Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.
In OTA, the Bulldog and Reaper filled similar roles, with the Goliath being an "even heavier reaper". In AA, the Bulldog and Goliath fill similar roles, with the Reaper being an entirelly different role. In XTA, Goliath's are light Krogoths on wheels vulnerable only to flakkers digging holes under them (ignore this last sentence, its based soley on very old information ).
I like AA's way of handling it, and despite being similar roles Gollies still have the advantage of general Core heavy superiority.
Bulldog is more suited to multiple light targets as well, with its slower firing rate. On the other hand, Goliath has about 30% larger of an AoE... Really depends on what you're using them for if you're trying to decide which is superior. Maybe I'll reduce Goliath's turret rotation speed very slightly in the next version, too.
Bladewings already got a serious nerf in their hp. Any anti-air absolutely slaughters them, including a trio of samsons. A flakker or anti-bomber turret mean that a group of 20 bladewings will be dead before you can pull them back. It's happened to me...
Bladewings may be fragile but they are incredibly powerful. I think they should get a "similar" treatment to the EMP spider...Make them cost 4x as much(including buildtime) and give them 3x the amount of HP. Right now 1 bladewing costs 1/4 as much as an EMP spider, is level 1, is faster, and can only be hit by anti-air. If it got 4x the HP, it wouldn't be nearly as fragile Decimator...You also would have a harder time spamming large masses of the stuff .
Bladewings aren't unbalanced, as Decimator said. Get some light anti-air, and it doesn't matter how many bladewings the opponent has, because they all just die.
Arm Razorback's and Bantha's are too 'strong' (esp the Bantha's)
Bantha's they seem to be a mini krog, but virtually unstoppable with core units (the 'heavy' weapons mech and the missille mech one). They need a serious reduction in armour along with fire rate. Unless you balance the core mech's.
Razorback's - I saw 3 raped a single sumo, sumo didnt do much damage at all.
Doomweave, try sending 11 bladewings versus 5 jethro (cost in metal ratio)...Tell me if the jethros have any luck . No biggie, i'll enjoy them while they last...hehe...
Decimator, yeah I know you can spam anything =p Its just a question of how much spamming is done...and how easy it is to spam other things along with the bladewings (given low metal cost). Deci, help me abuse them so people complain =p. I give it a week or so before people yell about it.
Richw, I can't say that your comparison of the razorback holds much water...Your saying that 3 razorback (metal cost of like 10800 combined) versus one sumo (2000 metal) had the sumo get demolished...Umm...hehe. Can ya expect any other result? Specially when comparing level 3 with a level 2 unit?
Bantha is a decent mech unit, but it is far from unstoppable. A bantha costs 15k metal... You can make like 13 goliaths for that cost. Try sending 13 goliaths against the bantha and tell me how it goes. Heck, make 15k worth of metal of almost any core level 2 unit (maybe even lvl 1) and send it against the bantha...The bantha will get demolished. Bantha is tough and had a decent range but its damage is lacking in my opinion. I haven't built one in awhile hehe, although I used to.
You see a couple of Razorback or Bantha coming towards your base...and uou have a couple of doomsday units (your attacking units have left your base for what ever reason), there going to get turned into metal quickly....how can you defend your base?
Its not like you can magic up 13 golly's
Don't seem to have much health, but most weapons make a little dent.
Now build 3 of the core heavy metal mechs and watch them get wipped out by 2 annitaltors (sp).
annitaltors have too much range (AA & XTA - IMHO) anyway but still...
Nano towers build speed seems fair to me, it is quicker than before and still slow enough to stop walls of nano from being created.
They're still more beneficial than building 20 farks/necros/freakers const units blah ect..
The Kraganath doesn't seem excessively overpowered when compared to units of the same build level, and a Doomsday can handle them quite easily 1 v 1 or 1v2 at least, but once the game is that far along you should have support units pushing out anyway to balence it up.
Richw, your arguments are useless. Pure numbers are meaningless. Try using metal cost. For the cost of those 3 razorbacks, you could've had a bunch of sumos, and the outcome may have been different despite the Razorback's tech level superiority.
Similarly, I can't remember exactly but I know you can get at least 2 Krogtaar for every 1 bantha produced. In a 2v1 here, the bantha loses.
You say you can't just "magic" goliaths out of thin air... welll... your opponent didn't "magic" what he's attacking you with, either. If your opponent has a powerful attacking force and you have no defending force... there's a word for such a situation.
K, well I just tried out the Deflector Shield building since the 1.31 changes, and to be honest.... now its pretty well useless.
I just got done playing a game where I had 3 Deflectors triangulated around my central resources in my base, shot after shot wouldn't even be veered away from the very center of the deflection mass.
It was like I didn't even have them there, even with full power (3 adv fusions) feeding them, and the new nerf on them has made them pretty well useless as a defensive building.
The pattern I used to form my shield was like this,
+...FF...+
......F
......+
With shots coming in from the south, it wouldn't even block 50% of the shots.
This is my only gripe I have about 1.31, artillery is like anything else in the game and should be counterable.
Maybe a better way to balence the Shield bases would be to reduce their coverage range so it can be used to protect very specific buildings or locations instead of a huge area defence and give it full strength even at its outer boundaries. Increase the shield repulsion power back up to where it origionally was in 1.30 or even 1.25 would be good, and increase the power drain per tracked projectile.
The shield and anything within its field is still extremely vulnerable to Beam type weapons(annihilator beam, sniper rounds), Rockets, Missles(Merl, Nuke type), bombers, gauss, and lightening.
The only thing it deflects is plasma projectiles such as Artillery, tank rounds, hard projectiles (Bantha arm guns), and burst plasma like brawlers and flash tanks use.
Its not like they're cheap to build, nor are they quick to be emplaced.
They're a huge drain on your economy as is, and since they use energy on a per projectile basis as well as how much force is being applied, attacks like Brawler squadrons or actively deflecting 2 or more heavy arty(bertha,intimidator) can quickly bring your energy to 0 making you vunlerable to artillery attack as it tracks the multitudes of incoming plasma shots.
They shouldn't have been nerfed this hard, or at least not in this kind of way.