Kixxe wrote:Not telling the brawler player that brawlers were disabled invalidates the experiment, because you basicly intentionally sabatoged his build. You might as well disable the core l1 vehical and kbot labs and then force all your opponents core.
Even so, most pepole are flexibole enought to do something after noticing he could't use his favorite unit. Maybe reclaim and start on advanced vech plant?
Buf offcourse it was kinda rude not to tell him...
A little bit of flexibilty isn't as good as knowing the build won't work right from the beginning of the game and designing a strategey properly from square 1. When I go brawlies I use a slower econonmy build and less base defences banking on the fact that my 3-4 early brawlies will be able to defend my base from fast units and at the same time take out enough of my opponent's res to knock his income to the same rate as mine (if not less). Building an advanced air, finding it can't build the primary unit you built it for, reclaiming, and THEN trying to change to a different strat all together is a frigging HUGE kick to the nuts in the early game.
Meh, back ontopic.
Okay, Brawlers are imbalanced becuase of sevral things.
1: In large amount of numbears, you can't really kill them without SERIUS anti air support. Figherts, missiles, flakkers in large amounts to take em down before they kill your fusions. On the other hand, these armys take long time and lotsa rez to make, giving you plenty of time to build the defence or even better, to attack him.
a counterforce of fighters that can kill a full line of 30 brawlies takes about 1/5 the time to build as the acctual 30 brawlies do. To build them so they kill the brawlies before they acctually reach the base takes 1/2 the time.
2: Mobile flakkers suck, giving whatever attack you trow at him failure. He will lose units, but so will you. The only thing you can do to BEAT him, is to build an army of 1 gollie and rest antiair.
I like to go several golis and several fighters. The big counter I've seen several time that lames that strategey is lines of dragon teeth infront of a brawlie players's base. I've even seen brawlie dragonteethers take out mass krogoth players. Dragons teeth are just too hard to kill by anthing with enough hitpoints to stick around under fire for more then 1 second.
3: Building a complete brawler-free base when there are more then 30 brawler and to NOT porc is imposibole. Bacicly, the brawler players is forcing you to have small amount of land since you can't expand to much sinceyou need lotsa flakkers at evey point.
Don't counter brawlers with flakkers, counter fighters with flakkers and brawlers with fighters. Flakkers should never have to do anything asside from making fighters' jobs easier. Bunch 4 or so flakkers around your fusions so they really don't go down easy and let your fighters do the rest.
4: Brawlers kill everything. Not that they should't but it's to esay!
Solution? Don't change flakkers (maybe a smaller change in price), change the brawlers. The flakkers aren't imbalanced, the Gunships are. Make em slow, exspensive, and with less Damge per second...
Do you think flakkers suck? How esay do they take down fighters and bombers?
I agree with the point, but I dissagree with the method. As I see it, bombers are supposed to be the anti structure/anti base unit, and gunships are supposed to hassle enemy ground troops. Currently bombers are just boarderline useless and gunships do everything. Now that we have new unit specific damage, why not just make all brawlie damage 1/2 against structures, and all bomber damage double? Make a real working paper rock scissors system.