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Posted: 04 Feb 2006, 20:43
by DavetheBrave
I really dont see what making mohos cost 50 e to operate will do other than make games longer and more boring.

I dont think that increasing the hp of goliaths is the right answer. Increasing their turn rate would work better imo.

and arent Doomsdays good enough already? ;P.

Otherwise, i am really looking forward to the new version.

Posted: 04 Feb 2006, 20:59
by Decimator
Caydr, I really haven't found a use for reapers. They're rather slow, not very heavily armored, and have extremely short range. Most of the time, I'd rather just spend my metal on the gollies. Perhaps the flamethrower on it and the pyro should be changed to go through things? That should fix the weakness of both the pyro and the reaper and would fill a heavy anti-swarm role.

One other unit comes to mind also, the juggernaught has an underpowered weapon, perhaps it could be changed to be similar to the firestorm turret?

I really like the style of the flame turret, but it doesn't see use because it's a rather short-ranged lvl2 defense. I almost never build defensive structures, and that is the same with most core players, so it would be nice to have that kind of weapon on some units.

Edit: and doomsdays are useless, they'll get killed by long-range artillery, bombers, or the enemy will simply go around. Usually the first time I notice a doomsday is when I see its wreckage from the hail of my artillery killing all radar dots in range.

Posted: 04 Feb 2006, 21:39
by Caydr
I pity the fool who doesn't use jammers around his defensive line.

Pyros are excellent units. Maybe a little help can be given to them, but regardless they're excellent units. Their speed makes up for their lack of HP. They're sort of like a core Zipper, just with more firepower and a bit slower. And lots more HP. 30 or so can be used for anything but anti-air...

Reapers and goliaths could maybe get a turn rate increase, but I really think they're fine. Goliaths kill all the heavy stuff, while reapers can act as support units, taking out anything that might try to get in close where goliaths are at a disadvantage.

Why do people think Juggernaut has an underpowered weapon? :| It's crazy-powerful.

Posted: 04 Feb 2006, 21:51
by Decimator
Jammers aren't difficult to find and kill, and doomsdays don't move. Therefore, it's very easy to set up a tremor, diplomat, vanguard, or sniper and kill it easily without getting scratched.

Posted: 05 Feb 2006, 02:17
by Drexion
Decimator, what happens when you have DDM supported by ambusher-style long-range buildings? hmmm? ;) And anti-radar behind the DDM is easy to destroy? When core has deleters that move? hrm...

-Drexion

Posted: 05 Feb 2006, 02:21
by Dragon45
Reaper is singlehandedly the most uselss unit in the game right now. It's weapon is weak, you cant swarm with it because one reaper cant fire throuh another (and they are fairly sizeable), and they're really slow. Pyros do the job of the Reaper far better than the Reaper.

Posted: 05 Feb 2006, 02:44
by Decimator
Yes Drex, anti-radar is easy to destroy. Not only that, you don't need to destroy it because one scout plane will tell you where all defensive structures are, enabling either side to bombard them with artillery. Ambushers die the same way, except they at least get a chance to shoot back.

Posted: 05 Feb 2006, 09:34
by Doomweaver
I agree reapers are crap! lol, you can't have a short ranged slow unit unless it's really tough for it's cost, which the reaper isn't!

Also, mumbo's don't do enough damage, they are pretty useless too. Swarm control is so easy, that if they are not awsome at antiswarm they are useless.

And moho's should require 100 energy at least. Why not just leave them how they were, but decrease them to OTA mining ability? I always thought that it was good to need a fusion before you got a mohomine.

Another thing, maybe nerf fusions and make them cheaper. Say 600 energy, %70 cost? And get rid of adv fusions, hence forcing players to control more land, or risk fusion explosions all over their base?

Posted: 05 Feb 2006, 10:09
by Forboding Angel
doom, go back to xta please. Fusion before moho mine? WTF???

Posted: 05 Feb 2006, 12:07
by Mars Keeper
Forboding Angel wrote:doom, go back to xta please. Fusion before moho mine? WTF???
I agree with forboding angel. Fusion before mining is bad. You need moho´s to afford fusion. :o

Posted: 05 Feb 2006, 21:29
by NOiZE
why do winds only cost like 62 energy (~40 for core)?

i would think they should cost like 600..

i mean they are also dirt cheap on the metal..

Posted: 05 Feb 2006, 22:13
by Decimator
Noize, why would we want to use something that's unstable, fragile, and expensive?

Posted: 05 Feb 2006, 22:15
by NOiZE
well a mex even costs more energy (around 500) and it get killed even faster then a windgen..

Posted: 06 Feb 2006, 04:33
by Caydr
But if you build 30 mexxes in a row, they don't all explode when one of them gets blown up.

Alright, I think I've figured out a solution for the reapers now, I'll update the changelog with the latest info sometime this year.

Posted: 06 Feb 2006, 07:20
by NOiZE
just don't build them in a row... or take the risk i would say.

Posted: 06 Feb 2006, 14:00
by NOiZE
and i really think Flashes are too strong

they easy own 10 instigators which cost more..
they owh LLT they own almost everything

Posted: 06 Feb 2006, 16:48
by forbidin
That cannot be changed due to the gators weapon. Gators do more damage per hit, but flashes do more damage over time.

Flashes are arm's claim to fame. They are the best raid/rush/anti-rush/anti-swarm unit. They are also great for spoting and taking out ramboing units and positions.

Gators can do the same thing to an extent, same for a butt load of ak's. But yea, flashes pwn. If my old clannies come from ota (core vets), play em. They will show you how to stop those flashes cold (and many other things).

I learned how to play core from them.

Anyway, back on track.

Posted: 06 Feb 2006, 17:20
by NOiZE

Code: Select all

1.4 --> 1.41

EMG damage increased to 10 (7)

1.41 --> 1.42

AK/Gator weapon damage per second reduced to 87 (105)
Core got nerved twice!

i guess that is the problem.

Posted: 06 Feb 2006, 18:50
by Chocapic
NOiZE wrote:and i really think Flashes are too strong

they easy own 10 instigators which cost more..
they owh LLT they own almost everything
ive really noticed this too, say 2 llts get owned fast by 5 flashes (or maybe less dunno).
flashes are really awesome for a very first raids.

Posted: 06 Feb 2006, 21:06
by Drexion
An llt costs 61 metal. Just how many units should two of them stop? hehe. I'd think 5 flashes rushing at 2 llts would take some pretty decent damage before the llts died. (Haven't tested).

BTW, NOIZE...that instigator "nerf" you mentioned was actually a correction after making them do ALOT more damage(too much so). They actually do more damage now than they did in version 1.35.

-Drexion