Forged Alliance Forever Forged Alliance Forever Forums 2015-08-08T10:43:35+02:00 /feed.php?f=67&t=10402 2015-08-08T10:43:35+02:00 2015-08-08T10:43:35+02:00 /viewtopic.php?t=10402&p=106983#p106983 <![CDATA[Re: Overhaul the Chrono Dampener]]> IMHO, it's just like every upgrade, if you are no scouting to check what the other guy is having, you deserve to be punished. Same thing with the telemazer or the tml com.
The fact that we don't see it a lot means it's not OP to me.

Statistics: Posted by Mechsangoku — 08 Aug 2015, 10:43


]]>
2015-08-08T04:11:00+02:00 2015-08-08T04:11:00+02:00 /viewtopic.php?t=10402&p=106970#p106970 <![CDATA[Re: Overhaul the Chrono Dampener]]> Statistics: Posted by KD7BCH — 08 Aug 2015, 04:11


]]>
2015-08-07T15:27:42+02:00 2015-08-07T15:27:42+02:00 /viewtopic.php?t=10402&p=106930#p106930 <![CDATA[Re: Overhaul the Chrono Dampener]]> Statistics: Posted by yeager — 07 Aug 2015, 15:27


]]>
2015-08-07T01:33:54+02:00 2015-08-07T01:33:54+02:00 /viewtopic.php?t=10402&p=106892#p106892 <![CDATA[Re: Overhaul the Chrono Dampener]]>
KD7BCH wrote:
I use the Chrono Dampener with the high rate of fire upgrade and teleport to get inside an enemy base before the TELEMAZOR attack can occur. In fact I did that last nite and she screamed when I killed her.

BOOOOOOOM


Not quite sure how you did that since teleport and chrono are both back upgrades. Unless you upgrade inside the middle of your opponents base?

Statistics: Posted by Deering — 07 Aug 2015, 01:33


]]>
2015-08-06T19:37:21+02:00 2015-08-06T19:37:21+02:00 /viewtopic.php?t=10402&p=106858#p106858 <![CDATA[Re: Overhaul the Chrono Dampener]]>
KD7BCH wrote:
I use the Chrono Dampener with the high rate of fire upgrade and teleport to get inside an enemy base before the TELEMAZOR attack can occur. In fact I did that last nite and she screamed when I killed her.

BOOOOOOOM


Man, I don't know how you used the CD as a lite Telemazor. Your opponent probably didn't realize it doesn't stun PDs, otherwise she would have spammed a bunch of them around you and made you pay for that. Granted, the upgrade is seen so rarely nobody can be blamed for not being able to predict its mechanics. How is anyone even supposed to intuitively know it works on air units, but only when the ACU is firing, but it doesn't work on PDs at all?

I'm sure anyone who has used it to troll friends has seen the eponymous "WTF why are all my units stunned?" message flash on screen. Frustration and confusion belong to this upgrade.

I can only note that you used it on a Cybran player. The only faction that doesn't get a combat upgrade to threaten an ACU with Chrono Dampener. Seriously, this upgrade does nothing but troll Cybran players. That's all it's good for in its current implementation.

Statistics: Posted by Flamingo — 06 Aug 2015, 19:37


]]>
2015-08-06T19:02:14+02:00 2015-08-06T19:02:14+02:00 /viewtopic.php?t=10402&p=106853#p106853 <![CDATA[Re: Overhaul the Chrono Dampener]]>
Tremarl wrote:
Personally I don't think you see it much (usually shield or ras/aras is preferred)
nb: really the point where a shield becomes ineffective is when u hit t3 stage which Imo Chrono won't save you from. You reduce 60% of DPS from t3.. but you still at max vet have what? A 18k Hp com? Pretty poor if you ask me


The E cost is certainly the thing which balances it out (that and the fragility of the Aeon ACU, especially since to maximize efficiency the ACU has to get both arms on a gunupgrade or simply get outranged by most t2 t3 units).


So I personally believe its balanced as is.


I've seen it in action on two occasions. The most notable was in an FFA game with short distances between bases. A friend installed the thing and used it to cancel out my whole ground army. I then had to stop everything I was doing because I'm Cybran, turtle up with PDs to keep his inferior army out of my base, then spam bombers to snipe him in one pass.

On the second occasion I barely noticed it was there, but in that case it was a 1v1 on Badlands. The other guy dug in with some shields in the middle of the map and then got the Chrono Dampener. Again, it completely upsets ground forces for Cybran because you can't advance on a fortified position with bricks if the bricks are going to constantly freeze up on you. I wound up attacking along the other sides of the map until I had enough MMLs and T3 mobile artillery to kill the guy.

Lacking a personal shield isn't really balance. The Dampener is just worse than the shield for the same cost. What the upgrade does and what it should be used for - though only against Cybran, to be perfectly damned frank - is turtle play. The Chrono Dampener is pretty good for turtling as long as the enemy units don't have a strong alpha strike. Turtling will protect the ACU from sniping of all forms, and the EMP also prevents harassment from air since bombers can't make a second pass.

