Unit Balance and statistics Discussion

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
[P]etya
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Re: Unit Balance and statistics Discussion

Post by [P]etya » Sun Jul 06, 2014 9:16 am

Strider is kind of overpowered, I mean make some of them and nothing will be able to stop it. Even if the Resistance players have access to those RPG units, they won't be able to stop them, because the Striders can decimate them with few rounds and with its cannon. I'd suggest to make the RPG's efficiency against Striders bigger, because a Strider spam is nearly impossible to stop. It is also a good idea to add the Magnusson Device to one of the units as a special ability. The Magnusson Device would deal rather big amount of dammage to the affected Strider.

The medic is somewhat redundant. As soon as the player can build those Aid centers (can't recall the name x)) the player won't need medics anymore, because those structures do a better job. Just bring an engineer to be able to build it anywhere you can.

ceu160193
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Re: Unit Balance and statistics Discussion

Post by ceu160193 » Sun Jul 06, 2014 1:17 pm

If Combine have that much resources to build multiple striders, game is lost anyway. And medics are important to keep attack going. Keep in mind that increasing population cap for Combine is more expensive - no billets, only upgrades for 50, then 100, then 200 requisition.

Thing that annoys me most is Veteran. Crossbow is rather ineffective for combat: not enough damage to kill even light Combine infantry in 1 shot, slow reload, often misses targets, range only slightly higher than AR2. Only thing they can be really good for is destroying buildings, and even here RPG units are better with their bonus damage.

DeadTortoise
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Re: Unit Balance and statistics Discussion

Post by DeadTortoise » Sun Jul 06, 2014 4:21 pm

A possible idea to balance striders is to have the rebel RPG units have a temporary invisibility ability kind of like the scouts or saboteurs. That way, the rebels can get in range without being decimated for at least one shot.

xenon90
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Re: Unit Balance and statistics Discussion

Post by xenon90 » Fri Dec 12, 2014 11:24 pm

What the heck were you guys thinking when you added Combine Sniper, a unit that if grouped can one shot striders...STRIDERS...like no tomorrow with minimal or no loses if you micro well.

Oh and invisibility....just lol...

Its effectiveness against a unit like Strider should be close to zero. It's an anti infantry unit, not anti everything. Which unfortunately is the case right now, making the game nothing more but Sniper Wars.

6 striders controlled by 2 players got obliterated by ¬8 snipers. Judge this "balance" by yourself.

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rui_troia
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Re: Unit Balance and statistics Discussion

Post by rui_troia » Sat Dec 13, 2014 12:05 am

combine sniper is balanced in my opinion, takes some resources to make, has extremely low hp and does extremely high damage, his only escape method is invisibility

if he's being a trouble for you and you're a combine just use a scanner to counter him ( to reveal invisibility)

as for rebel crafting veterans or a rpg unit they will take them out fast, or ar2 rebels

the only thing I think that needs a nerf are the canister launchers and the rpg units, a horde of rpg units can demolish anything, atleast lower their 240hp to 130 ish they're tankier than normal rebel units and have a gigantic firepower already and the canister launcher should disappear when the headcrabs are out, they're just taking space and making my units auto attacking an empty canister

xenon90
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Re: Unit Balance and statistics Discussion

Post by xenon90 » Sat Dec 13, 2014 1:00 am

It doesn't make any sense whatsoever for a combine sniper, of all units, to counter striders so easily. I'd go on a limb and say it's pretty much a hard counter. Dafuq are they gonna do when I can one shot them one by one before they can get in range to do anything meaningful? Oh and I also don't have to pay outta my ass, just have 6-8 of them and you can kiss your striders goodbye.

I'm fine with it acting the way it does against infantry.

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rui_troia
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Re: Unit Balance and statistics Discussion

Post by rui_troia » Sat Dec 13, 2014 2:25 am

i have a suggestion for that, what if strider would have a damage reduction/amplification armor? since he's a massive unit he should have that kind of stuff

for example: strider reduces 60% bullet damage taken
strider amplifies 20% of blast damage taken


since we are on this topic...
this could also come in as a new concept, upgrading armors and stuff alike

for example: sniper reduces 0% bullet damage taken
(armor upgrade) sniper reduces 50% bullet damage taken

rebel soldier reduces 5% bullet damage taken
(armor upgrade) rebel soldier reduces 20% bullet damage taken

deg585
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Re: Unit Balance and statistics Discussion

Post by deg585 » Sun Dec 14, 2014 1:41 pm

need to increase the recharge time silos headcrabs that it was not imboy, and it is easy to take the troops out of 3 hunters and a strider to stem the tide times but have time to shower the enemy, and all you have won! please increase the recharge time and make restriction on the number 2 or 3 pieces!

