Beta 3678 feedback thread

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Re: Beta 3678 feedback thread

Postby SpoCk0nd0pe » 31 Mar 2017, 23:36

IceDreamer wrote:Making engies in attack-move and patrol switch from rock to rock faster is... Not easy... :/

Not possible? :/ Probably :'(

Maybe implementing area commands is enough. Manual reclaim pros would still have an edge, but a smaller one and it's an intuitive feature already known from other RTS titles.
PsychoBoB wrote:
...APM will just be used in less boring ways, so we might see better build orders, far greater degrees of micro in the opening fights, or any number of other inventive cleverness that those top players with godly APM figure out to do once they're no longer forced to use it to reclaim.

Would be nice to see what happens to the first "boring" 5 mins...

Maybe more lab play. That would be much more interesting then manual reclaim imho.
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Re: Beta 3678 feedback thread

Postby IceDreamer » 01 Apr 2017, 20:37

More LAB play (coupled with lab buffs of course) is where my mind goes with this too.
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Re: Beta 3678 feedback thread

Postby FasterJump » 01 Apr 2017, 22:36

I suggest a compromise about hp gains for veterancy.

If the unit is very low life, then the gain is divided by 2.

An unit that would normally gain 10000 hp for 1 veterancy level, if is very low life, gain only 5000 hp.
If the unit is mid life then the gain is 7500 hp.
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Re: Beta 3678 feedback thread

Postby IceDreamer » 01 Apr 2017, 22:50

That's just arbitrary complication, really not the correct path. Again, if we're going to take a stand against instahealing, we should take a STAND and just implement vetmod, to overhaul the whole thing.
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Re: Beta 3678 feedback thread

Postby FasterJump » 01 Apr 2017, 23:31

So your idea is that veterancy increase the maximum hp only + regen?
Exemple: an unit with 45000/45000 hp becomes an unit with 45000/49500 with a regen bonus.
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Re: Beta 3678 feedback thread

Postby keyser » 02 Apr 2017, 00:16

we should keep some instant heal (but nerf it a lot), keep the extra max HP (increase it further ?) and add some nice regen.
Btw we should keep the same instant heal no matter what life is left on the unit, because would be too hard to predict how much health you will get.
Also, i feel like basing instant heal on the left HP (like a %) is bad, because you need to use your unit at front and lose hp so you get kill and vet, so it would feel counter intuitive.
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Re: Beta 3678 feedback thread

Postby IceDreamer » 02 Apr 2017, 04:32

My "Ballpark test" version of vetmod began by removing instaheal, doubling the max HP gain, and increasing the regen significantly. I do mean significantly, it was several times stronger. It rewards you for keeping your unit alive, rather than being HOW you keep a unit alive. Instead of instantly healing up, yes, you have to retreat a bit, but it will regen more HP than it would have instahealed in the current balance in about a minute, and from there on out you're in profit.

Combined with the better spreading of XP by mass among combat units, it plays really quite nicely.
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Re: Beta 3678 feedback thread

Postby Deribus » 11 Apr 2017, 21:08

I like the reclaim speed change, as it requires players to actively control mass fields for their reclaim instead of dropping engineers and taking all of the mass within minutes. However, as others before me have stated, I'm not the biggest fan of the veterancy change. While I can see why the veterancy would need to be fixed, the nerf to HP gain encourages people to drag the T4 back to their side and ctrl-k it for the reclaim, so that they can get an almost free full health T4 back. Yeah, it's not all that easy to get that T4 back across the map alive, but I still don't think that should be so much more effective than keeping the T4 with vet.
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Re: Beta 3678 feedback thread

Postby SpoCk0nd0pe » 13 Apr 2017, 14:37

If attacking becomes too difficult because of vet nerfs, you can always reduce reclaim values of wrecks.
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Re: Beta 3678 feedback thread

Postby edmundopt » 18 Apr 2017, 19:12

as everyone knows, there is a buff made to TML's(there is no T2 mex wreck) made them extremly punishing vs a player with no acess to t2 tech(and can't build sera air fac's), first of all, t2 land/air/navy upgrade is costly, sum the amount of power required and mass required and you a big step for a player that invested in t1 and gun acu for example.
wich means he is extremly vulnerable to a tml snipe, before balance the mass extractor would have retain 50% of mass if rebuilt, but now there's nothing there, so, well, TML buff was huge, I don't think this is balanced, not even close
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