WD #3 - Ridiculous Balance Ideas

Time for ur backup force to arrive so you sit and do nothing and let enemy surround ur ACU? The only way this works the way u want it to work is by removing sniping as a reality in the game. Instead how it will actually be used is to abuse it with OC micro by getting enemy units to clump and then u get out to instantly kill something like a group of ilshies. Don’t see the point in making defense even better in the game.

I'm not going to make this for the base game. I just stated it was possible. I also don't think it will add any real value for the majority of the situations.

A work of art is never finished, merely abandoned

This post is deleted!

@defiant said in WD #3 - Ridiculous Balance Ideas:

ACUs can be upgraded arms from dead ACUs.

That's pretty cool

@nine2 said in WD #3 - Ridiculous Balance Ideas:

@defiant said in WD #3 - Ridiculous Balance Ideas:

ACUs can be upgraded arms from dead ACUs.

That's pretty cool

Is this like a UEF com kills an Aeon com and then has access to the Aeon arm upgrades? Because that would be interesting.

Make T1 mobile artillery not lead its target, so it will no longer be as effective against mobile units and would be primarily used against structures, as it should be.

I might have said this before. Subs can build underwater mexes and hydros.

@thomashiatt said in WD #3 - Ridiculous Balance Ideas:

Make T1 mobile artillery not lead its target, so it will no longer be as effective against mobile units and would be primarily used against structures, as it should be.

Would also fix issues with them not firing in some occasions 🙂 , but got rejected by the balance team.

A work of art is never finished, merely abandoned

Will discuss it again in the next meeting

Please don't force us to manually target ground fire for light arty to make them effective against units. Light artillery is not supposed to automatically miss anything moving.

Select 6 light arty, give ground fire order, press shift-g to split attack, then click and drag the 6 targets to spread them out . . . and keep moving them around as the fight is happening -- no thanks!

Might as well delete Medusa from the game if T1 arty can't hit units

put the xbox units in the game pls u_u

How is that possibly up for discussion lol, might as well as remove groundfire so you don’t get pds abusing range, strats abusing aoe, or battleships abusing aoe.

Not using units the way they should be, or figuring out ways to make that work, is a decent bit of the fun in the game.

Another buff to the aeon faction and disastrous blow to cybran ( `_ゝ´)

Monkeylord gets egg drop as well. But instead of stopping to build a unit of choice, it automatically drops a Fire Beetle every
7.7 seconds if there is an enemy unit within maser range. The Fire Beetle is assigned the same target as the ML by default.

ASF also have air to ground fire.

@thomashiatt said in WD #3 - Ridiculous Balance Ideas:

Make T1 mobile artillery not lead its target, so it will no longer be as effective against mobile units and would be primarily used against structures, as it should be.

I don't like the idea of its removal, but I would appreciate the option to turn it of for artillery units, especially t3 arty.

So... like ground fire?

@deribus said in WD #3 - Ridiculous Balance Ideas:

So... like ground fire?

like mmls

TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

removing torpedo from uef destro, and increasing aoe of one of the two guns, make it possible to kill subs with ground fire but not with its full dps, like one gun with 250 dps and small area, the other with 50 dps and bigger area. it would be still the worst destroyer vs subs but not hopeless ,and can punish lazy attack moves, if subs get clumped together

@deribus Yes, but without having to click every time I want to set a new ground fire target. Like MML's