krogoth's are not unstoppable, and goliath's are even worse. Enough Annihilators in the right places, with some energy storage will easily kill kroggie's. There are other ways as well, for example: ranged weapons with scouts, mines or a combination of all of the above!

Anyway, In most maps you shouldnt let your enemy build a kroggie. Even in core prime, I have watched as my ally killed 2 commander's with jeffies.

And by the way, spiders DO work on kroggies. it just takes a while.

Goliath's are even worse, they are slow, you can easily beat them if you know how. And when you DO beat a kroggie or gollie, you have a wreckage to ressurect. Dont complain because goliath's and kroggie's are overpowered, just go and learn how to play.
GAR
Posts: 12
Joined: 13 Aug 2005, 03:38

Post by GAR »

I agree with Davethebrave in they are stoppable, you have to now how to setup your defences (Which I need more lessons in). It adds another element of difficulty for those that feel they need a more challenging game. Let all the new people have Core (with some time and resources) and the skilled players have Arm.
Hyalin
Posts: 8
Joined: 21 Jun 2005, 07:53

Post by Hyalin »

IMSabbel wrote: Ah, and speaking about nukes: I found a strange bug/feature...
As we know, nuke flooding is in XTA impossible... a single antinuke can stop8-10 nuke silos infinitly.
BUT once i managed to nuke an antinuke silo, which i thought to be strange... Watching the replay i saw that the first 2 antinukes were hitting construction airplanes, and even though there was time, the 2 nukes those were aimed at werent intercepted by further missiles, but the antinuke happily waited for their impact...
Really? I was doing some experimenting with the ARM Scarab, and if you go for at least three simultaneous launches, at least one of them will get through.

Mind, this was with the smaller EMP nukes.
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

The question isn't wether you can kill gols. It's how long it takes. Take too long and they're blowing up your fusions.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Hyalin wrote:
IMSabbel wrote: Ah, and speaking about nukes: I found a strange bug/feature...
As we know, nuke flooding is in XTA impossible... a single antinuke can stop8-10 nuke silos infinitly.
BUT once i managed to nuke an antinuke silo, which i thought to be strange... Watching the replay i saw that the first 2 antinukes were hitting construction airplanes, and even though there was time, the 2 nukes those were aimed at werent intercepted by further missiles, but the antinuke happily waited for their impact...
Really? I was doing some experimenting with the ARM Scarab, and if you go for at least three simultaneous launches, at least one of them will get through.

Mind, this was with the smaller EMP nukes.
Well, it was on shore to shore, a single protector on the island...
I didnt ever see more than one antinuke flying to intercept a nuke...
It seems that if xx nukes are aproaching, each gets a antinuke launch asigned and then the program forgets about it.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Goliath's are even worse, they are slow, you can easily beat them if you know how. And when you DO beat a kroggie or gollie, you have a wreckage to ressurect. Dont complain because goliath's and kroggie's are overpowered, just go and learn how to play.
The problem with goliaths is that they are the only thing usefull in the end.

Whats best? 2 gollies and about 6-8 merls or 3 gollies?

Even worse when comparing them to k-bots... so fragile...
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

here is some gollie/krogg fragging quick tutorial.
(appart from killing gollies and kroggs i do terrible in that game).

e: a crappy replay, i agree. (xcept for the dguning).
Last edited by mongus on 02 Sep 2005, 04:58, edited 1 time in total.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

w00t! hail the spring FPS stealth kills :D w00t!
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

...is that game a normal one? its the first game I've watched, and perhaps I missed anything about a build time, but nobody did any raiding! at all!

it felt like you were all just sitting around, building up to tech 2 so you could pump out gollies...but if *anyone* had been raiding a bit, none of you would have been able to build a gollie at all. blah.

oh, and I noticed that you're all core. Is arm really that much weaker, or has noone figured out that you have to RUSH in this game >.>
Raxe
Posts: 21
Joined: 01 Aug 2005, 19:26

Post by Raxe »

hmmm...... can we not get on with playing fun games now? or have you all missed a few factors that make this an issue. XTA makes the game split into two factors you have the defense/economy and the attack factor. the problem for most is that in XTA most units used to attack just have to be used correctly and you can take any defense of any base.

Most of the complaints ive read so far have nothing to do with how a golly is unbalanced its just complaining about. omfg that golly just rolled through my defensive line wtf. the one line for you people is defense is not an option attack attack attack UNTIL YOU WIN.

oh and for my 2 cents on the golly i think if you lsowed it down slightly or made it so it had to be at a complete stop it would stop these people from complaining. and the krogoths are balanced except for the air drop when mobile fusions cannot be airlifted i dont think thats right.

XTA is a game of attack not defense the sooner you people learn this the sooner you will start winning against core. plus i think needing so many defenses just ruins the damn gameplay if you cant kill a golly how the hell do you expect to kill the arm guy running about with 30-40 bulldogs 5-10 minutes after that golly is done?

OH one last thing FIX THE OTA MOD and we might see people stop complaining. a mobile artillary tech 2 should have longer range then a llt? dont you think??

if you people still wanna complain and whine about XTA go make your own mod damnit stop wasteing all the good players time.

I know my grammar and spelling sucks you will just have to live with it.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

<IDEA!!!!!!>
MAKE GOLLIES IN XTA FIRE ONLY WHEN STATIONARY!!!!
</IDEA!!!!!!>
Post Reply

Return to “General Discussion”