I've decided that I will allow anything related to balance again. The forums aren't too alive atm, I'm hoping that this thread will change it. If you have thoughts on what to change, share them. However, try to actually give a reasonable argument, rather than a simple 'change unit X because they're gay' or something.
Enjoy!
The list:
General
ROCKET damage from rocketmen to infantry decrease.
Mutant Marauder cannon resistance increase
Normalized all infantry resistance across different subfactions
All infantry squads recover dead members over time
Reduce the effect that Epics have on gameplay
Vehicles with slow turrets like mammoths, flametanks etc need to have their idle turret-rotating animation removed or tweaked so its not as intrusive in battles.
Repair drones now heal allied units as well
Sonic/Laser Fence changes (only 1 or 2 are needed)
5 or more sec delay before shields are activated after clicking.
Deactivates when base loses power but is returned when power is back.
EMP will remove fences completely, and the player must use the power again for the fences to return.
A possible price increase for the advantages it provides.
GDI
Juggernaut weakening a bit to make Behemoths and ST a choice.
Zone infantry improvement. A lot more health. Also fix their jumpjets, remove the post-delay after the jump (Promotes players to jumpjet over big units and pound them from behind).
MRT repair leash increase.
Sniper bullet speed increase and instant kill infantry to avoid overkills OR add a laser nugget characteristic to ensure avoidance of overkilling infantries.
Snipers dont target vehicles and structures when on aggressive
AP ammo needs a nerf, Wolverines excluded
GDI radar Scan to $500, decrease stealth revealing time to 5 seconds, possibly more
Remove gun-armor bonus that Composite Armor gives after upgrading
Repair drones no longer remove friendly sensor pods from friendly vehicles
Remove pre-fire delay on Orca when firing their Sensor Pod
Shatterer nerf versus infantry. Might be too powerful against infantry due to a bug.
The Brotherhood of Nod
Flame tank behavior improvement in movement/attack responsiveness.
Enlightened big cannon armor increase, also a very small boost in their attack is possible.
Tiberium vein detonation gets a significant range decrease, but also a good price decrease, that way it won't be an instant 1 click harass.
Purifier need significant buff, possible cost decrease and/or laser buff and/or aura range increase
Purifying flame price decrease to around 2000, research time the same.
Awakened/Enlightened are immune/heal in tiberium fields.
Mantis pre attack delay remove and range slightly increase.
Black Hand speed buff
Vertigo: reload time reduction
Slight nerf to black disciple hp.
BH Spectre cost lowered
Catalyst Missile very significant nerf, possible cost increase and/or damage reduction
Venom back to 1.01 stats.
Cloaking field huge damage nerf, possible price reduction to compensate.
Avatar/Purifier 5% attack buff to make them 3shot Dscorps/APC's
Tiberium Infusion removes the gun penalty of the affected troops, needs fixing
Scrin
Growth accelerator/stimulator HP increase to TW1.09 levels
PAC cost 2800 or make fighters tougher, possible fighter respawn time decrease
Devastator warship: possible damage increase
Seekers back to 1.00 state (when it comes to armor versus gun)
Reaper tripods don't lose Rate of fire when charged.
Make vScrin devourer tanks vulnerable to tiberium agitation.
Cultist health nerf, Gunwalker+Cultist combo is troubling at this point.
This post has been edited by X-Flame: Oct 6 2009, 20:11 PM
Another case of "a tweak" = "buff" = buff a lot = buff different aspects of a unit = buff these aspects a lot = /Y"%)O&("&#&"
Either change might have sufficed (ie making Juggs = Behemoths in terms of damage or making Jugg+Behemoth response smoother with the turn rate). Both seems overdone, and the turret turn rate buff would have made Behemoths the monsters anyway. Simply increasing the turn rate by 33-50% would have greatly helped out, and if needed, the ROF could have gotten a proportionally lower ROF-buff (for Juggs) to make them more like Behemoths, since this was apparently an issue.
I think that patch 1.02 is almost perfect and apart from the various not so important bugs, I have no complains. I think more people need to get back to KW now. With this patch, it is CNC in its best form.
the only thing i would change is lower buggy armor a little, thows things are the cheaperst tank in game,very fast, and still have decent armor i dont think they need that much armor.
and make the seeker the t1 tank to use vs other tanks not the gun walker, i dont know how they would do it without buffing something to much or nerfing the gun walker(please dont nerf it). all i know is that traveler has nothing to fill the mbt slot and it hurts them a lot.
other than that the game is fine, and thows are only minor changes so 1.02 was a good patch.
agreed, patch is pretty good, . (or too early to see)
just a few minor things:
enlightened still not tough enough for my liking. buff health a bit (im not good with numbers), damage a bit pls. just coz they have emp doesnt mean they have to fall before cannon fire. i mean, zonies dont die nearly as easily, they have jumpjets, way more dps, and stealth detection to boot. just a little love for those without the flame?
