RAS SCUs

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RAS SCUs

Postby FunkOff » 26 May 2019, 23:22

SCU RAS has been discussed many times. It's still a huge problem. SCUs just make too much mass and energy. It wouldn't be such a big deal if SCUs didn't also have incredible build power and a decent gun, giving them the ability to produce resources + build stuff + shoot enemies all in one.

Obviously, SCU RAS needs its effectiveness cut by 75%. Reduce RAS mass production to 3 to 5 per SCU and energy production to 200-300 per SCU.

Next, SCU base production should be reduced, too. 1-2 ass, 20-40 energy. No more.

Of course, if SCU RAS were completely eliminated, that would be cool, too. I don't see what it adds to the game.

Lastly, the quantum gate should cost more. 20,000 or more mass to make it an expensive late-game item would be nice.
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Re: RAS SCUs

Postby keyser » 26 May 2019, 23:49

Next, SCU base production should be reduced, too. 1-2 ass, 20-40 energy. No more.


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luckily for you, SCU will be the main focus of the next balance patch.
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Re: RAS SCUs

Postby FunkOff » 27 May 2019, 22:50

keyser wrote:luckily for you, SCU will be the main focus of the next balance patch.


Nice. Also the RAMBO SCUs are insanely powerful. I'm not sure if they are OP or not, but having 4 of them dropped on your base can be GG. Easily they are the strongest units that can be transported
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Re: RAS SCUs

Postby FunkOff » 27 May 2019, 22:51

keyser wrote:luckily for you, SCU will be the main focus of the next balance patch.


Nice. Also the RAMBO SCUs are insanely powerful. I'm not sure if they are OP or not, but having 4 of them dropped on your base can be GG. Easily they are the strongest units that can be transported. I wonder what a good niche for SCUs is.
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Re: RAS SCUs

Postby Farmsletje » 28 May 2019, 00:09

quadruple rambo sacu drop in your base, very relatable
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Re: RAS SCUs

Postby UnorthodoxBox » 28 May 2019, 05:52

Can we also nerf fire beetles? They are super powerful and even STUN an ACU! Plus they have super sonic speed, and are hard to hit. Imagine having 50 of them dropped in your base! Completely devastating! I say we reduce their damage from 1500 to 800 and remove their ability to stun. They should also be a t3 unit and cost 750 mass each.
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Re: RAS SCUs

Postby Tagada » 28 May 2019, 07:13

Imagine having a sera double gun and nano being dropped in your base, so OP!

Jokes aside, transporting a 6k mass (or whatever the mass cost is, too lazy to check but the point is that they are freaking expensive) unit ( or even 2-3) with a transport that dies in few shots from any late game aa seems pretty risky, it's like looking at mercy's dmg ignoring the fact that any aa can one shot it.
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Re: RAS SCUs

Postby Endranii » 28 May 2019, 14:42

Tagada wrote:Imagine having a sera double gun and nano being dropped in your base, so OP!

Jokes aside, transporting a 6k mass (or whatever the mass cost is, too lazy to check but the point is that they are freaking expensive) unit ( or even 2-3) with a transport that dies in few shots from any late game aa seems pretty risky, it's like looking at mercy's dmg ignoring the fact that any aa can one shot it.

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Re: RAS SCUs

Postby Viba » 28 May 2019, 15:44

He who dareth touch RAS SCU's shall faceth wraths unimaginable.
- Setons eco enthusiasts united

In all seriousness they are not that OP, you are doing something else wrong if you lose to RAS SCU's...
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Re: RAS SCUs

Postby UnorthodoxBox » 28 May 2019, 16:43

Viba wrote:He who dareth touch RAS SCU's shall faceth wraths unimaginable.
- Setons eco enthusiasts united

In all seriousness they are not that OP, you are doing something else wrong if you lose to RAS SCU's...

Yea they are a big meme unit. Think of it this way, if your opponent made 3 ras ACUs, he did not make 2 battleships. Not making 2 battleships would be a death sentence if navy is at all competitive. They are basically just for flexing your eco saying “you can’t kill me even when I make these dumb walky bois!”
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