Experimentals and Engiemod

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Experimentals and Engiemod

Postby IceDreamer » 03 Jul 2013, 00:47

So then, with Engiemod coming soon, it is obvious to those playing it that in general the Experimentals have been hit quite hard. When it was tough to field large T3 armies, the fact that T3 was so efficient for Mass didn't matter, but it does now, and there are a few Experimentals who need a boost. This also has the advantage of making them feel even more epic when they DO go on a rampage.

Fatboy - Has survived Engiemod better than the others. The unbelievable DPS the unit can poop out has a lot more relevance against a field swamped with units.

Atlantis - With Engiemod, the buildpower advantages of an Atlantis have been dramatically reduced. I propose that people put their heads together and first come up with what we want Atlantis's role to be; if we want it to be a Mobile Factory first and a Submarine second, I propose we build in a Mass, Energy, and Buildtime reduction in the costs of all units it can produce. If we want the opposite, if we want it to be King of the Seas, I propose a huge increase in Torpedo effectiveness, and an immense buff to the AA making the unit into a real threat in the seas.

Monkeylord - The cost reduction to 19,000 Mass seems a good plan to me, so for now we'll see what happens with that.

Megalith - I just watched a couple of games in Engiemod conditions with good players where multiple Megalith hit the battlefield. I noticed that the greatest thing between them and being usably effective (The Megaliths lost many fights they shouldn't have) is because they seem unable to get many of their shots to hit. This is down to poor statistics in FiringRandomness, FiringTolerance, Turret Movement Speeds, and TurnRate on the unit itself. Before changing any fundamentals like DPS, HP, Speed, or Cost, I'd like to see what happens if we just remove some hoops and allow the unit to hit home more frequently.

Colossus - We need to get that beam hitting much more reliably, and a simple increase to the firing rate of the Magnet Arms would bring the unit back to effective regions.

Tempest - See Atlantis.

Ythotha - I have no idea... It's undoubtedly been hit the same as the others, but I don't know how to fix it. More DPS on the big cannon?
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Re: Experimentals and Engiemod

Postby Nombringer » 03 Jul 2013, 01:30

Valid points, we are already changing quite a bit with this patch though, stuff like this PROBABLY won't be changed this patch.
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Re: Experimentals and Engiemod

Postby Ato0theJ » 03 Jul 2013, 05:05

IT will be nearly impossible to buff the chicken against t3 without making it able to faceroll the other exps aside from making the gatling cannon 100% accurate or give it a small damage radius. I agree with all of your points and like that you aren't shooting to change the Atlantis and Tempest the way you see fit. I feel that they should get a significant build power boost along with all of the mobile factories because that function is rarely used on them aside from emergencies and the boost to factories will make them almost irrelevant.
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Re: Experimentals and Engiemod

Postby IceDreamer » 03 Jul 2013, 10:10

I'll just make clear I am NOT expecting any of this to be taken into account this patch, or perhaps even next one (Except the Monkeylord change). I just had a few thoughts while watching replays, and decided to get this thread opened up to promote the discussions earlier, and find out what people want and think.
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Re: Experimentals and Engiemod

Postby Blodir » 03 Jul 2013, 22:20

I think most players will agree with this thread. We'll have to see in the future though, I think it's quite a fruitless discussion until the next patch is live.
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Re: Experimentals and Engiemod

Postby IceDreamer » 03 Jul 2013, 22:36

Discussion is never fruitless so long as there are both discussion and modders in the same place :)
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