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Posted: 01 Jul 2006, 23:30
by Aun
TradeMark wrote:Caydr wrote:And can be built anywhere.
What you mean by that? You can build it under water, or really rough terrain? I tested, and there is no difference with ARM or CORE fusions where you build them.
You don't have to build them on a geo spot.
Posted: 01 Jul 2006, 23:55
by Caydr
Yeah... so my point was, yes arm gets a nice advantage (I'm thinking of reducing to 1250a/1000c actually) but only if they can get a hold of a geo spot. Core needs no special terrain to take advantage of their increased fusion output though. IMO that's reasonably balanced and helps to add a little difference between the sides.
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Glad to see still no complaints! Maybe I can spend some time on GEM for a while. Please be sure to give my L3 changes a good test, since I'm sure my hastily-designed new balance scheme has to have a few flaws.
Posted: 01 Jul 2006, 23:56
by Neddie
that seems so odd, aren't there alot more posts saying that the prudes fine?
Correction, there are a lot of posts saying that nobody uses them... ergo they are not viable, ergo they either should be removed as units or made worth the cost.
I personally use Prudes more often than Mohos, due to my constant experimentation. That is a massive reason why my game varies so much between the extremes - I come in to each game with the intent to do
something new.
I support making the Prude more useful, but I will still use it even if it is not.
Posted: 02 Jul 2006, 00:00
by Caydr
Also reducing its costs a little on them, I think. The HP and no-nuke-on-death is nice, but from a practical point of view, it's still only giving you half of the energy a moho geo would give. Energy is a handy thing to have, no?
Someone mentioned that Dominators are kind of lacking right now. They're still useful for hiding behind blocking terrain or shooting over barriers and that sort of thing, but I was thinking maybe something like:
Dominator range increased 10%, damage reduced 5%
Would be a nice touch... thoughts?
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Also, just got this from the lobby:
[6:04:05 PM] <[Gen]Hellspawn> I think gators should be slightly nerfed though >_>, they own flashes
Anyone care to comment? My tiny EMG boost was aimed at reducing the gap between gator/flash 1v1 chances a little, but maybe some other changes are what's really needed.
Posted: 02 Jul 2006, 00:26
by Hellspawn
Make flashes a bit more cheaper.
Posted: 02 Jul 2006, 01:17
by Egarwaen
Caydr wrote:Someone mentioned that Dominators are kind of lacking right now. They're still useful for hiding behind blocking terrain or shooting over barriers and that sort of thing, but I was thinking maybe something like:
Dominator range increased 10%, damage reduced 5%
Would be a nice touch... thoughts?
The problem is that right now, they don't have much more range than a Morty, and is slower, weaker, and more expensive. They've got a higher DPS and bigger AoE, but only a hair more range and can't hit mobile units. How about an AoE boost too, to improve their indirect fire capabilities?
Posted: 02 Jul 2006, 01:43
by MR.D
Gators are nice, but so are flash tanks.
Biggest problem with flashes is this.
If a flash tank is chasing a unit down or comes into FOV range of another unit, there is a delay between that and when it starts to track to fire.
Having less range than the gators is not the enemy, its the delay for combat that makes you lose them so fast.
Your first flashes will get into range, and by the time they actually start firing, the front line units are severly damaged, then creating the problem of any unit behind it getting stuck and causing a traffic jam slowing down the assault even more.
Same problem could be said for gators as well, but they have the advantage of range and that helps counter it better than the flash tank can initially.
Flashes are most effective in groups of 10 or more when you can get close to and surround a target.
Posted: 02 Jul 2006, 01:47
by Kixxe
Egarwaen wrote:
The problem is that right now, they don't have much more range than a Morty, and is slower, weaker, and more expensive. They've got a higher DPS and bigger AoE, but only a hair more range and can't hit mobile units. How about an AoE boost too, to improve their indirect fire capabilities?
Err? i thougt you where meant to use dominators to take down turrets or a building or bombard a base from afar... why would it need a AoE boost for that kind of attack?
Posted: 02 Jul 2006, 01:57
by Egarwaen
Kixxe wrote:Err? i thougt you where meant to use dominators to take down turrets or a building or bombard a base from afar... why would it need a AoE boost for that kind of attack?
Because you're often firing at radar blips when you do that, and a bigger AoE helps make it so the weapon does some damage to the intended target instead of whiffing entirely. It's also another way to discourage really tightly-packed defences.
Posted: 02 Jul 2006, 02:23
by Caydr
An AoE boost seems reasonable, they're vrockets after all.
I'll reduce Flash metal cost by 5% and increase their turning/acceleration/braking by 5%... that should help with the clumping problem a little. After that, we'll see what else is necessary.
Posted: 02 Jul 2006, 03:30
by Min3mat
possibly a slight change to their buildtime as well?
Posted: 02 Jul 2006, 10:19
by Comp1337
Not too much at the same time tho, we dont want uberflashrush KEKEKEK back.
Antinukes dont hit nukes
Posted: 02 Jul 2006, 10:35
by zorbawic
I was playing a game, the other player has lunched 1 nuke at me, the target of that nuke was in range of my 3 Scarabs (i had stocked more than 20 antinukes in each of them) - 1 antinuke was lunched, flew , flew and missed the nuke, than turned and flew behind that nuke. Eventually the nuke hit my base and the antinuke didnt hit it at all - just felw in a constant range behind the nuke. This happened to me twice in the same game. I was playing AA2.1.
Later I have watched carefully the game replay, and well ... look:
Thats what happened when I have lunched my nukes at the attacker's protectors:
I have put this post/topic/etc in a wrong place before because I was confused. This problem with Scarabs has not happened before (or I hadn't noticed that error before), their misiles ware successfully/properly destroying nukes in previous AA versions.
Has anyone had the same problem ?
Posted: 02 Jul 2006, 11:19
by SwiftSpear
I just played a game and I'd like to know what the offencive counter to blades is. It seems they are all but invunerable over enemy territory, you can't kill them with flak trucks, you can't kill them with fighters because of enemy AA, and enough of them, just like brawlies, will take down any mentionalbe ground force. Am I missing something or do blades make an invulnerable defence line?
Posted: 02 Jul 2006, 11:59
by Charlemagne
Screamers and (whatever the other one is called). They shoot very slowly though, and only one plane at a time, but you could build a few of them.
Posted: 02 Jul 2006, 12:24
by SwiftSpear
Screamers and mercuries are a defencive counter, you need both a defencive counter and an offencive counter to every tactic, otherwize the game is frozen.
Posted: 02 Jul 2006, 12:57
by KDR_11k
Screamers have a huge range so you could build them near the perimeter of the enemy base and let them give fire support to your troops.
Posted: 02 Jul 2006, 13:09
by Min3mat
we are talking blades as in the flak resistant gunship? they rarely come out as they are so expensive, counter, as always is fighters (preferably the T2 ones as they are stealth). this counter can be countered and so on and so forth
Posted: 02 Jul 2006, 13:14
by BigSteve
take a chunk of jethros with you too, I pity the foo! who understimates the powa of the the most mighty " thro "!!!
couple them with frontline long range towers and some fighters and you should be ok
Posted: 02 Jul 2006, 14:04
by Das Bruce