Arm t2 kbot lab

Arm t2 kbot lab

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babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Arm t2 kbot lab

Post by babbles »

arm t2 kbot >>>>>>>>>>>>>>>> other t2 land labs

imo, something should be done to make arm t2 kbot not as win, warriors are OP as far as I'm concerned and maverick/raven/sniper are 3 of the best units in the game...if it wasn't for flak and panther then there'd be little point going vehicles
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Arm t2 kbot lab

Post by pintle »

That lab has real trouble taking on a hardpoint: no dominator equivalent. If people learned to use fort walls from time to time, this would be even more apparent.

I think you vastly overstate Raven's power.

Maverick is nowhere near op for cost (and difficulty of deployment) as far as I'm concerned, never seen them abused in a way that seems op.

Warriors are pretty useful, and very flexible units, I'm not entirely convinced they are OP, per say, but maybe they could use a tweak.

Veh lab has mob fus, spider (criminally underused unit), triton (again underused- perhaps more useful for core who lack the panther), PENETRATOR, luger (which is so much better than fido) merl, and mobile antinoox...

I think if anything the majory disadvantage of arm t2 veh is how pathetic the bully is compared to the reaper, and the lack of a mainline unit to go toe to toe with core t2 that arises from that.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Arm t2 kbot lab

Post by 1v0ry_k1ng »

I agree its pretty brutal early on, but it also lacks any kind of T2 economy option and as pintle says, is pretty weak at attacking defences from out of LoS. small or very crowded maps, yeah it might be OK. larger maps with less crowding, the superior range and economy of vehicles are almost certainly a better option.

personally I think arm vehicle are way rougher- penetrators are easily the best unit for an early t2 push.
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Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Arm t2 kbot lab

Post by Sucky_Lord »

apparently you havent learnt the leveler+slasher rush followed up by a fast goli with 3 cons to heal :D

And ive always preferred core t2 kbots due to the manticores and especially freakers! pyros could do with a HP boost though, they are useless at anything other than preventing a light T1 attack :S
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Arm t2 kbot lab

Post by babbles »

sucky lord, you know this it xta, right?
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Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Arm t2 kbot lab

Post by Sucky_Lord »

was wondering what a raven was.. ahem, allow me to compose myself..

so, arm t2 kbots are quite strong!
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: Arm t2 kbot lab

Post by Deadnight Warrior »

pintle wrote:That lab has real trouble taking on a hardpoint: no dominator equivalent. If people learned to use fort walls from time to time, this would be even more apparent.

I think you vastly overstate Raven's power.
Then, you haven't seen recent, unintended changes to Raven, which make it have stockpilable rockets. Meaning, after you wait for ~3 mins one Raven can unleash a massive barrage of 40 rockets at once (technically it takes 14 sec to do so).
I think that's more than a good Dominator counterpart.
The downside is, one Raven can take out an entire base alone with a proper stockpile of rockets (~70). On the other end of the stick, if you keep your Raven stockpiling inside your base, and you didn't set it on "Hold Fire", it will unleash it's missile hell on incoming raiders. And if the raiders are fast enough, that missile hell will be levelling your base instead of them.

Regardless wheather ARM or CORE Kbots are OP, there is little reason for going T2 vehicles on either side, apart from AA. As the vehicles are expensive, slow and make a very nice D-Gun target practice. A possible solution would be to increase all T2 vehicle speed and weapon range by 15%. This brings up the hover vs vehicle V-launch rocket launcher issue as hovers only do somewhat smaller damage but have like 3x the manuverability of vehicles, 2/3 price and the weapon range is the same, which plays a higher role than damage. As an added bonus hovercraft platform is cheaper than Adv. Vehicle plant and can be built on water as well.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Arm t2 kbot lab

Post by pintle »

Well I assumed that the Raven changes you made, which you yourself said were not intentionally included in the beta, would be removed, as they are so LOLOLOL OP its not even true...

