Title Update #3 balance notes preview *Final*

Last post 07-08-2009, 12:58 AM by Grand Patriarch. 1310 replies.
Page 7 of 88 (1,311 items)   « First ... < Previous 5 6 7 8 9 Next > ... Last »
Sort Posts: Previous Next
  •  06-10-2009, 2:41 PM 619062 in reply to 619039

    Re: Title Update #3 balance notes preview

    Hojubobdan:

    Balance changes:: 

    1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.  Fair enough, reduce guass a tad bit.  But still keep it an option for unsc, its preaty much all they got against cov.  Personally i own any kind of warthog rush.

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game. Once again, no reason to do this to warthogs. i would quit playing if this ever happend.  Seriously unsc would suck so much and the game would be thrown in the complete wrong direction, towards the fine gentlemen that dont even play.

    3.  Anders bonus to tech build rate reduced to further balance the leader.  I dont even know what that means? but dont do it.

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.  Increase turretling is not fun either, you need to think along the lines as a top stragetic game and not a fine gentlemen playground.   The game is fine You dont need these giant changes, especially for guass.

    5.  Elephant health increased to improve survivability and viability as a unit.  I would like to see the elephant fixed.  I thought make the turrets on it the same as the chain gun spartan, since after all they are the same weapon, and slight very slight health increase.

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.  WHoa whoa whoa. That is just silly!!! Vehicles are supposed to own infrantry.  Let me just say that infrantry are still the best units in the game.  They were since the start of the game and i still use them alll the time.

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)  This one i oppose the most... I thought your recycle style was perfect, it actually added some inovation to the game.  Whenever it loses hitpoints it decreases in wealth, its brilliant! 

     Turrets are already a pain in the butt and stop any warthog rush for up to 6 minutes. They dont need boosting. I think the dev team needs to try again for a patch because this one isnt to good. it would send the game downhill. Just play me and i will show up warthogs are crap and infantry are already the best. 

    I know this is to late but listen to him he has said it as well as it can be said.  I agree with everything he is saying.  Except I do like the idea of of recycle costing a bit but 50% is high, I would like to see maybe 20%.  As soon as the patch comes out can we start a COV is OP after the update sticky.  They already have the better winnign percentage and the unsc just got hit hard with down grades.   I hope the build time on gunner hogs has been left the same or expanding with the usnc just got really hard, and the cov rush more devestating. 

  •  06-10-2009, 2:41 PM 619063 in reply to 619051

    Re: Title Update #3 balance notes preview

    Adamzzz:I agree with someone who said units from a locked base should leave the base quicker. Way too slow and the player can just focus fire quickly on the unit that comes out, then the next, then the next.

     

    Yup, that is an important one from my list.  The strategy is useless currently... watching each unit die one by one in a row against a big army.

  •  06-10-2009, 2:41 PM 619064 in reply to 619042

    Re: Title Update #3 balance notes preview

    TrUe SkiilL TM:

    Forge has the best economic bonus, there's no debating that fact. It's not about the 100 you save building your Heavies, it's the fact that you have them and their increased production from the start...

    And all that does is save you some more resources.  You save about 150 resources for not having to build a Reactor first, and you save somewhere between 30-60 resources for skipping the upgrade.  While this is a tremendous boon to Forge early in the game, the total resources saved is nowhere near what Anders will do.  775 for teching to Gauss, 1100 for teching to Hawks, not to mention the Armory Upgrades.

  •  06-10-2009, 2:42 PM 619067 in reply to 619056

    Re: Title Update #3 balance notes preview

    the killinghalo:

    hey

    timotron or aloysius,

    can we please have a comment on whether or not you think gremlins will still make anders a balanced leader. And if so, can you please explain so, because I think it is slightly unfair because it is a counter vehicle/turret and forge gets next to nothing compared to that.  I personally think that a cyclops buff would be out of the question, just a tweak so that it increases health while in y ability lockdown, where it heals faster  but cannot move (similar to cobras)

    Gremlins get raped by Canister shell, plus they are very easy to counter (infantry, air). Think about it this way. When I press Y with my Gremlins I freeze you and then do damage to your Tanks. When you press Y, you kill a lot of my Gremlins and kill the rest with your normal attack.
    zIP r i n c eIz

    MeatShield:
    everyone knows prince is the best
  •  06-10-2009, 2:42 PM 619068 in reply to 619054

    Re: Title Update #3 balance notes preview

    TrUe SkiilL TM:
    Adamzzz:I agree with someone who said units from a locked base should leave the base quicker. Way too slow and the player can just focus fire quickly on the unit that comes out, then the next, then the next.
    There's a way to do this, you just have to figure it out.

