Make Hoplites more useful

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Make Hoplites more useful

Postby LabPunk » 25 Jul 2018, 14:08

Cybran is the second most likely faction to t2 skip, and I think everyone is fine that Cybran isn't supposed to match UEF or Seraphim in mass equal head on fights.
But Hoplites aren't mainline tanks, and could provide Cybran players with an interesting t2 option.
I know mongooses are typically worse, but UEF already has plenty of t2 power at its disposal.
I'm not asking for a Cybran Buff, just more t2 options in what is supposed to be a diverse faction.
Cybran has the worst or second worst t2 mainline unit, by far the worst t2pd, it would make sense if it had the best t2 raid unit.
A couple of options would be:

-5/10e personal stealth && power +100
-range 37 -> 47 && mass +25 (close to t2 pd, still nowhere near snipers and arty)
-fewer slots on transport like original, to compensate the worst t2 transport
-damage 60 -> 90 && mass +50 (greater health/ damage disparity to increase the raid nature)
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Re: Make Hoplites more useful

Postby FtXCommando » 25 Jul 2018, 16:41

LabPunk wrote:Cybran is the second most likely faction to t2 skip, and I think everyone is fine that Cybran isn't supposed to match UEF or Seraphim in mass equal head on fights.
But Hoplites aren't mainline tanks, and could provide Cybran players with an interesting t2 option.
I know mongooses are typically worse, but UEF already has plenty of t2 power at its disposal.
I'm not asking for a Cybran Buff, just more t2 options in what is supposed to be a diverse faction.
Cybran has the worst or second worst t2 mainline unit, by far the worst t2pd, it would make sense if it had the best t2 raid unit.
A couple of options would be:

-5/10e personal stealth && power +100
-range 37 -> 47 && mass +25 (close to t2 pd, still nowhere near snipers and arty)
-fewer slots on transport like original, to compensate the worst t2 transport
-damage 60 -> 90 && mass +50 (greater health/ damage disparity to increase the raid nature)


So you want a mobile, cheaper T2 PD that is faster than any tank while totally eliminating deciever micro? Can’t see that being imbalanced.
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Re: Make Hoplites more useful

Postby Morax » 25 Jul 2018, 17:39

Hoplites grouped with stealth and flack is one of the deadliest things in the game. It requires some good apm but not too much more.

The only problem is that the t2 hq cost increase makes them slightly less viable in team games. 1v1 on 10x10 verse aeon, rushing this strategy will put the hurt on Aeon real good.
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Re: Make Hoplites more useful

Postby Plasma_Wolf » 25 Jul 2018, 22:00

Aeon is more likely to do a T2 skip because of the strong aurora at T1 and then the harbinger at T3.

Cybran T2 land has the Rhino, which is a very good tank. Not as good as the pillar (that has insane good HP for its mass), but it's a very good tank. Alternatively you can build wagners, which have higher speed and strong alpha damage. Any map with even a small lake makes them very strong.

Hoplites are micro intensive, but that's all there is to it. With a deceiver near them, they have higher range than PD have vision range and a single volley from them will kill an aurora.

Cybran has the most options, at any tech. There's almost always a way to make units fit in. While they're not the best at T2 land, they can comfortably play with it.
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Re: Make Hoplites more useful

Postby ZLO_RD » 25 Jul 2018, 22:15

units with high range can scale and snowball much better with higher numbers. in 3599 hoplites had only one difference from current hoplites... (as far as i remember)
They had 650 HP, and t2 tanks were not as strong... cybran would make hoplites all day and by the time other guy makes t3 - cybran might have ~40 hoplites that outrange many t3 units and can even one-shot them, hoplites just need to have some weakness preventing people from spamming to many of them... maybe right now they are bit too weak... would not recommend making more than 20 of them xD.... imho that is fine...
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Re: Make Hoplites more useful

Postby Farmsletje » 25 Jul 2018, 22:22

aeon t2 > cybran t2
FtXCommando wrote:
need to give him some time to blossom into an aids flower
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Re: Make Hoplites more useful

Postby Morax » 26 Jul 2018, 00:39

Farmsletje wrote:aeon t2 > cybran t2


Depends: if it's a giant open field like open palms hoplites will eat obsidians for breakfast. I will equal mass fight as hoplites verse your equal mass obs on that map and beat you any day. Accept challenge now.
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Re: Make Hoplites more useful

Postby Mountain » 26 Jul 2018, 01:13

Hoplites own
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Re: Make Hoplites more useful

Postby Sovietpride » 04 Aug 2018, 20:30

Hoplites are fine.
Rhinos on the other hands are garbage.
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Re: Make Hoplites more useful

Postby moses_the_red » 09 Oct 2018, 02:26

LabPunk wrote:Cybran is the second most likely faction to t2 skip, and I think everyone is fine that Cybran isn't supposed to match UEF or Seraphim in mass equal head on fights.
But Hoplites aren't mainline tanks, and could provide Cybran players with an interesting t2 option.
I know mongooses are typically worse, but UEF already has plenty of t2 power at its disposal.
I'm not asking for a Cybran Buff, just more t2 options in what is supposed to be a diverse faction.
Cybran has the worst or second worst t2 mainline unit, by far the worst t2pd, it would make sense if it had the best t2 raid unit.
A couple of options would be:

-5/10e personal stealth && power +100
-range 37 -> 47 && mass +25 (close to t2 pd, still nowhere near snipers and arty)
-fewer slots on transport like original, to compensate the worst t2 transport
-damage 60 -> 90 && mass +50 (greater health/ damage disparity to increase the raid nature)



Hoplites are absolute god tier. I almost never build rhinos or wagners. I nearly always pump out 4-6 hoplites with stealth and flak and hilariously stomp large T1 armies with them. They require good micro and have to be baby-sat but if you're willing to do it hoplites are probably the single best T2 unit in the game.
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