On neither occasion did the Chrono Dampener win the game for the other guy. It just made the battle infinitely more obnoxious because it calls for you to carefully draw a noose 35 meters around the Aeon player. In the FFA where I couldn't devote my full attention to the person using it, it was infuriating. It's not that good of an upgrade, but I really have to insist it isn't a balanced upgrade either. I'm trying to think of any other unit or upgrade that so completely shunts the standard ground war, and nothing is springing to mind.

Tremarl wrote:
If it was to have a rework to make it more usable that'd be great. I really like the idea mentioned earlier about the Triggered ability. So long as that is balanced so that the dampner isn't any weaker than it already is.


Maybe have a 3 second stun 120 second cooldown, to cast costs 30K E (So you'd need at least 6 storage to run it) To upgrade into it, it costs 1000 M 50,000 E (or maybe similar cost to shield)
And make it able to stun every unit in radius (even enemy coms) , but T4 and Enemy coms are only stunned for 1 second. [feel free to edit numbers as appropriate] [also a triggered ability would either become to spammy or probably act as a nerf vs the every few second stun]


I don't think it needs a nerf. It needs a good buff and a respective cost increase to go with the buff. That way it's less all over the place. I think it would be a lot more balanced if it were designed to basically stop all ground forces from T3 on down, and have it be a T4 upgrade. That way it works on everybody, you can predict what it will do, it's consistent, and it's pretty darn viable on a defensive basis. The lack of health upgrade makes it dangerous to push with and experimentals can still put pressure on it.

If it were a triggered ability, I wouldn't give it a two minute cool down. Not unless you plan to give it a ten second stun or longer - something very potent to make up for the fact that you'd realistically only be able to use it once in a fight. As is, it stuns for two seconds once every five seconds and as a consequence has very little impact on units with firing intervals longer than two seconds.

I think the idea behind the triggered ability is that it can stun-lock the enemy army until you run out of power. That might be more interesting but I still think it's hard to balance something like this as a T2 upgrade. At the least it would scale with the quality of your infrastructure, which would make it more dynamic.

Tremarl wrote:
I like it as it is at the moment.

I don't really see what's likable about it and I'm not reading what you like about it either. It's your most inferior T2 upgrade. It doesn't work equally against all factions. When you do use it, it changes everyone's strategies to become more cautious if your opponent doesn't simply outright snipe your ACU, which makes a worse game for everybody. For me as a Cybran player, my feelings towards this upgrade can only range between indifference and outright hatred.

Statistics: Posted by Flamingo — 06 Aug 2015, 19:02


]]>
2015-08-06T17:28:21+02:00 2015-08-06T17:28:21+02:00 /viewtopic.php?t=10402&p=106846#p106846 <![CDATA[Re: Overhaul the Chrono Dampener]]> nb: really the point where a shield becomes ineffective is when u hit t3 stage which Imo Chrono won't save you from. You reduce 60% of DPS from t3.. but you still at max vet have what? A 18k Hp com? Pretty poor if you ask me


The E cost is certainly the thing which balances it out (that and the fragility of the Aeon ACU, especially since to maximize efficiency the ACU has to get both arms on a gunupgrade or simply get outranged by most t2 t3 units).


So I personally believe its balanced as is.



If it was to have a rework to make it more usable that'd be great. I really like the idea mentioned earlier about the Triggered ability. So long as that is balanced so that the dampner isn't any weaker than it already is.


Maybe have a 3 second stun 120 second cooldown, to cast costs 30K E (So you'd need at least 6 storage to run it) To upgrade into it, it costs 1000 M 50,000 E (or maybe similar cost to shield)
And make it able to stun every unit in radius (even enemy coms) , but T4 and Enemy coms are only stunned for 1 second. [feel free to edit numbers as appropriate] [also a triggered ability would either become to spammy or probably act as a nerf vs the every few second stun]


I like it as it is at the moment.

Statistics: Posted by Tremarl — 06 Aug 2015, 17:28


]]>
2015-08-05T23:57:34+02:00 2015-08-05T23:57:34+02:00 /viewtopic.php?t=10402&p=106774#p106774 <![CDATA[Re: Overhaul the Chrono Dampener]]>
speed2 wrote:
Image

So what, are you insisting that it's a balanced upgrade? Then why doesn't it get any use?

Because it's like I tell you: the personal shield is more dependable and the chrono dampener affects units that rely on a high RoF, where RoF has no relation at all to the tier of the unit.

I understand if you don't think it's a powerful upgrade, but you can't be dismissive of how poorly implemented and how completely imbalanced it is. Instead of mocking me with an image macro, use your words, man. Explain how Chrono Dampener is a totally awesome upgrade that doesn't need a complete and total overhaul from where it's at. Don't be a clown when you probably know exactly why the upgrade is imbalanced.

And try to think of something with more depth than "build bombers, lol". Explain the balance to me. Why is it balanced to have a T2 upgrade that sucks against Zooeys, Obsidians, and Percies, but that happens to be great against Ilshavohs, Pillars, and Bricks. Why does the EMP work on gunships and inties, but only if the ACU weapon is firing? There's no rhyme or reason for it.