Increase t2 veh speed by 15%? Panther, Spider, Reaper, Leveller all getting a speed buff? Are you secretly Noruas?

Its not my fault if noobs dont ever EVER use amphib tanks as light t2, but I'm sorry the lab DOES have cheap units for both factions, and numerous unique options which make it more appealling (antinoox anyone?).

Hovers have nowhere near the assault potential (dismissing the failure that is a Bulldog) and no t2 cons.

Reaper, Bulldog, Triton, Crock, Panther, all kite commander as it is, speed and range buff would be insane, he would have 0 chance at all.

I would suggest a minor buff to the Bully (turn, brake, and accellerate values) and people calling the lab UP try making amphib tanks as transition units when they first tech.
babbles
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Joined: 22 Jul 2008, 02:30

Re: Arm t2 kbot lab

Post by babbles »

crocs/titons are pretty crap
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Arm t2 kbot lab

Post by Gota »

This is a psyched out thread...
First someone mentions going fast gollie in an XTA thread( :O ) than someone says something about kiting a commander with bulldogs (jammer, hatcha!!).

I say if you want to make slower heavier units more useful nerf commander.
Either remove morphs or another less "extreme" solution would be to make e storage give a lot less storage for a lot more resources.
Since storage is mega giga necessary for commander, reducing average storage per game would mean less chances of commanders dgunning statistically or it costing more since players will make several e storages.

Slow heavy expensive units are like Caviar for current XTA commanders.
you could also reduce the jamming radius of mobile jammers thus making it harder to pwn with com while jammed.

All this or any of it will make T2 vehicle more effective.If they are indeed underpowered ATM..
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Arm t2 kbot lab

Post by 1v0ry_k1ng »

arm t2 vehicles are NOT underpowered. crocs/titons do that thing where they go underwater then accidently your whole coldplace windfarm
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Arm t2 kbot lab

Post by pintle »

They are also cheap, good hp for cost, pretty fast, aoe shot with decent rof, highest slope tolerance veh bar spider, and outrange dgun...
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Arm t2 kbot lab

Post by babbles »

if I want a light t2 arm vehicle I make panther

if I want a light t2 core unit I don't go vehicles
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Arm t2 kbot lab

Post by raaar »

hey!

people noticing warriors', snipers' and ravens' overpoweredness.

who'd have thought of it..


sadly i usually screw the transition to tier2 eco, so i can't abuse them properly.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Arm t2 kbot lab

Post by babbles »

heh, raaar, to be fair your way of making warrior etc less op was to make the stuff in the same lab better :P
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Arm t2 kbot lab

Post by Jools »

I think veh speed increase could be warranted, after all, vehs are supposed to be faster than kbots. Also, sniper has too much hp for being a sniper. Isn't a sniper supposed to be daedly when unseen, but dead when spotted? I don't think this is the way we use sniper in xta.

edit: oh, and the hovercraft minelayer from xtaids could be made available by default, me like :)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Arm t2 kbot lab

Post by AF »

crocs and tritons, along with the gimp ( though it has bene known to buck this perception ), are seen as weakmans variants of the reaper/bulldog etc. They are big slow and bulky, they look expensive, and they look weaker than their counterparts on land, and they're primary use it going under the water.

This is the perception most players hold, despite it not being entirely true. Since I've never seen them used much outside of their amphibious role either in one or two that get blown up or a big horde, I'm not sure of their strength myself. But they do have a problem of how theyre percieved which follows through to general apathy later on once a player has acquired experience.
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Gota
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Re: Arm t2 kbot lab

Post by Gota »

Image
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Arm t2 kbot lab

Post by pintle »

Try rushing 2 gimps and com pushing: Oh shit! they have huge range, aoe, nice hp for cost, and an arcing shot? Who would have thought it...
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Arm t2 kbot lab

Post by babbles »

rush them? lol? they cost over 1k metal

or I could be arm and have a sniper, jammer and 3 warriors
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