Couple questions

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Nqss[RUS]
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Posts: 97
Joined: Tue Mar 08, 2025 12:26 pm
Location: Russia

Couple questions

Post by Nqss[RUS] » Sat Sep 29, 2024 2:39 pm

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?

Sandern
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Re: Couple questions

Post by Sandern » Sun Sep 30, 2024 8:41 am

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?
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.

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