Davy
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Re: Unit Balance and statistics Discussion

Post by Davy » Sat Dec 27, 2014 2:27 am

I can understand the Strider unlock and even welcome it but the increase to 10 population seems silly considering that you now need to spend 150 on population upgrades + 200/300 for the unlock as well as keeping your unit count at 10 (Manhacks included) or below just to build even 3 which is just overkill. Could this be reworked completely, maybe we could have a new building that is branched out from the Synth Factory that would act like the Armory containing upgrades for Synths with the Strider and other advanced/planned Synth units being available once it is built or tech in it is unlocked. The Strider cannon could be one example of unlockable techs.

Another issue I'd like to bring up is Combine Soldiers which are at the moment not cost effective and there is little reason to use them other than to have access to grenades, otherwise they're completely outclassed by Elites and before the last patch even Metrocops. Could the requisition/power required for them be rebalanced to say... 35 for SMG soldier, 40/10 for shotguns and 40/20 for AR2. The Rebel equivalent could use a similar but minor change for example SMG 25/0, shotgun 25/10 and AR 25/20.

Another suggestion I'd like to make is a researchable item for Rebels/RPGS to increase their range so they can safely deal with manned turrets as Rebels have no way of sieging a base especially when they have observers or radio towers nearby to deal with saboteurs. This wouldn't need to be a major upgrade just 100 or so increase would be enough.

411antonio
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Invisible rebels is disbalanse

Post by 411antonio » Sun Jan 11, 2015 2:12 pm

Please fix invisible rebels or create a new building that have a true sight. Because i can't play against rebels when my enemy just use invis and demolish my buildings!

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pandango
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Re: Invisible rebels is disbalanse

Post by pandango » Sun Jan 11, 2015 4:01 pm

411antonio wrote:Please fix invisible rebels or create a new building that have a true sight. Because i can't play against rebels when my enemy just use invis and demolish my buildings!
You can use Observers to spot invisible units as the Combine and you can use the Radio Tower to spot them as the Rebels.

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Lolkat
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Re: Unit Balance and statistics Discussion

Post by Lolkat » Sat Feb 28, 2015 11:01 pm

The combine surpression device is hilariously unfair and OP. When its stationed correctly it can level a 70 man army with no effort. Unfun to play against and just overpowered in general. I had an entire full hp metro-cop army, widely spread out, and a single mortar shot killed every single one instantly.

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Mr. Darkness
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Re: Unit Balance and statistics Discussion

Post by Mr. Darkness » Sun Mar 01, 2015 2:19 am

Lolkat wrote:The combine surpression device is hilariously unfair and OP. When its stationed correctly it can level a 70 man army with no effort. Unfun to play against and just overpowered in general. I had an entire full hp metro-cop army, widely spread out, and a single mortar shot killed every single one instantly.
Well you get your answer there. It was a metrocop army that was killed.
There is an inner damage and an outter damage for the mortar. Inner damage is low radius and high damage while outter damage is medium radius and low damage (still damages medium level infantary enough). The radius of effect is 2x barrel tower (which is tiny x2) and the cooldown is 15 seconds. Finally, if it was a mortar, it was probably a mid-game/late-game stage then. A mortar requires lots of requisition and requires power to shoot, but you had a metrocop army instead of, say, hunters that easilly avoid mortar.

It is not OP as you think it is. It is dependant of Power and requires vision. Itself it is weak and can be destroyed in mere hits.
At the same time people are asking for mortar to have greater radius of effect which I decline because it is a defense structure.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
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Lolkat
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Re: Unit Balance and statistics Discussion

Post by Lolkat » Sun Mar 01, 2015 3:04 am

Mr. Darkness wrote: Well you get your answer there. It was a metrocop army that was killed.
There is an inner damage and an outter damage for the mortar. Inner damage is low radius and high damage while outter damage is medium radius and low damage (still damages medium level infantary enough). The radius of effect is 2x barrel tower (which is tiny x2) and the cooldown is 15 seconds. Finally, if it was a mortar, it was probably a mid-game/late-game stage then. A mortar requires lots of requisition and requires power to shoot, but you had a metrocop army instead of, say, hunters that easilly avoid mortar.

It is not OP as you think it is. It is dependant of Power and requires vision. Itself it is weak and can be destroyed in mere hits.
At the same time people are asking for mortar to have greater radius of effect which I decline because it is a defense structure.
This was VERY early game. I had only been playing for about 10 minutes or so. The other players had only suppression devices and little to no military. Most people I play with have switched from auto-heal + snipers + turrets to just running multiple suppression with large energy. Also I tested it against 10 hunters and it killed them all instantly. Its just really annoying to finally after building up an army, launch it only to get it instantly destroyed and put back to square one, with little to no effort. If the device is well protected, it isn't as weak as you'd think. 3-4 mortar strikes is all you need to kill off a well packed army, and once you do reach late game, 600 req and 200 power is barely a chip in funds, atleast from my experiences late game.

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Ferrius
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Re: Unit Balance and statistics Discussion

Post by Ferrius » Sun Aug 09, 2015 10:36 am

Rebels always win with impossibru rush of partisans and they always win combine

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