Page 48 of 72

Posted: 05 May 2006, 23:29
by Min3mat
pillagers > diplomats
cost effectiveness
diplomats are slightly mroe concentrated firepower i guess so easier to guard, the tremor is EASY to guard, so => cost a lot
i reckon 10% reduction in t1 radar jammer Build Time and a 1/3 or so cut of the adv jammer!

Posted: 05 May 2006, 23:33
by Egarwaen
And if I'm reading the weapon info right, Pillagers have a higher DPS but shorter range. The Pillager gets 1480 damage for every 850 damage rocket the Diplomat fires. The Diplomat gets almost 30% more range and its rockets have a bigger AoE. Of course, the inaccuracy of the Pillagers means that their higher DPS doesn't always all land on one target...

Posted: 06 May 2006, 00:20
by Soulless1
Min3mat wrote:pillagers > diplomats
cost effectiveness
diplomats are slightly mroe concentrated firepower i guess so easier to guard, the tremor is EASY to guard, so => cost a lot
i reckon 10% reduction in t1 radar jammer Build Time and a 1/3 or so cut of the adv jammer!
Sounds about right

But the whole arm/core imbalance would still need looking at.

I actually really like the idea suggested on the previous page about making castros into short ranged, cheap but tough jammers - it fits well with Core's general style (arm stuff cloaks, core is armed or armoured) while keeping the units different :-)

Posted: 06 May 2006, 01:19
by Min3mat
i think that radar jammers should be weak so that they are a strategical target. make the CORE one cheaper maybe, tbh CORE dont rely on stealth. they can sit back on their econ and spam super units like cans etc. ARM is so hard to play :(

Posted: 06 May 2006, 01:38
by NOiZE
Min3mat wrote:i think that radar jammers should be weak so that they are a strategical target. make the CORE one cheaper maybe, tbh CORE dont rely on stealth. they can sit back on their econ and spam super units like cans etc. ARM is so hard to play :(
sorry for this:

ROFLMAO

Thank you for your time

Posted: 06 May 2006, 01:43
by BigSteve
lol

Posted: 06 May 2006, 01:44
by Min3mat
OK, hard to play PROPERLY! support uintsi and stuff

Posted: 06 May 2006, 03:00
by Soulless1
...*coughsnortgiggle*

hard to play, you say? :lol:

in any case, radar jamming isn't about playing 'stealthily' so much as stopping the enemy from shelling your base at their leisure...

This is especially important on the front lines at the start of games, as jamming makes all the difference in punisher battles.

Posted: 06 May 2006, 13:03
by Zenka
Well most people play Arm. even without the op flashes.
and you don't have to play arm. go for Core if you prefer it.

Posted: 07 May 2006, 11:26
by Leaderz0rz
CORE FTW

Posted: 07 May 2006, 12:44
by Hellspawn
I play both, depends from map :P. I think sides are pretty even now.

Posted: 07 May 2006, 16:22
by NOiZE
And IMO tech 3 labs should be even more expensive.. like double their cost or something

Posted: 07 May 2006, 17:39
by NOiZE
And the Hover transport shouldn't be able to load enemy units/ that's not possible right now. But @ least decrease it loading range or something?

Posted: 07 May 2006, 19:55
by Leaderz0rz
In all the games I have played, the only time I see a tech 3 plant is win they are going to win anyways or if its a large game and someone managed to por c the whole time and gets one up. In most games it doesn't last long enough in level 2 to think about level 3

Posted: 07 May 2006, 20:05
by Zenka
I see lvl 3 plants reguarly. It depends on the map you play.
On altored devide, lvl 3 isn't rare. same on Comet catcher and any other large map. Even greenhaven gets to lvl 3, if the teams are a bit balanced.

Posted: 07 May 2006, 20:25
by Pxtl
Zenka wrote:I see lvl 3 plants reguarly. It depends on the map you play.
On altored devide, lvl 3 isn't rare. same on Comet catcher and any other large map. Even greenhaven gets to lvl 3, if the teams are a bit balanced.
I agree. My only frustration is that playing vehicle leaves you without access to L3, so you have to climb the Kbot ladder to get the L3 lab - and if I've been playing vehicles because of a heavy combat game, I probably am gonna need the lab.

Posted: 07 May 2006, 20:54
by Konane
NOiZE wrote:And IMO tech 3 labs should be even more expensive.. like double their cost or something
I agree, it gets kind of frustrating when you get rushed by L3 on Altored divide in 20 minutes time. Many people neglect vehicles and go straight to l3 kbots(including myself sometimes). I also think that L3 all terrain bots(vanguard/karganeth) should be nerfed or something(well if you ask me only spiders should be all terain, flame me). I noticed in my recent games that maps with hills and choke points tend to become all-around karganeth(and they look really stupid scaling hills) spamming.

Posted: 07 May 2006, 21:06
by Soulless1
I would agree that level 3 mechs should be accessable through the vehicle route (as well), since they are actually closer in playstyle to vehicles than they are to kbots.

Posted: 07 May 2006, 21:31
by Zenka
tech 3 in vehecle build tree, yeah, that would be better.
Also the vanguards are the all round unit in hilly maps.
Load of HP, increddible firepower, all terrain. Not very expencive.
their shots even knocks units backwards like a plasma battery, what you do against them, if you have no anni support or no heavy tanks?

Posted: 07 May 2006, 21:35
by Egarwaen
Agreed. Vehicles kinda get screwed once L3 rolls out. With Air, at least you have options that can go toe-to-toe with them. Sure, vehicles can, cost-for-cost, but don't most L3 units have significantly better mobility?

The Advanced Fusion seems a poor trade-off. Does anyone ever build those?