juggs/behemoths - they're fine now imo, but erm... there hardly is a difference between the two anymore besides from the garrison slot - i thought ST behemoths was supposed to have less range but higher RoF as well? now they fire at more or less the same speed, but ST behemoth has to close in more... i think there should bit a bit more differentiation between the two (don't ask how, i dont know without making behemoth OP).
obelisks - yes, they have been nerfed, but i think they need to be nerfed just a little more. they're still a bit too powerful - given the choice, i'd take them over a sonic emitter against anything other than an all-out spam.
tib spikes to 15/s would be nice - make them a little bit more worth their while pls. EDIT: yea, leave the refs alone, they're fine how they are atm.
that's all for now
This post has been edited by sanguinius1990: Dec 29 2008, 23:01 PM
the only thing i would change is lower buggy armor a little, thows things are the cheaperst tank in game,very fast, and still have decent armor i dont think they need that much armor.
yea ive always thought the same lol... but no i strongly wouldnt recommend this because if you nerf buggys it only makes sense to nerf apcs and gunwalkers too
and have you ever noticed how much hp a gunwalker has?? its insane; a bit more than a scorp plus its got amazing attack range and even crushes inf
yea ive always thought the same lol... but no i strongly wouldnt recommend this because if you nerf buggys it only makes sense to nerf apcs and gunwalkers too
and have you ever noticed how much hp a gunwalker has?? its insane; a bit more than a scorp plus its got amazing attack range and even crushes inf
dont mess with the gunwalker its the only thing that t59 has until tier 3, also i think that the tiberium vein detonation power could be toned down damage wise slightly, its like getting hit with a super weapon, and it pretty much makes a field worthless, i remember an article about how it takes 10000 away from the enemy economy instantly. also something must be done about the stealth tanks and their damage output that makes absolutely no sense.
stanks are fine... their overall dmg may seem insane but tbh, hit n run is all nod has left atm (besides super tier4 powers but theyll definitely be nerfed soon)
but i think they really need a 50% damage nerf vs infantry
heavy inf like zones should hardcounter them; it doesnt make sense when i lose half my zones when i try killing a bunch of stanks ----------- juggs (not behemoths) need a rate of fire nerf imo back to 1.01 stats they seem counterable as of now, but with some heavy tank/anti-inf support theyre still totally insane for $2200
This post has been edited by cnc315d34d: Dec 30 2008, 01:15 AM
game is pretty balanced now only some bugs and a few balance changes i think it needs. 1)enlightened shouldnt die to tanks so easily 2)tib vein detonation seems a bit too effective especially when u have to protect ur harvesters against stanks and other things and if u move ur army to protect ur harvesters boom all ur army anihilated by that instant click power. i think it should be changed to an only resource denial power. nod already has many devastating powers.
General Rockets do 50% less splash damage to infantry.
juggies/behemoths =2500 price. (probably Behemoths), as they are now effective. Ravagers = pre attack delay reduced and tiberium agitation attack animation reduced. Flame tank = turret rotation speed increase and pre attack delay removed. Reaper Tripod = fix reduced charged damage when upgraded with conversion reserves. Enlightened = Just give them the same cannon resistance as every heavy infantry. Growth Accelerator/Stimulator = Increase HP similar to a Power plant.
The game is well balance ATM with More GDI players, we should only make minor changes.
Note: nerfing APC/gunwalkers/Buggies and buffing Zone troopers............ would that be overkill? and stealth tanks don't need any nerf.
Note: does anyone think that EPIC units need a time/cost increase to delay their arrival?
This post has been edited by atdsutm: Dec 30 2008, 02:51 AM
yea ive always thought the same lol... but no i strongly wouldnt recommend this because if you nerf buggys it only makes sense to nerf apcs and gunwalkers too
and have you ever noticed how much hp a gunwalker has?? its insane; a bit more than a scorp plus its got amazing attack range and even crushes inf
true, y did they buff up the anti infantry tanks armor so much??? if anything give some of that armor to the seeker. what i would like to see for scrin t1 is seekers with small range but the armor and attack power to survive, and gunwalkers with lots of range and great damage but little armor it would look better and the unit that needs the anti tank armor gets the anti tank armor.
as for buggys give them a damage buff,increase cost, and lower armor. less spamable but get the same amount of firepower but with less health.
move epics to t4, lots of games people never go to t4 and now they would have something big to get, and that means a epic as your hole army will be a lot less effective.
nerf vain detenation
buff tib metior damage, if i ever use it its to fire at my own field, i dont even bother to move my harvesters it does such little damage.
