Tactical missile launchers

Chrono still never got nerfed, right?

You can also kill the TML itself with a few suicide bombers.

Talking about the reason why it got mega strong to begin with

@thewheelie yeah that stuff probably happened because everyone went t2 mex at min 2 and try to be full t2 mex before doing anything else. dude rushing tml would probably get crushed by gun acu + spam, or just some t1 bombers suiciding into the tml lol

i try bombing tmd sometimes and it's usually rebuilt pretty quickly. it's a nice move to pull off but tml, even in combination with bombers, doesn't need a nerf imo. catching bombers before they get to ur tmd is a skill too, so it's certainly counterable

also are u implying 3k hp buff is what made chrono strong? i see no other changes, besides stun duration going from 3.5s to 2.5s lol

profile picture credits to petric

I think what he means is that chrono was always strong but people were just too bad to realise how good it actually is, that is until the buff shined some light and people finally noticed that it exists.

It happens all the time in League for example.

@xiaomao I noticed that it makes your own T2 PDs miss a lot.

what about making tmd t1

Just remove tml from the game while ur at it

TMD is probably one of the most effective defensive structures in the whole game, its cheap has good range and scales well making a TML high risk high reward because a single(!) TMD can basically invalidate any strikes in a whole swath behind it. A single flak can't stop a T2 bomber, a single SAM can't stop a strat.

put the xbox units in the game pls u_u

To me they are fine and great fun but maybe a bit too strong. It shouldnt be able to kill a T3 HQ in 1 shot, thtat's just silly and destroys the whole BO and investment of a player just because of a missed TMD.

TML doesn't kill any T3 or T2 HQ in one shot except for cybran T2 HQ's

It happend to me in a game. Just looked up the stats: T3 HQ of Cybran Land Factory is 4.95k. Damage of an Aeon TML is 6'k. It actually does one-shot a t3 HQ

.. a support Factory. If you go for a fcking t3 support factory, that shit deserves to die if you don't have the mass for a TMD

Required rating for participation in balance talks when?

Cybran T3 Land HQ has 11k hp, so it dies to 2 missiles. Other T3 HQ have more hp and require 3 missiles. Should of course have TMD by the time you have a T3 HQ, and if you don't then you probably have enough engineers around the base to throw up a TMD before a second missile can even arrive.

#19361964

Just for your viewing pleasure here is a replay of me getting absolutey wrecked by TML abuse on badlands TMM i think buy the end he killed about 18000 mass with four tmls, shameful on my part but i dont practice my 4v1 very often.

just waiting for the noob comments to come pouring in why you didnt build tmd bla bla bla, i had some clearly not enough and my tiny monkey brain doing more that one thing a minute.

I still think for the damage they can do in such a small amount of time they are way to cheap, one guys builds a few of them in one place on the map and continues to destroy everysingle t2 mex i had losing me the game forcing me to build about 5k in tmd all over the place

they are imo the worst thing in the game, i should have just cntrl K at that point.

At least they shouldnt kill the wreck aswell thats just cruel.

I do agree that TML killing the wrecks is a bit overpowered. I don't know if mexes should have more HP, and I don't really think TML should do less damage, but I believe it is possible to increase only the HP of the reclaim left behind by mexes.

TMLs are a bit similar to nukes in that they are basically always a decent investment in team games on semi open maps. You only need one player to make them, but every base needs defenses and if even one doesn't make those, you get a huge return on your investment.

As a result they, like many similar aggressive tools, are very strong in the rating range where people are good enough to use them, but not consistent enough to always defend against them correctly. You could argue that they are straight up OP in the 1k-1.5k rating range.

Sadly this imbalance of units in different rating ranges is pretty much an unavoidable side-effect of the huge game complexity. Subs and stealth units for example are just completely broken in the <1k range as nobody there is able to deal with them correctly.

Maybe there is a way to balance TMLs for more rating ranges while keeping it interesting. Maybe TMLs not killing mex wrecks is a way to do so, but honestly I'm not convinced they need to be changed at all.

@caliber said in Tactical missile launchers:

#19361964

Just for your viewing pleasure here is a replay of me getting absolutey wrecked by TML abuse on badlands TMM i think buy the end he killed about 18000 mass with four tmls, shameful on my part but i dont practice my 4v1 very often.

As a side note, kinda independent from the TML discussion: You were in a 4v1 situation while having only a bit more than half of your opponents eco:
Screenshot_114.png

You played really well, but unless you are hugely underrated, you winning this game would have been a miracle.

Or phrased differently: The TMLs basically ended the game, but they aren't the reason you lost.

TMLs are OP, they basically pay themselves off after a single t2 mex especially when you take into account you can simply ctrl+k it safely for reclaim.

Problem is basically everyone is too bad/too lazy to properly abuse it. Since it’s one of the few proper punishments of greed eco, it shouldn’t get adjusted until it’s a real problem. Losing a 4v1 because you don’t have the attention span to deal with a TML, rebuilding tmd as it goes down, etc is just smart play.

@ftxcommando said in Tactical missile launchers:

TMLs are OP, they basically pay themselves off after a single t2 mex especially when you take into account you can simply ctrl+k it safely for reclaim.

Problem is basically everyone is too bad/too lazy to properly abuse it. Since it’s one of the few proper punishments of greed eco, it shouldn’t get adjusted until it’s a real problem. Losing a 4v1 because you don’t have the attention span to deal with a TML, rebuilding tmd as it goes down, etc is just smart play.

TMLs take a fair bit of attention, but if you can manage it, they're incredible, I agree.

They take something like -6 mass irc, how does that compare to t2 tanks if you fail on your tml targets?