    I frown upon people who encourage others to exploit glitches.


    Do, or do not... there is no try
    GT - FXT Redwolf

    Learn how to post well:
    http://www.albinoblacksheep.com/flash/posting
  •  06-10-2009, 2:43 PM 619069 in reply to 619062

    Re: Title Update #3 balance notes preview

    Jasper16:
    Hojubobdan:

    Balance changes:: 

    1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.  Fair enough, reduce guass a tad bit.  But still keep it an option for unsc, its preaty much all they got against cov.  Personally i own any kind of warthog rush.

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game. Once again, no reason to do this to warthogs. i would quit playing if this ever happend.  Seriously unsc would suck so much and the game would be thrown in the complete wrong direction, towards the fine gentlemen that dont even play.

    3.  Anders bonus to tech build rate reduced to further balance the leader.  I dont even know what that means? but dont do it.

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.  Increase turretling is not fun either, you need to think along the lines as a top stragetic game and not a fine gentlemen playground.   The game is fine You dont need these giant changes, especially for guass.

    5.  Elephant health increased to improve survivability and viability as a unit.  I would like to see the elephant fixed.  I thought make the turrets on it the same as the chain gun spartan, since after all they are the same weapon, and slight very slight health increase.

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.  WHoa whoa whoa. That is just silly!!! Vehicles are supposed to own infrantry.  Let me just say that infrantry are still the best units in the game.  They were since the start of the game and i still use them alll the time.

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)  This one i oppose the most... I thought your recycle style was perfect, it actually added some inovation to the game.  Whenever it loses hitpoints it decreases in wealth, its brilliant! 

     Turrets are already a pain in the butt and stop any warthog rush for up to 6 minutes. They dont need boosting. I think the dev team needs to try again for a patch because this one isnt to good. it would send the game downhill. Just play me and i will show up warthogs are crap and infantry are already the best. 

    I know this is to late but listen to him he has said it as well as it can be said.  I agree with everything he is saying.  Except I do like the idea of of recycle costing a bit but 50% is high, I would like to see maybe 20%.  As soon as the patch comes out can we start a COV is OP after the update sticky.  They already have the better winnign percentage and the unsc just got hit hard with down grades.   I hope the build time on gunner hogs has been left the same or expanding with the usnc just got really hard, and the cov rush more devestating. 

    The Covenant has a better winning percentage for newer players, not expert players.  New players have no idea how to stop a leader rush properly.

     

  •  06-10-2009, 2:43 PM 619070 in reply to 618960

    Re: Title Update #3 balance notes preview

    TrUe SkiilL TM:
    Timotron:

    Elecbound:

    The grenade thing is interesting...now my expendable idiots...erm...well trained men can fight off more units! Hooray! Wait...what about gremlins? Do I still need 5 marines to kill 1?

     

    Good catch, the infantry grenade boost to medium armor targets includes the Gremlin as well so marines will indeed get a boost against Gremlins.

     

    They are buffing the marines so you can actually use them against cobra/wolverine combo users, because as of now it is hard to use marines (unless your cutter) to fight a anti- vehicle anti-air combo. if you were forge you could mass grizzlys though. 

     

    This proves my point. Gremlins already take a lot of damage from infantry. You're trying to repair a problem that isn't there. The reason infantry don't rape a clever Anders is because Gremlins are faster than Marines and can retreat. You're just allowing for a large margin of lcuk for infantry users, which is a ridiculous thing to want.

