The Covenant is OP thread

Last post 12-11-2010, 8:51 PM by Operation. 2092 replies.
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  •  03-19-2009, 9:49 AM 515039 in reply to 514972

    Re: The Covenant is OP thread

    That was entirely your fault and not the fact that Arby is overpowered or leaders are too cheap.  You said you continuously sent JACKELS to your leader.  There's you problem.  Jackels are anti-infantry and are not going to do much to a building.  See your fault not the game being unbalanced 

    Opps forgot to quote - This is to you OCDeity 

  •  03-19-2009, 9:53 AM 515042 in reply to 515021

    Re: The Covenant is OP thread

    I Am Final:The Covenant is overpowered? The humans are overpowered! I play as the Arbiter, I'm a major rank, and theres nothing more overpowered in this game than a disruption bomb. Yea, thats right. For any of you who think a Covenant leader is overpowered, just remember how much time and how many supplies have to be put into making him that powerful. 500 for temple, then 1000 to upgrade, then another 2000, then for the special abilities its 300, 400, 500, 600, 700, and 900. If anything, the Covenant heroes and technologies should be improved. I can't tell you how many times I've had grizzlies attack me with the special attack to break a scarab or Arbiter; the Covenant scarab needs a big special attack too, in my opinion, to counter the human special unit abilities. Finally, if you think the Arbiter, Phrophet, or Brute Chief are too strong, and you're a human, then you have Cryo-bomb, Carpet-bomb, or Mac-Blast along with disruption bomb to take them down.

    well... youre talking about grizzlies and about the arbiter being expensive to upgrade. have you ever played forge?
    250 first reactor
    500 second reactor
    1200 first reactor upgrade
    1200 second reactor upgrade
    150 vehicle depot
    400 first scorpion upgrade
    900 second scorpion upgrade
    1800 grizzly upgrade
    = 6250 supplies.
    + 500 bucks for each grizzly


    So yeah, an army of full upgraded grizzlies is supposed to kill an arbiter or a scarab.
    end even then, grizzlys still get owned by a decent amount of hunters, who can be built faster, cost less, take less pop and dont cost as much to upgrade.


    "Sir, we are surrounded!"
    - "Excellent, now we can attack in any direction!"
  •  03-19-2009, 10:11 AM 515065 in reply to 514691

    Re: The Covenant is OP thread

    Leader should have to be trained as opposed to him just materializing, still at free cost.  And not trained automatically.  Make folks have to click and train manually, and hopefully they'll mess up and hit undo accidentally :-)

    Leader powers should be one button press and release, shorter duration, and have a cooldown.   If we have to eat the resources on a missed MAC blast becasue its so frickin obvious, so too should Covenent.  (or allow the disruption bomb to be upgraded for longer duration, or additional shots e.g. the MAC blast)

  •  03-19-2009, 10:19 AM 515072 in reply to 515065

    Re: The Covenant is OP thread

    Rath xFFx:

    Leader should have to be trained as opposed to him just materializing, still at free cost.  And not trained automatically.  Make folks have to click and train manually, and hopefully they'll mess up and hit undo accidentally :-)

    Leader powers should be one button press and release, shorter duration, and have a cooldown.   If we have to eat the resources on a missed MAC blast becasue its so frickin obvious, so too should Covenent.  (or allow the disruption bomb to be upgraded for longer duration, or additional shots e.g. the MAC blast)

     Or you could just train flashbang, and use flamers to rape the covenant leader and any infantry he brought with him.

  •  03-19-2009, 10:34 AM 515097 in reply to 515072

    Re: The Covenant is OP thread

    Leaders aren't affected by flashbangs, and they run a hell of a lot faster than standard infantry. 
  •  03-19-2009, 10:42 AM 515107 in reply to 515097

    Re: The Covenant is OP thread

    The only problem I have so far with the Covenant is the fact that you cannot, for the life of you, target the freaking Arbiter while he is in rage mode. I mean... I try to send my flame guys after him and all that happens is they run around in circles to waypoints I didn't mean to set. All this while being ripped up to confetti by a raging Arbiter who gains any health back that he may have lost due to some flame damage before.

     In the end, I'd like the Arbiter's faster-than-the-speed-of-light attacks slowed a little, and perhaps the Disruption Bomb's recharge time decreased a little as well. Not drastically because one bomb per leader would be unfair, but maybe just a little.


