T3 Armored Assault.

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T3 Armored Assault.

Postby Ze_PilOt » 29 May 2013, 13:37

The Aeon/Seraphim are now supposed to counter them with the help of the sniper that is made better.

The veteran levels of the units have been modified so they don't gain health so easily against T2/T3.

The buildtime has been increased to 7200 so it's less easy to "spam" them. (you can now have a sniper + an harbinger for the same price & time as a percival).

An other discussed change was the range of the bots. Please test the changes, and we will see if they need further nerfing.
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Re: T3 Armored Assault.

Postby FunkOff » 29 May 2013, 21:15

I see this as a huge buff to aeon. The seraphim sniper didn't have to deploy before, so it's no buff to sera, a buff to aeon... and a nerf to uef/cyb.
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Re: T3 Armored Assault.

Postby pip » 29 May 2013, 21:28

FunkOff wrote:I see this as a huge buff to aeon. The seraphim sniper didn't have to deploy before, so it's no buff to sera, a buff to aeon... and a nerf to uef/cyb.

The sera sniper can now turn its turret , it's a huge buff to them too.
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Re: T3 Armored Assault.

Postby Golol » 29 May 2013, 21:56

i think because no one used snipers no one cared about aeon/sera sniper balance!
if snipers would have been useful from the beginning on there would have been 1000 complains how much better the sera sniper is compared to the other one.
i think bith should have about the same strengh. the sera already has a second cannon!
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Re: T3 Armored Assault.

Postby FunkOff » 29 May 2013, 22:02

Can we at least get a reduction on t3 mobile shield cost? You can get harbs and T2 shields on t1 pgens and hydros, nut you neec t 3 to make sera shieldz.
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Re: T3 Armored Assault.

Postby Golol » 29 May 2013, 22:09

from energy effectiveness it sems better or atleast just as good as the aeon shield
125 energy vs 300 energy
3800 shield vs 10000 shield
although it might either be better to have several shields or worse. you can protect more area with 2 shields but when they overlap they get less effective
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Re: T3 Armored Assault.

Postby zolikk » 29 May 2013, 23:00

pip wrote:
FunkOff wrote:I see this as a huge buff to aeon. The seraphim sniper didn't have to deploy before, so it's no buff to sera, a buff to aeon... and a nerf to uef/cyb.

The sera sniper can now turn its turret , it's a huge buff to them too.


I'm interested in how this turns out but I presume that if there's no need to deploy and turret can turn, these things will be able to kite like gods, they even get 4 speed. It sounds like they'll decimate anything slower than them, if given air support.
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Re: T3 Armored Assault.

Postby Ze_PilOt » 29 May 2013, 23:03

Well, abuse them and post replays, so I can tweak from that.
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Re: T3 Armored Assault.

Postby IceDreamer » 30 May 2013, 14:38

I noticed that you had problems with a bug regarding these, where they had more information than the player. I may have a solution which allows you to reintroduce that feature, while slightly increasing the cost of the units again (I believe they are a smidge too strong now) and also giving them a nice secondary feature: Have you considered giving the Snipers LOS equal to their range? It would make them great guardians, fantastic escorts, and would allow you to reintroduce the 'Don't hit T1' clause with no issues.
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Re: T3 Armored Assault.

Postby Zock » 02 Jun 2013, 22:10

The range nerf for percy/brick was removed without any testing of it. I think this was a better idea then the buildtime increase, because it will not reduce the number of units on the field, but it will allow the counters (snipers mob arty) for percy/bricks to deal with them easier and also decrese the gap beteween percys/bricks and all other t3/t4 units aswell as t2 pds. With just a buildtime increase, percys would still steamroll everything once you have enough. It would shift the problem to a later point, but not solve it.

The range nerf should be as big as possible while ensuring that percys still beat all other t3/t4 units, and bricks are decent at it.

If there still should be a buildtime increase, i'd suggest to lower it to 6000 buildtime (4800 original, 7200 current value).

For the range nerf i'd start with 30 range (from currently 35) and see if thats too harsh. Eventually 32 will be good, but you never know if you dont try.
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