@IceDreamer said in Fire beetle balance suggestion:
This is why landmines is the only possible route forwards. TMLs have direct counterplay. Strats are T3 and have direct, very effective counterplay. Mercies have direct counterplay. Telemazer has direct counterplay. Yet even with the counterplay in effect, the mobility of the assualt allows it to still be useful. The same is untrue for beetles. The same approach will never work.
Try. Something. New.
Land mines is a fucking cancer too. There's no counter play to that either as intel works differently compare to other RTS which have this kind of mechanic.
What units have omni to spot a mine? ACU, SCU, T3 scout, Omni, GC, Novax. ACU is only thing that exists at t2 stage and that's not a unit you would ever want to have near Fire Beetle, other units appear in t3 stage. This means there's no counter play to land mines either.
This yet brings us back to Fire Beetle stats so cloaked mine Beetle would be still more efficient than building more tanks/arty but wouldn't destroy your entire army if you happened to walk into it since you can't spot it at t2 phase.
And as far as I remember there were complains about being micro intense to place land mine, manually detonate it and make sure you don't accidently move it around.
Also, what prevents you from transporting bombs and using them classic way?
This land mine concept is as ugly, as any concept which involves Fire Beetle to kill things on its own.
To think of it, I remember old nomad team tried to improve EMP code for FAF. Some improvements work for years in Nomads (not integrated into FAF), but they also attempted to make stun affect power/mass production and buildings build power.
May be it could be possible to allow Fire Beetle not only stun units, but also stop enemy unit/resource production for some time if you happened to sneak one at enemy base.