    Game on.
  •  03-19-2009, 10:45 AM 515114 in reply to 515072

    Re: The Covenant is OP thread

    dirty trillo:
    Rath xFFx:

    Leader should have to be trained as opposed to him just materializing, still at free cost.  And not trained automatically.  Make folks have to click and train manually, and hopefully they'll mess up and hit undo accidentally :-)

    Leader powers should be one button press and release, shorter duration, and have a cooldown.   If we have to eat the resources on a missed MAC blast becasue its so frickin obvious, so too should Covenent.  (or allow the disruption bomb to be upgraded for longer duration, or additional shots e.g. the MAC blast)

     Or you could just train flashbang, and use flamers to rape the covenant leader and any infantry he brought with him.

    O M G

    Who the hell is losing their leaders to Flamethrowers?!!??!  Ranks 60,000+ ?


    GT: Skynnee/FootlongKhan
    Faction: RandomAll
    Highest 1v1 Standard Rank: 17
  •  03-19-2009, 10:47 AM 515119 in reply to 515114

    Re: The Covenant is OP thread

    The same ones that don't micro their units, apparently. 
  •  03-19-2009, 10:55 AM 515126 in reply to 515107

    Re: The Covenant is OP thread

    AnAverageGamer:

    The only problem I have so far with the Covenant is the fact that you cannot, for the life of you, target the freaking Arbiter while he is in rage mode. I mean... I try to send my flame guys after him and all that happens is they run around in circles to waypoints I didn't mean to set. All this while being ripped up to confetti by a raging Arbiter who gains any health back that he may have lost due to some flame damage before.

     In the end, I'd like the Arbiter's faster-than-the-speed-of-light attacks slowed a little, and perhaps the Disruption Bomb's recharge time decreased a little as well. Not drastically because one bomb per leader would be unfair, but maybe just a little.

     

    One bomb per leader would be fair.  Every time his leader is rebuilt for a whopping 400 he will have to dodge a DB.  The DB radius is not huge, so I don't see the problem if you're able to move a couple inches over.  And then it becomes a fight whether the 450 credit DB was wasted, or the 400 credit leader.

    The UNSC has to put forth more effort in killing the leader than the leader has to put forth in surviving.  So, more often than not, the leader will escape in time...  So long as we're talking about early and midgame.


    GT: Skynnee/FootlongKhan
    Faction: RandomAll
    Highest 1v1 Standard Rank: 17
  •  03-19-2009, 11:14 AM 515136 in reply to 515126

    Re: The Covenant is OP thread

    FootlongKhan:One bomb per leader would be fair.  Every time his leader is rebuilt for a whopping 400 he will have to dodge a DB.  The DB radius is not huge, so I don't see the problem if you're able to move a couple inches over.  And then it becomes a fight whether the 450 credit DB was wasted, or the 400 credit leader.

    The UNSC has to put forth more effort in killing the leader than the leader has to put forth in surviving.  So, more often than not, the leader will escape in time...  So long as we're talking about early and midgame.

     One bomb per user really isn't that fair. The Covenant basically revolve around the leader. It's what allows reinforcements to be brought, it's what allows the leader to be more than just a sack of HP, and the lack of an active Disruption Bomb is what allows the leader to escape a tight spot/return and defend his base.

    One bomb per leader and a quick LB, Y button on the leader would mean instant death to all Covenant leaders whenever their heads popped out. Just because a Covenant leader is powerful doesn't mean that they should have the ability to be shut down every thirty seconds (apporximately what it takes for a new leader to be built).

    What would make that even more unfair is in a 3v3, leaders could constantly be shut down. One Disruption Bomb after another could just rain down on the attacked base. The radius may not be huge, but if the leader has to wait outside of it, it's outside of attack range so the human can simply continue teching, build turrets, build anti-infantry units, or gather resources while the Covenant's main attack force is perpetually shut down. That really isn't fair.

    Just because something is seen as overpowered because it can win against unskilled players doesn't mean it should be shut down so easily.


    Game on.
  •  03-19-2009, 11:21 AM 515144 in reply to 515136

    Re: The Covenant is OP thread

    That leads me to my next idea:  Only allow infantry to be teleported to the leader via the grav lift.  I don't use Covenent very often, but being able to cloak the Arbiter in the back of someone's base and teleporting Wraiths in just seems broken to me 

    Any thoughts?

     

  •  03-19-2009, 11:31 AM 515152 in reply to 515144

    Re: The Covenant is OP thread

    Rath xFFx:

    That leads me to my next idea:  Only allow infantry to be teleported to the leader via the grav lift.  I don't use Covenent very often, but being able to cloak the Arbiter in the back of someone's base and teleporting Wraiths in just seems broken to me 

    Any thoughts?

