seraphim lack of intell?

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seraphim lack of intell?

Postby RoQe » 01 Sep 2015, 21:13

seraphim is pretty light on the intell side if you ask me. they do not have a t3 sonar nor have any form of ''super intelligence'' like the other factions do (soothsayer, the eye, novax). would it be possible to add the jamming array from operation meltdown to balance this a little bit to give them a super counter intelligence as a balance? basically it would be a 10k-12k power consumption building which adds jamming to an area the size of an omni radius, all super intelligence structures are still a direct counter to it BUT it will make your lategame as phim a bit more interesting given that your base seems to be crawling with false radar signatures :D

-note: could also add a jamming crystal effect all across the map, adding blips to random(ly selected) locations outside of omni radius (yes this sounds more fun but is sort of imbalanced since your units will start going places and attack it without needing to, making it too effective for its cost unless you limit the radius of operation of possible placements or random locations)
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Re: seraphim lack of intell?

Postby D4E_Omit » 01 Sep 2015, 22:31

viewtopic.php?p=109087#p109087

And you had to post it twice why exactly? And sera t2 sonar has way bigger range than other factions t2 sonar to compensate so it's really not bad. Now somebody lock this thread and we can all happily reply to the original one.
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Re: seraphim lack of intell?

Postby Col_Walter_Kurtz » 02 Sep 2015, 15:12

Cloaked scouts are unique to Sera, and quite fantastic. Their sonar is T2.5 basically. Soothsayer is crap outside of Gap or the like, but the Eye is pretty magnificent. Not a reason to give the other factions something similar though.

All in all, I don't see a problem.
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