Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?
-
-
@waffelzNoob do you think this about every game ender? Imo mavor/scathis don't really pose an issue but para/yolo are massive problems because aside from being good offensively they're also super good defensively.
Thats true and something i wanted to bring up but I couldn't fit it in my story Kappa
I'm ok with para and yolo nerf because conceptually once they're up they can immediately kill the push that's been building up for minutes (esp yolo). I haven't played much mapgen in the last year and thus haven't encountered any game enders there, so can't comment
gotcha!!!
Ahhhh you got me xd I must've thought it was lame at the time but I have fond memories of the game regardless of that comment. I would probably find a T3 arty lame now too but I don't think they need a nerf. If they can make a T3 arty and still hold on they were probably either already winning or the game was just already at that stage. And if they can't hold on, game remains dynamic and becomes more epic than a game without it
-
Easy start to help the SMD vs SML issue.
SML:
1080->810bp
Anti Nuke Projectile:
259,200->194,400BT
This makes ten T3 engies assisting an SML reduce its reload time from:
240->184.5s (current balance)
To
240->171.3s (changed balance)Minor nudge in the right direction while not impacting, un assisted SMDs at all.
-
I don’t personally like the way SMD and SML interact fundamentally. They should be brought much closer to TMD/TML interactions which also induce additional gameplay interaction in their theater.
SMLs should operate somewhere around where they currently are.
SMDs should be cheap structures which load a single missile quickly (60 seconds even) but take a lot of mass at once to do it (think 100 mass per second). This way an SML has near zero shot of killing a key base even if scouted late unless an SMD is sniped beforehand. However, high priority bases such as air bases will need to keep stacking SMDs as time goes on, and each respective SMD runs a large risk of costing you in unit presence when you invest in it. The single missile per SMD is important for keeping agency in the hands of the SML owner as they have the insight into viable nuke targets.
In addition, investing in many SMDs in some tertiary base is not a high priority as wasting 2 nukes to kill something like sentons island is just not worth it.
Everybody is encouraged to utilize nukes in their gameplay without it causing ridiculous game swings where a whole base is eliminated and the game is over. Nukes revolve around becoming passive large investments as you get several missiles long term or tactical tools for forward bases/armies.
It can even be made so that SMLs are expensive structures with cheap missiles (in mass not BT) while SMDs are cheap structures with expensive missiles.
I expect the costs will have to be adjusted for everything but in general I prefer that as a philosophy to what it currently is where there is no depth to the resource-check it represents.
This would in turn also make yolo less problematic while still being a good game ender because you may force a dude to be pushed out of the game by spending 400-500 mass a second (yolo can also be stat adjusted to make this work) while keeping a priority area of the map safe, same as mavor or scathis.
-
What about making SMD amphibious (like tmd)? Then pushes dont instantly die and nukes losers their biggest "OP" point
-
please god can somebody please think of a map situation that isn’t just fucking sentons
this is not the biggest op point of nukes, like at all
I literally WANT even MORE nukes used this way
-
Doesnt have to be setons, can literally be any map that has water. Setons is just the easiest example because its played the most. But if you want we can also balance around skadi that is played once every 2 months. Or maybe we just ignore all maps and balance on paper.
-
yes all the nukes used on navy in skadi that are a problem (literally nobody thinks this)
I don’t even know who thinks nukes killing pushes is a problem, you’re literally the first person I’ve ever seen even propose this being a problem let alone OP
-
Guess you arent in the streams then
-
Thankfully, what an awful take
Boy I sure do love the not-op use of a nuke hitting all the core base infrastructure forever removing an entire player from the game because he was 30 seconds late to making an smd after a nuke was up for 45 seconds. Increase the ratio of these situations please
Damn we gotta get rid of that mega op usage of nukes where they could be launched at a push causing a person to dodge and potentially take a bad engagement or create stall time for defenses or destroy reclaim that was donated in error, god this gameplay sucks we need to ruin it immediately
-
Nuking pushes is completely fine, idk why you are bringing pushes into this
-
-
Oh gg, i meant to say proxy / invasions
-
With my proposed rework a proxy would be kept safe with an smd that you built early on, it just becomes a high priority kill target and rushing the smd will delay ur land push by a minute while you build the missile.
The idea is that SMDs operate as more of a conscious swap from units into defenses when right now they’re more just something you’re supposes to build at some point and passively fill as the game goes on without giving it any real thought
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login