     

    Broken? Ever heard of dropships? Btw, Pelicans do carry grizzlies too, so what...

    "Sir, we are surrounded!"
    - "Excellent, now we can attack in any direction!"
  •  03-19-2009, 11:45 AM 515171 in reply to 515152

    Re: The Covenant is OP thread

    Grav Lift is free, and instant. Place your waypoint there, and you don't even have to think about it.  You can continue to micro your Covenent leader/units while porting in more ass whippin'. Did I mention it was free?

    To deal with that leader you'll probably need a D-Bomb, which you just used your Pelican resources for;  all the while building turrets and infantry to deal with the growing infestation in the back of your base, where an Arbiter is shoving his Plasma sword up your ass.       

    Are the similarities of them both being transport functions your only basis for comparison? 

  •  03-19-2009, 11:49 AM 515176 in reply to 514693

    Re: The Covenant is OP thread

    FootlongKhan:

    The Brute Chieftan and Arbiter need to be leveled out a bit against UNSC.  I'd much rather see other units become more effective against these heroes rather than to see this game turn into a mind-numbing soft-counter system.

    I've been playing some top Chieftan players, and I've come across some very effective strategies.  They are able to pump out Brutes as fodder and all-around units, get their leader out, and progress to making Hunters.  The only way to turn this into a stalemate is with SPARTANs, this is why:

    -Other infantry have no bang for their buck, and are too slow.  They are also countered VERY hard by Jackals.

    -Hogs have very weak armor.  One micro mistake and you will lose 3+ Hogs to a Chieftan.

    -Turrets only delay the inevitable being that you are wasting your cash on static defenses giving a good player total map control.

    -Teching up fast is not possible.  By the time you start building tanks or aircraft, he has a handful of Brutes, his leader, and possibly a Hunter or two.

    In RTS, you should not have to attack another player's base just to stop a rush.  This is how the game evolves into a slowpaced boring game.  There should be some unit micromanagement in battles.  I'm finding myself only making strategical decisions, not tactical to win games.  And when I win, I feel as if we both lost.  It's hard to follow, but I'm trying to keep this short.

    You guys made SPARTANs to where they are somewhat effective.  That is the only UNSC infantry I build.  The others are useless.  It's a bit extreme, but I think infantry would play a more effective role in global buffs to DPS and global nerfs to armor to keep them reasonable.  It would enforce players to think about unit care a bit more as well, raising the overall skill level of the community.

    Another option would to just be to delay the Cov leader.  It makes no sense that they have such a strong unit within the first minute of the game.  Of course in doing this, Hogs would need to be toned down.

    An easy way out would be to lessen the recharge time on Disruption Bomb to make it available more often.

    The only thing I'm afraid of in patching based on who and what is OP, is that you guys may nerf key fun factors in the game.  Too much nerfing will render a very soft counter system, and it will be a game of nothing but focus fire and plenty of time for those with poor reaction times to walk away with more wins than they deserve.  There are not many strong, effective units like the obvious couple.  I think there should be global buffs rather than a few nerfs.  I'm much more in favor of degrading unit and base armors globally.

    Flamers are ridiciously crap.

    TimBobDAnimal:

    B) Hellbringers do not run fast enough to keep up with Jackals and Heros. Close ranged units need one of two things to be viable; toughness or speed. Although Hellbringers can be upgraded to move faster, they are not fast enough to close the distance to compete with Jackals, nor cause signifcant pressure to Heros. Jackals can spread out, kite and focus fire Hellbringers to thin their numbers signifcantly before they even start taking damage. This will mean mainly favourable outcomes for the Jackals. Heros move much fast than Hellbringers, thus, a focused player can avoid damage completely while still acting as a Grav Lift point, keeping the rush going.

    If the Hellbringer isn't useful against the two most significant infantry a player is going to encounter, why would a player build them? Grunts and Hunters can both be fought effectively with Marines, which are far more flexible units. By making the Hellbringer run too slow, you've made the unit unable to fufill its use. Good players WILL use micro to their advantage, thus the devs NEED to compensate for it.

    Change them to Snipers. There problems fixed.

  •  03-19-2009, 1:52 PM 515310 in reply to 515039

    To All Who Say The Covenant is Overpowered

    Civilization Stats


    UNSC
    Won: 2,150,462
     
    Used: 4,375,374
    65%
     
    66%


    Covenant
    Won: 1,162,039
     
    Used: 2,262,154
    35%
     
    34%

    Enough Said. 


    "The objective of war is not to die for your country, but to make the other poor *** die for his."
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