stanks are fine... their overall dmg may seem insane but tbh, hit n run is all nod has left atm (besides super tier4 powers but theyll definitely be nerfed soon)
but i think they really need a 50% damage nerf vs infantry
heavy inf like zones should hardcounter them; it doesnt make sense when i lose half my zones when i try killing a bunch of stanks ----------- juggs (not behemoths) need a rate of fire nerf imo back to 1.01 stats they seem counterable as of now, but with some heavy tank/anti-inf support theyre still totally insane for $2200
hit and run? their health and damage isnt consistent with their cost to be considered hit and run, a few of them can beat an epic on their own by sheer fire power, i honestly don't think that anything else in the game has the damage per cost output of a stealth tank with tib core missile upgrade, maybe a mammoth tank. id rather deal with stealth mammoths tbh.
and that is not all that they have left, they have the best tier 3 units and the cheapest, avatar spam rules tier 3, the best/cheapest infantry militant squads are cheaper than dirt(flame/missile spam), the best harvester harassment game (bikes, stealth tanks), the best anti air (stealth tank), the best powers, better snipers than gdi, shadow teams are like mini stealth commandos that fly. they also have the most effective spammable tanks in the game.
This post has been edited by Saphri: Dec 30 2008, 06:23 AM
I've decided that I will allow anything related to balance again. The forums aren't too alive atm, I'm hoping that this thread will change it. If you have thoughts on what to change, share them. However, try to actually give a reasonable argument, rather than a simple 'change unit X because they're gay' or something.
Enjoy!
The list:
General- ROCKET damage from rocketmen to infantry decrease.
- Mutant Marauder cannon resistance increase
- Normalized all infantry resistance across different subfactions
- All infantry squads recover dead members over time
- Reduce the effect that Epics have on gameplay
- Vehicles with slow turrets like mammoths, flametanks etc need to have their idle turret-rotating animation removed or tweaked so its not as intrusive in battles.
- Repair drones now heal allied units as well
- 5 or more sec delay before shields are activated after clicking.
- Deactivates when base loses power but is returned when power is back.
- EMP will remove fences completely, and the player must use the power again for the fences to return.
- A possible price increase for the advantages it provides.
- Juggernaut weakening a bit to make Behemoths and ST a choice.
- Zone infantry improvement. A lot more health. Also fix their jumpjets, remove the post-delay after the jump (Promotes players to jumpjet over big units and pound them from behind).
- MRT repair leash increase.
- Sniper bullet speed increase and instant kill infantry to avoid overkills OR add a laser nugget characteristic to ensure avoidance of overkilling infantries.
- Snipers dont target vehicles and structures when on aggressive
- AP ammo needs a nerf, Wolverines excluded
- GDI radar Scan to $500, decrease stealth revealing time to 5 seconds, possibly more
- Remove gun-armor bonus that Composite Armor gives after upgrading
- Repair drones no longer remove friendly sensor pods from friendly vehicles
- Remove pre-fire delay on Orca when firing their Sensor Pod
- Shatterer nerf versus infantry. Might be too powerful against infantry due to a bug.
- Flame tank behavior improvement in movement/attack responsiveness.
- Enlightened big cannon armor increase, also a very small boost in their attack is possible.
- Tiberium vein detonation gets a significant range decrease, but also a good price decrease, that way it won't be an instant 1 click harass.
- Purifier need significant buff, possible cost decrease and/or laser buff and/or aura range increase
- Purifying flame price decrease to around 2000, research time the same.
- Awakened/Enlightened are immune/heal in tiberium fields.
- Mantis pre attack delay remove and range slightly increase.
- Black Hand speed buff
- Vertigo: reload time reduction
- Slight nerf to black disciple hp.
- BH Spectre cost lowered
- Catalyst Missile very significant nerf, possible cost increase and/or damage reduction
- Venom back to 1.01 stats.
- Cloaking field huge damage nerf, possible price reduction to compensate.
- Avatar/Purifier 5% attack buff to make them 3shot Dscorps/APC's
- Tiberium Infusion removes the gun penalty of the affected troops, needs fixing
- Growth accelerator/stimulator HP increase to TW1.09 levels
- PAC cost 2800 or make fighters tougher, possible fighter respawn time decrease
- Devastator warship: possible damage increase
- Seekers back to 1.00 state (when it comes to armor versus gun)
- Reaper tripods don't lose Rate of fire when charged.
- Make vScrin devourer tanks vulnerable to tiberium agitation.
- Cultist health nerf, Gunwalker+Cultist combo is troubling at this point.
Sonic/Laser Fence changes (only 1 or 2 are needed)
GDI
The Brotherhood of Nod
Scrin
This post has been edited by X-Flame: Oct 6 2009, 20:11 PM
Posts: 11,776
Clan: Tag-Team
Game: