triton wrote:
- Normal Comblast should leave some wrecks for the units destroyed but far from middle of explosion.
Totally disagree.
Let me tell you why I think BA is so much balanced. When you kill a com, you usually need to spend a lot of metal (units) to do it. This kinda rebalance the teamgame going on: one side is loosing (only) a com, the other loose units. If the attaquant is able to reclaim what he used to kill the com plus the com wreak, that make the attaquant being much more powerfull and far too difficult to stop
triton wrote:
- Comblast while flying shouldnt be able to kill 100% hp commander at ground and it should deal slighly less damages to ground units, units not in the middle of explosion could leave some wrecks.
I will not enter into discusion for method to avoid combom (= killing a com with another com explosion) but for the same reason that the one above, I think it should kill ground unit and also i like to use my com to kill a spam of T3 unit coming in, it is kind of one of the only use of the commander for late game). Plus i think it should still kill 100% air unit (to intercept other combomb, flying com into base). Finnally, nano effciency mixed with porc make of the combomb the only way to kill it (i did not say it was good of bad, but still it is the only way, cause nano are so good)
triton wrote:
- Chainsaw/Eradicator and Cobra/Flakker needs more range (20%-30%)
as johan say, range will make placement usless, better decrease M cost or increase efficiency for t2 AA static defence
For T1 AA, they dont need change imo. T1 air cost really a lot or ressources already and Chainsaw/Eradicator can kill a 20 t1 bomber rush already
triton wrote:
- Bulldog and Reaper needs a small Buff.
I would suggest decrease in E cost maybe, but i think they are fine. problem comes from elsewhere
triton wrote:
- All T3 kbots should be able to crush dragon teeth.
Some T2 units too : Goliath, Fatboy, Cans, Triton, Poison arrow, Banisher, Bulldog and Reaper.
T3 balance totally suck anyway. Everything must be redone.
triton wrote:
- Minelayer should be able to repair or should have emp mines.
Or just remove Heavy mines from arm and give them emp mines.
Emp mines would actually bring much more stategy cause you can reclaim.
Repair abily on mine layer is too cheap for their cost, It shouldnot be more than air cons bp
triton wrote:
- Airpad are useless, do something.
.
I dotn mind "usless" unit, it does not unba game
triton wrote:
- Spider needs to be faster or/and have more hp.
.
What about termite then ? spider are AA thermite are not. why bluff spider and not termit ?
Now, about t2 balance, the reason why poeple reclaim T2 lab is not becasue T2 unit cost is too expensive, it is because the ability to make eco is huge with t2 cons and a few Kilos metal. Spamming T1 unit (stumpy) with t2 ecp is really good
What I suggest here aims both to solve this problem, and to make all t2 unit usefull (rather than the usuall T1 spam, stop eco T2, T3 spam or T2 air). And by usefull, I mean you use them more than a few minutes and then go t3 / t2 air.
Progressively decreasing metal maker efficiency.
Lets say the current BA effciientcy of metal maker "e" is 1 (e=1)
Lets say the amount of Energy that is converted to metal (not the total amount of energy that you produce and that is always higher) is E
For exemple, we could say:
if (0<E<1000), e =1
if (1000<E<9000) e = a*x + b (linear decrease from 1 to 0.6 from E=1000 to E=9000)
if (9000<E<infinity), e =0.6
This way, game would be more interesting since making exponnentionnal eco would be slower. Plus spamming advanced fusion would be half efficent as it is now.
Ecoing would not be so much important than it is now.
And yeah ofc, revease goliat hp, panther and croc E cost
I wont talk about raider anymore, I made tons of posts expaling thge nummber and noone ever replyed about it.