Wakke wrote:
I'd like it more if it was an activated ability, costing massive energy (more than OC) and having bigger effect. Then micro/skill/timing comes in to play more! Triggered abilities also create hype while casting replays.


Yeah, this could work too. If it's like an EMP TML that you can fire and reload. Just so long as it has a uniform impact on the types of units it's going to be used on.

Statistics: Posted by Flamingo — 05 Aug 2015, 23:57


]]>
2015-08-05T22:10:19+02:00 2015-08-05T22:10:19+02:00 /viewtopic.php?t=10402&p=106764#p106764 <![CDATA[Re: Overhaul the Chrono Dampener]]> Statistics: Posted by Wakke — 05 Aug 2015, 22:10


]]>
2015-08-05T21:56:27+02:00 2015-08-05T21:56:27+02:00 /viewtopic.php?t=10402&p=106762#p106762 <![CDATA[Re: Overhaul the Chrono Dampener]]>
BOOOOOOOM

Statistics: Posted by KD7BCH — 05 Aug 2015, 21:56


]]>
2015-08-05T19:39:18+02:00 2015-08-05T19:39:18+02:00 /viewtopic.php?t=10402&p=106743#p106743 <![CDATA[Re: Overhaul the Chrono Dampener]]>

Statistics: Posted by speed2 — 05 Aug 2015, 19:39


]]>
2015-08-05T19:28:23+02:00 2015-08-05T19:28:23+02:00 /viewtopic.php?t=10402&p=106740#p106740 <![CDATA[Re: Overhaul the Chrono Dampener]]>
What I'm getting at is more that the upgrade is just currently unbalanced. It's really wonky, and it comes into play more during FFA games like Murder Party or whatever, where you'll be dealing with more than one person at a time and then suddenly one guy shows up and just neutralizes your ground army with a walking EMP bomb. Clearly you can't balance for FFA games, but when else would you use the chrono dampener?

It's just such a messed up power. It severely hampers Bricks, causing them to be drastically less effective and even slower than usual, and it does that as a T2 upgrade. That's just OP. But on the other hand, it does basically nothing to Percies, who will still kill the Aeon com on the alpha strike, and that's just UP. See, it's not really affecting units based on their tech tier, their health, or their DPS potential - it affects them based on their rate of fire, which is widely variable across all tech tiers and factions. Plus it stuns air units, but only if the com is firing its weapon, which is just plain quirky.

I'm not asking for a nerf, but a total overhaul to make the upgrade more broadly consistent, predictable, and reliable. That way it's something people choose as a tactical decision and not as a trolling tool.

I understand why people think I'm saying the thing is OP when I complain about it being unbalanced. But in this case I'm not saying it's OP, I'm saying it's unbalanced. As in: it's a topsy-turvy upgrade that makes no sense, has no tactical direction, and affects enemies according to luck or faction. Unbalanced in the most direct and literal fashion. When a T2 upgrade has a major impact on T3 Bricks but limited impact on T1 Zooeys, that upgrade lacks balance.

Statistics: Posted by Flamingo — 05 Aug 2015, 19:28


]]>
2015-07-29T10:08:40+02:00 2015-07-29T10:08:40+02:00 /viewtopic.php?t=10402&p=106027#p106027 <![CDATA[Re: Overhaul the Chrono Dampener]]>

In all seriousness though I get what your saying, that the other factions can go up against this upgrade head on but cybran really can't. I however don't really see this as a problem. For one lets say that he has an army with his com, unless hes remembering to keep his com in the center of his army even your not so long range units should be able to pick away at his army(even if his com is in the center of his army your lower range units can probably still pick off the outliers). You also have the faster army so you don't need to attack head on if you don't need too.

Statistics: Posted by Reaper Zwei — 29 Jul 2015, 10:08


]]>
2015-07-29T01:29:34+02:00 2015-07-29T01:29:34+02:00 /viewtopic.php?t=10402&p=105998#p105998 <![CDATA[Re: Overhaul the Chrono Dampener]]> Statistics: Posted by yeager — 29 Jul 2015, 01:29


]]>
2015-07-29T00:54:39+02:00 2015-07-29T00:54:39+02:00 /viewtopic.php?t=10402&p=105993#p105993 <![CDATA[Re: Overhaul the Chrono Dampener]]>
Currently it's like a troll upgrade. It's really not that good, but it can troll people into having to change their strategy. A T2 Cybran land army with absurdly reduced DPS and no micro capabilities is a damned dead army.

Is everybody okay with that? Was my post too long and I buried my own suggestion? I mean you can counter the Chrono Dampener by virtue of its limits, but it's obviously broken, regardless. There's no way you can have an EMP nuke with a 35 meter radius be balanced at T2. I think it really should be buffed to be a full, consistent EMP field and bumped up to T4. A T4 upgrade should theoretically defeat everything T3 and lower. T2 upgrades shouldn't be reaching up to gimp Bricks and Wailers while having a dynamically reduced impact on Obsidians, Zooeys, and Percivals - come on.

Statistics: Posted by Flamingo — 29 Jul 2015, 00:54


]]>