Page 6 of 6


PostPosted: 22 Feb 2013, 00:20
by rxnnxs
The voting has started and I already voted.

There are nice options BUT you can just vote (if you are FOR a NERF) for a time limit where the SCU can not build AND NOT move!
Did I understand that correct? I did here an "unsure" tick, because if someone would ever do a teleport, he should be able to move right on the sport or did I missunderstand something?

Re: SCUs nerf.

PostPosted: 22 Feb 2013, 00:29
by Ze_PilOt
Re-read the poll survey intro. These are just proposal, then it goes through a month-length of testing.

It's more a "opinion" survey that a "it will make it to a patch for sure" survey.

Maybe it will freeze, maybe it will not, maybe there will be a max range for teleporting, no door is closed, but I don't want to multiply the options for nothing.

Re: SCUs nerf.

PostPosted: 25 Feb 2013, 00:39
by lapantouflemagic
wow, i learned a lot of things reading this topic, i didn't know people used this kind of (lame-ass) techniques ^_^

i see a lot of solutions have been proposed, but in my opinion the simplest way to fix that is to implement a teleportation disruptor of something.
you can invent a new building, but if you're as lazy as me, you could just add this function to the T2/T3 radar, everyone has one in his base independently of the faction.

the cooldown after teleportation is also an acceptable solution, but once you have an enemy SACU in your base, aren't you screwed when you blow it up anyway ?

concerning its health underwater, well, i don't know.

Re: SCUs nerf.

PostPosted: 25 Feb 2013, 17:30
by Plasma_Wolf
Again, read the cost description of teleportation and the cost of the intended target.

Re: SCUs nerf.

PostPosted: 25 Feb 2013, 17:36
by Ze_PilOt
Maybe it's so obvious that I will sound stupid but : You can also teleport to snipe the Nuke Launcher.

Re: SCUs nerf.

PostPosted: 17 Mar 2013, 05:16
by prodromos
The scus will probably be nerfed, as most people want, but..
It is not right, because the scus are exactly meant to be disruptive in endgame and they should be healthy enough
to do so.
It is not lame to cause you a heart attack, if they attack you in ways "unexpected" after more than 30 min gameplay.
Lame is to build an obscene amount of static defenses and rot like Jabba the hutt behind them laughing as obscene amounts
Of military is wasted before your gates. Then build nukes, with an untouchable economy and think you are a boss.
Sorry, but I have seen this happening in supreme commander 2 and it is NOT epic, but indeed a very lame situation.
If you want to play a bit sleepy then admit it and play no teleport games, there's nothing wrong with this if it's fun to you.
As for harms, I think it is NOT overpowered, but too much UEF ish for Cybrans. If it could be nerfed in exchange for more
Powerful battleships, I would like to see this happening.

Re: SCUs nerf.

PostPosted: 17 Mar 2013, 12:57
by pip
After some tests, I don't think Cybran SCU needs real nerf like HP nerf. They really need the extra HP because they are the only SCU that cannot boost their HP with a "cheap" upgrade (shield). Their only way to get more HP is through invisibility upgrade, and it's very, very expensive.
Cybran SCU underwater don't kill your fleet, HARMs do, so it's better to solve the real balance problem instead of altering a unit that has many more roles than just HARMS creeping on Setons.

As for Sera SCU teleporting ability, it's really strong, but it's really expensive. What is the status of the "freeze idea", so that they can't react for 5 or 10 seconds on arrival? Imo, it's not necessary, because if the opponent has half a brain, if he spots a "Seraphim Quantum Gateway", one of the biggest structures in the game, he should say to himself : "there is a high probability of a tele snipe, let's prepare a welcome party".

Re: SCUs nerf.

PostPosted: 17 Mar 2013, 12:58
by Ze_PilOt
Storage damage is reduced, and non-existent if you ctrl-k it, should be enough.