Statistics: Posted by BRNKoINSANITY — 25 Jul 2014, 03:21
Statistics: Posted by IceDreamer — 25 Jul 2014, 02:39
IceDreamer wrote:
Regarding Artillery it's widely acknowledged that T3 Mobile is totally fine
IceDreamer wrote:
An individual unit gaining veterancy in this game is a stroke of luck and should offer only a minor advantage, which it does.
SAKO_X wrote:
also consider that sometimes you dont know there is a problem until its fixed. this is one of those things imo.
Statistics: Posted by Ithilis_Quo — 25 Jul 2014, 00:18
Statistics: Posted by Exotic_Retard — 24 Jul 2014, 23:01
Statistics: Posted by IceDreamer — 24 Jul 2014, 21:07
E8400-CV wrote:
5.4 T3 subs AA nerf
AA 200->100 (air is the primary counter for it, thus it can not have excellent AA capabilities)
No, it's primarily killed by groundattacking Battleships
The AA was already nerfed from 240 (?). Also; the hp was descreased to 4000 (now single-pass killed by T3 torp bombers) and it's range was reduced. It's clear you really don't like the Seraphim, as you wrote earlier in your post.
E8400-CV wrote:
It's not comparable to shields on other units, since this one can transport a huge amount of units. It can't transport an exp, but it can transport six Rambo SCU's that can kill an exp.
Apofenas wrote:
You know, pip will not do that. He told that to you a couple times already.
Apofenas wrote:
4.1.3 rework bombard mode to need to build and pay for missiles
What's the point of building it at all then? It costs 75k power and gets countered by tmds.
Apofenas wrote:
4.2 field engineer recategorize as a military unit
It's not a military unit and it's rarely gets used as mobile TMD in mix of units. There is just no point for doing so.
Apofenas wrote:
4.5 T3 Leviathan submarine
Allow it to build TML, max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all at once (different kind of sniping, as compensation for no nuke submarine)
With this, nomads will lose the last late game base siege option. Even thought it's cost inefficient compare to other factions, there is no other long range naval units other than this sub.
Apofenas wrote:
T3 strorage -As for me, that is a bad idea. There is a reason, why people don't play t2-t3 storages mod. Same here.
Apofenas wrote:
1.9 mobile T3 artillery nerf - static comparison
For what? The t3 mobile arty is already the worse thing compare to spearheads or sniper bots.
Apofenas wrote:
3.5 Destroer buff
torpedo dps 30->60
torpedo range 42/45->60 (same as main cannon)
AA 14,3dps ->50
Makes it too strong in terms of torpedoes. It has to have shit torpedoes bo balance cooper; the range is also too big, so it would rape t1 subs and even fight t2 ones.
Apofenas wrote:
6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo 2 anti-torpedos every 15sec
Only time Wagner is usefull underwater is, when you don't allow opponent to regen in water, making it anti-torpedo will be even less usefull thing. As for brick, in my opinion, it would be better to put on it anti-torpedo like cooper has and remove it's torps, so it would make sence to build these in naval, but the current Brick stiil has good underwater capabilities, so it's questionable.
ColonelSheppard wrote:
CONTINENTAL - The reason was, that people were stacking Continentals by rapidly movement'commanding below them, making them an invulnerable airfortress. So the e-drain was increased to specificly nerf that tactic since it would not make THAT much of a difference for normal continental use.
IceDreamer wrote:
0.1 nomads as official 5th fraction
The Nomads still have a long way to go in terms of balance, and even further in terms of presentation and polish. Ultimately I'd prefer they never be added because they feel very much tacked on rather than part of the game, and will be a huge turn-off for players new to the community.
IceDreamer wrote:
Team matchmaking will never work with our playerbase. We don't have enough people for it.
IceDreamer wrote:
0.4 give back leader-board with global rating as was in past. I was likely to compare with others, and know how best players are going on with rating
0.4.1 on leader-board get shift indicator every week, which will show how many position jump on witch direction
No. The changed PilOt made were made for a reason. People were putting far too much into their rating. It's a rating, NOT a ranking. If the system is working properly, it is designed so that your rating stays the same unless you are getting considerably better very quickly.
IceDreamer wrote:
AIR CRASH - Without a reliable mass-repair system I think this change would just be a pain in the butt rather than greater realism. Do this and the advantage of engaging in friendly airspace is diminished. Not good.
IceDreamer wrote:
VETERANCY mass point calculation - This seems like an OK idea, but also a pointless one. The Veterancy system in this game is unimportant next to many other factors and works fine as it is. Would be OK, but not worth the time to make the change.
IceDreamer wrote:
ABOUT INSTANT HEAL
IceDreamer wrote:
1.9 mobile T3 artillery nerf - static comparison
No. T3 Mobile artillery is totally fine, T2 Static is where the problem lies.
IceDreamer wrote:
1.11 upgrading building unfair intel
I'm not sure this would work. You're right in that the bug should be fixed, but properly, not with a hacky method like that.
IceDreamer wrote:
1.13 carrier units + fatboy + tempest
It's impossible. Sorry.
Statistics: Posted by Ithilis_Quo — 24 Jul 2014, 17:08
Statistics: Posted by IceDreamer — 24 Jul 2014, 11:03
3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)
Statistics: Posted by ColonelSheppard — 24 Jul 2014, 10:57
1.9 mobile T3 artillery nerf - static comparison
price 800->1000
firing randomness and AOE exchange with T2 static
(T3 mobile is much better choice than T2 static, and as a bonus is 2x cheaper, and can move)
2.4 Galactic colossus hard buf
HP increase 99999->100000 (easier math)
3.5 Destroer buff
torpedo dps 30->60
torpedo range 42/45->60 (same as main cannon)
AA 14,3dps ->50
3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)
6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo 2 anti-torpedos every 15sec
E8400-CV wrote:
No, it's primarily killed by groundattacking Battleships
Statistics: Posted by Apofenas — 24 Jul 2014, 10:15
Statistics: Posted by zeroAPM — 24 Jul 2014, 09:15
5.4 T3 subs AA nerf
AA 200->100 (air is the primary counter for it, thus it can not have excellent AA capabilities)
3.8 T3 transport Continental
shield dome energy 400->200 (too expensive for only 3000hp)
Statistics: Posted by E8400-CV — 24 Jul 2014, 03:21
Statistics: Posted by Ithilis_Quo — 21 Jul 2014, 21:56
Statistics: Posted by zeroAPM — 21 Jul 2014, 20:55
Statistics: Posted by Ithilis_Quo — 21 Jul 2014, 00:53