  •  06-10-2009, 2:47 PM 619075 in reply to 619064

    Re: Title Update #3 balance notes preview

    wodan460:And all that does is save you some more resources.  You save about 150 resources for not having to build a Reactor first, and you save somewhere between 30-60 resources for skipping the upgrade.  While this is a tremendous boon to Forge early in the game, the total resources saved is nowhere near what Anders will do.  775 for teching to Gauss, 1100 for teching to Hawks, not to mention the Armory Upgrades.
    ...It doesn't save you more resources, it generates you more resources - a lot more than you'll save as Anders. Don't be ridiculous.
    zIP r i n c eIz

    MeatShield:
    everyone knows prince is the best
  •  06-10-2009, 2:48 PM 619076 in reply to 619068

    Re: Title Update #3 balance notes preview

    Redwolf:

    TrUe SkiilL TM:
    Adamzzz:I agree with someone who said units from a locked base should leave the base quicker. Way too slow and the player can just focus fire quickly on the unit that comes out, then the next, then the next.
    There's a way to do this, you just have to figure it out.

    I frown upon people who encourage others to exploit glitches.

    Oh, it's a glitch? n1 True Skill.

  •  06-10-2009, 2:48 PM 619077 in reply to 619069

    Re: Title Update #3 balance notes preview

    andrewkole:
    Jasper16:
    Hojubobdan:

    Balance changes:: 

    1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.  Fair enough, reduce guass a tad bit.  But still keep it an option for unsc, its preaty much all they got against cov.  Personally i own any kind of warthog rush.

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game. Once again, no reason to do this to warthogs. i would quit playing if this ever happend.  Seriously unsc would suck so much and the game would be thrown in the complete wrong direction, towards the fine gentlemen that dont even play.

    3.  Anders bonus to tech build rate reduced to further balance the leader.  I dont even know what that means? but dont do it.

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.  Increase turretling is not fun either, you need to think along the lines as a top stragetic game and not a fine gentlemen playground.   The game is fine You dont need these giant changes, especially for guass.

    5.  Elephant health increased to improve survivability and viability as a unit.  I would like to see the elephant fixed.  I thought make the turrets on it the same as the chain gun spartan, since after all they are the same weapon, and slight very slight health increase.

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.  WHoa whoa whoa. That is just silly!!! Vehicles are supposed to own infrantry.  Let me just say that infrantry are still the best units in the game.  They were since the start of the game and i still use them alll the time.

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)  This one i oppose the most... I thought your recycle style was perfect, it actually added some inovation to the game.  Whenever it loses hitpoints it decreases in wealth, its brilliant! 

     Turrets are already a pain in the butt and stop any warthog rush for up to 6 minutes. They dont need boosting. I think the dev team needs to try again for a patch because this one isnt to good. it would send the game downhill. Just play me and i will show up warthogs are crap and infantry are already the best. 

    I know this is to late but listen to him he has said it as well as it can be said.  I agree with everything he is saying.  Except I do like the idea of of recycle costing a bit but 50% is high, I would like to see maybe 20%.  As soon as the patch comes out can we start a COV is OP after the update sticky.  They already have the better winnign percentage and the unsc just got hit hard with down grades.   I hope the build time on gunner hogs has been left the same or expanding with the usnc just got really hard, and the cov rush more devestating. 

    The Covenant has a better winning percentage for newer players, not expert players.  New players have no idea how to stop a leader rush properly.

     

     

    I never lose with a cov leader against unsc. cov have the best win percentage from good players, not fine gentleman ones, they run around using cutter and stuff in there fine gentleman play ground.  Dont change the building sell percentage jazz at all its perfecft how it is.


    Clan-BTB Bogart that Blunt
    Must smoke trees
    I vote to ban little kids
  •  06-10-2009, 2:49 PM 619078 in reply to 618917

    Re: Title Update #3 balance notes preview

    Timotron:

    1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.

    Awesome

    2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game.

    I would suggest by only by a few seconds, maybe between 5 to 10 seconds.

    3.  Anders bonus to tech build rate reduced to further balance the leader.

    This is a good change because a late game Anders can upgrade counter units too fast.

    4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.

    Cool, so the PoR can't glass these down in 1/2 a second.

    5.  Elephant health increased to improve survivability and viability as a unit.

    Maybe a cost reduction or damage increase.  One of those I believe is also needed.

    6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.

    This is great but I'd like to see them also be more effective against Air.

    7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)

    Cool, but I believe turrets shouldn't be included as base buildings.


    Do, or do not... there is no try
    GT - FXT Redwolf

    Learn how to post well:
    http://www.albinoblacksheep.com/flash/posting
  •  06-10-2009, 2:49 PM 619080 in reply to 619070

    Re: Title Update #3 balance notes preview

    sosjohn:
    TrUe SkiilL TM:
    Timotron:

    Elecbound:

    The grenade thing is interesting...now my expendable idiots...erm...well trained men can fight off more units! Hooray! Wait...what about gremlins? Do I still need 5 marines to kill 1?

