so , i have a questions about game balance so far.
It is about all i listed as bugs and some suggestions about buffs.
As im in contact with Chrome Angel , because im helping him with exterminatus and he was a tester for your mod , so he told me that mounted turrets and floor turrets were increadible pain. Well , i can see that you were balancing those , but now those are nerfed so far , that there is no need to build them anymore.
Well , you always could increase cost of those to balance out the utility of them , instead of nerfing health and damage. As i said , those cant handle one combine soldier now(i tested this out in sandbox and in one of the games 3 of mounted turrets couldn't even kill anyone of 10 approaching combine soldiers) , cant move , cost more then my infantry(even floor turrets , those needs some tech upgrades and also takes 2 pop points) which makes more damage , got more health and can move. You might as well cut them from the game.
Now to manhacks , well dear god , i can easily double my army on the early game by simple click and swarm my manhacks to capture entire map and also damage some buildings of my enemy , even more i can quickly build up several metrocops and keep sending manhacks to enemy rebels base , to kill engineers , mess around and stuff , because manhacks are cheap and also can capture all the flags during that. Each 15 seconds i can produce SWARM of new units , which can capture and damage everything , while my rebel opponent would waste time on single unit.
the combines are also can produce energy by simply building power generators and stalkers are not suppose to build those , the PG can be built by thier own and as many as needed .On the other hand rebels , which must collect scrap and must build another HQ to collect it , which can be stopped by manhacks and no fancy units for rebels , also , choosing between another HQ and self defence is a problem as combine can overrun you. Well , point is , you can build as many PG as you want , i suggested to bring them a pop cost , so as the combine got more powerfull and advanced army , they shouldn't build much of army then , to balance out.
And i also see that RPG rebels were OP as well , but you changed the damage to 60 , which will never help to fight againist combine snipers(1shot 1kill +range of snipers, but rpg rebels should do more then 1 shot) nor striders , but the cost of those tells that they are way usefull then that. and again , getting ar2 upgrade , meds upgrade and vorts seems like the only sane idea here.
i just want to discuss those things
and ask , why you did it like that? why you didnt make the cost balance instead of nerfing units to th ground?
Couple questions
Re: Couple questions
We are constantly changing the unit values and overall don't have that much feedback (which is why we released a new version). I think it's better for the mod to have a more active release cycle and not have perfect releases.Nqss[RUS] wrote: i just want to discuss those things
and ask , why you did it like that? why you didnt make the cost balance instead of nerfing units to th ground?
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