Page 1 of 6

SCUs nerf.

PostPosted: 15 Feb 2013, 18:21
by Ze_PilOt
Remove the energy storage from the buildings the SACU can build or remove the volatile explosion if the E storage is self destroyed.
Somehow find a way to make the SACU much more vulnerable underwater. 19k HP for cybran SACU who can spam HARM, is crazy for their cost.


As the problem is the teleporting-snipe technique, I suggest a cool-down time after a teleport (the SCUs can't do anything during XX seconds) instead of removing some arbitrary building.

Re: SCUs nerf.

PostPosted: 15 Feb 2013, 18:41
by ColonelSheppard
Teleport snipe with SACUs has to be nerfed. I dont really care how.
+1

Re: SCUs nerf.

PostPosted: 15 Feb 2013, 22:19
by Mr-Smith
did this ever got prooved?

any replay that says tele scu is overpoverd?

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 02:45
by _PG_
^ yup there are plenty, imo take tele away from scu's

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 02:46
by ColonelSheppard
what about introducing a Teleport blocker? (thinking of blackops)

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 04:21
by -_V_-
OK I brought that up again for the topic creation.


Although I'm not a fan of the SACU being able to tele because there's no real significant risk involved (unlike the telemazor), I wouldn't request the removal of this ability, at least not yet.

There's really 2 issues I have seen :

- being able to teleport and able to build (super fast) a few energy storages, the SACU in this way can deposit without any warning a few extremely volatile mini bombs in your own base.
Sure you could defend some of the most critical buildings, but then those defenses are static, the SACU with tele is really not. Plus you can't possibly cover your whole base with t2 PDs "just in case".

=> the few solutions that have been discussed so far :
* removal of the E storage from the buildings the SACU can build (being extremely cheap, fast to build but EXTREMELY volatile, the E storage is an exception among the t1 buildings)
* remove the volatile aspect of the storage
* remove the explosion dps IF the E storage was self destructed
* prevent the SACU from building right after TELE

I may have forgotten some, feel free to make additions


- the cybran SACU has 19K HP without vet. Although it poses no particular issue on ground where it can be killed "quite" easily, those HP are really huge UNDERWATER.
Add to that , that the SACU can build quite fast HARMS and T2/T3 AA underwater, it's IMHO totally OP. Clearly for underwater usage, it doesn't cost enough.
The HARMS are already a tough thing to counter (DOABLE, ground fire, bla bla etc., I know the drill, but it still tough and takes time while you can get pounded by the real navy), and they're freakin stealthed!

Now obviously the costs can't be adjusted to the usage you're gonna make of the SACU.

As for the possible solutions I could think of :

* removal of the HARMS from the cyb SACU abilities (i don't like this solution much)
* create a custom nerfed version of the HARMS if it's been built by a SACU
* reduce the SACU when it's underwater (dunno if it's possible regarding of the game mechanics)
* buff the torps damages when it hits a SACU

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 07:37
by Seleucus24
+1 to the cooldown idea. Expensive way to get something for sure is fine, but then getting away and doing it over and over again is lame.

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 13:11
by ColonelSheppard
+ for SACUs not beeingable to build storrages
+ for SCAUs not beeing able to build for a few seconds

+ for Cybran ACU getting more dmg by torpedos

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 13:19
by Bibblson
I'd more like the idea of a max tele range and a cooldown for tele. Porting direct in the base wouldnt be so easy as now. With right intel it can be detected and defended.

Re: SCUs nerf.

PostPosted: 16 Feb 2013, 13:42
by Plasma_Wolf
As for the teleport problem: A cooldown timer would be enough I think.

As for the Cybran SCUs underwater, I don't think it's a good idea to change the statistics of a unit that is being built, so a custom harms? No, it's just confusing. The same goes with the torpedo damage against SCUs. You could instead increase the build time of the harms. It also makes it quite a lot harder for engineers to build it, but I think that's not much of a problem when I see that 90% of the harms are already being built by SCUs.