Statistics: Posted by CrazedChariot — 29 Jun 2017, 04:06
Statistics: Posted by SpoCk0nd0pe — 08 Jun 2017, 15:41
Lich King wrote:
a toggle fire mode?
Statistics: Posted by FtXCommando — 08 Jun 2017, 08:00
Statistics: Posted by biass — 08 Jun 2017, 06:54
And then you lessened the differentiation between the static flak? Again, I understand your point in buffing them vs fast turning targets but this should have been done more in line with the overall policy. Contradictions don't make for a good showing, this is not magic.
I hope you take another look at them.
Also aurora nerf, BAD. No one (should) ever fights with their tanks standing still so this a straight nerf to the unit. Having Aurora stand still in a firefight is already penalised heavily(they flat out die.) This should be expanded to all tanks and maybe even all direct fire units if you wish to use this. There is no logical reason only Aurora should be punished like this for moving(units moving miss more, great! easy to learn, it's logical. Why does only one unit miss more while moving? Bad, not logical, not intuitive.)
As it is now, it should be reversed and a larger, more comprehensive penalty to firing on the move should be researched, tested and discussed. If done well enough, you might even introduce stutterstep micro into this game.
At a glance I don't like the tree change. Killing treegroups was a fine and valiant endeavour for an early james bond scout and in my mind a worthy mechanic. I haven't tested this regression yet but if it's going to be worth it to trample trees again before reclaiming them...
Also a very unintuitive change and another thing to learn for new players that doesn't make any sense. Simplifying learning the game was a goal before, I don't know about the current balance team's stance on this but this is detrimental to closing in on that goal.
Aeon shield needs a comparative HP or cost buff to work with that longer recharge, it's too hard of a nerf alone. The only reason to get the shield before(for me) was the fast recharge, the few hitpoints are not worth it alone.
Isn't the satellite affected by the bouncing shields? Because this seems an unnecessary change. In general, we should refrain from changing things if we don't need to. The closer we are to the base game/the game from 1/2/3/5/10 years back, the easier it is for people to return/get in to the game from the steam side. It's easy to learn a few major changes that are similar across the board, it's hard to learn a million small ones here and there(not that this particular one has any real impact in this case but small things add up.)
EXPERIMENTAL VET NERF
HIP HIP HOORAY! HIP HIP HOORAY! HIP HIP HOORAY!
I'm a bit scared about some of the regen values but at first glance, they don't look to bad. Without testing can't say more(and I don't have time for that.)
Statistics: Posted by JaggedAppliance — 08 Jun 2017, 03:44
Statistics: Posted by JoonasTo — 07 Jun 2017, 17:49
Statistics: Posted by Sovietpride — 01 Jun 2017, 13:56
Statistics: Posted by zeroAPM — 01 Jun 2017, 12:45
Lich King wrote:
Philip... by 3844 I'd expect humans to develop lasers and teleportation, that is what is expected. What is not expected because it wouldn't be practical is to have flak cannons that are able to snipe planes that fly at super or hyper sonic speeds. Say, a missile to kill that pesky plane after it flies by would be nice and practical and far cheaper to develop. Or a thing called ASF that will intercept the plane before it reaches its destination. Massed interceptors will do, too.
Lich King wrote:
Strat rushes are not seen that often on open 10x10 land maps because the games are either won or lost by the time someone has the eco to make strats, if not earlier. On larger maps like Seton's they are expected and therefore should be prepped for. Point of Reach & the like also see strats sometimes if navy cannot break the stalemate or as a last resort to pull off a win (done that myself, rushed strats and exterminated the enemy team while we were on the brink of defeat).
Lich King wrote:
In other words, roll back this flak change, it should not be present and it screws with balance. Balance was approaching perfection before this.
Also, Seraphim splash gun should not be made more expensive. It should be made cheaper and less powerful so it's seen more often. When it appears in the game, it is already too dangerous for an ACU to be in combat because there are percies,
massed harbs/loyalists/bricks, sometimes strats and definitely gunships
Statistics: Posted by FtXCommando — 01 Jun 2017, 05:49
Statistics: Posted by Lieutenant Lich — 01 Jun 2017, 05:11
Statistics: Posted by Evildrew — 31 May 2017, 15:36