     

    Good catch, the infantry grenade boost to medium armor targets includes the Gremlin as well so marines will indeed get a boost against Gremlins.

     

    They are buffing the marines so you can actually use them against cobra/wolverine combo users, because as of now it is hard to use marines (unless your cutter) to fight a anti- vehicle anti-air combo. if you were forge you could mass grizzlys though. 

     

    This proves my point. Gremlins already take a lot of damage from infantry. You're trying to repair a problem that isn't there. The reason infantry don't rape a clever Anders is because Gremlins are faster than Marines and can retreat. You're just allowing for a large margin of lcuk for infantry users, which is a ridiculous thing to want.

  •  06-10-2009, 2:51 PM 619083 in reply to 619039

    Re: Title Update #3 balance notes preview

    Hojubobdan:

    Balance changes:: 

     Fair enough, reduce guass a tad bit.  But still keep it an option for unsc, its preaty much all they got against cov.  Personally i own any kind of warthog rush.

    It was only nerfed against heavy armor. So I'd say it is still an option against everything else.

     Once again, no reason to do this to warthogs. i would quit playing if this ever happend.  Seriously unsc would suck so much and the game would be thrown in the complete wrong direction, towards the fine gentlemen that dont even play.

    No. It would not. It would do the complete opposite. It might hinder the UNSC's rushing ability but I do believe that was the point. If anything it will throw the game in the right direction, towards the pros who do play.

    I dont even know what that means? but dont do it.

    If you don't know what it means then why don't you want it? Seems rather stupid to me.

     Increase turretling is not fun either, you need to think along the lines as a top stragetic game and not a fine gentlemen playground.   The game is fine You dont need these giant changes, especially for guass.

    It's not meant to be "fun". It's meant to be balanced. And I'm pretty sure that buffing the turrets will actually add to the strategy of the game making it more "fun".

    I would like to see the elephant fixed.  I thought make the turrets on it the same as the chain gun spartan, since after all they are the same weapon, and slight very slight health increase.

    As would most Cutter players.

     WHoa whoa whoa. That is just silly!!! Vehicles are supposed to own infrantry.  Let me just say that infrantry are still the best units in the game.  They were since the start of the game and i still use them alll the time.

    Vehicles still will own infantry. They're buffing the ability against light armor so heavy armor still rape infantry.

    This one i oppose the most... I thought your recycle style was perfect, it actually added some inovation to the game.  Whenever it loses hitpoints it decreases in wealth, its brilliant! 

    It was perfect... for exploitation. This makes it harder to exploit the recycle ability and hinders rushing. 

     Turrets are already a pain in the butt and stop any warthog rush for up to 6 minutes. They dont need boosting. I think the dev team needs to try again for a patch because this one isnt to good. it would send the game downhill. Just play me and i will show up warthogs are crap and infantry are already the best. 

    Well now they can actually work late game. And also I find the dev team did pretty good with this one. Your thoughts on this seem to be a little biased to me.

  •  06-10-2009, 2:52 PM 619085 in reply to 619080

    Re: Title Update #3 balance notes preview

    sosjohn:

    They are buffing the marines so you can actually use them against cobra/wolverine combo users, because as of now it is hard to use marines (unless your cutter) to fight a anti- vehicle anti-air combo. if you were forge you could mass grizzlys though. 

     

    ..I can't reply to every part of every post, but Marine already to their job versus these combinations. But why should a unit get a buff versus all heavy and medium armour just to suit this one situation that ROBOT feels is flawed? It makes no sense. You can't fix a flaw and make ten more.


    zIP r i n c eIz

    MeatShield:
    everyone knows prince is the best
  •  06-10-2009, 2:53 PM 619086 in reply to 619062

    Re: Title Update #3 balance notes preview

    Something I just noticed.  None of these changes effect the double cutter mac in reinforcements....
    Do, or do not... there is no try
    GT - FXT Redwolf

    Learn how to post well:
    http://www.albinoblacksheep.com/flash/posting
Page 7 of 88 (1,311 items)   « First ... < Previous 5 6 7 8 9 Next > ... Last »
View as RSS news feed in XML