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Comment History
Taizenium
Taizenium - - 3 comments @ January News

Finally, I propose two further modifications, one trivial and one less so. Firstly, I would advise that the cyborg chainguns are currently too powerful and slow-firing after the beam upgrade: this makes them effective weapons to be sure, but they lose utility against larger groups of weaker infantry, something NOD already experiences. A larger clip of weaker beams would help keep the cyborg competitive against tier one infantry, particularly black hand or militant troops, and also help keep the weapon akin to it's chaingun equivalent from a lore perspective: a chaingun should likely remain fast-firing, rather than transmute into a slower-firing armament. The second change proposed involves the NOD scorpion tank, and is primarily a model concern. A not insignificant quantum of the NOD arsenal appears very similar in frontal profile: the APC, Devil's Tongue, and Scorpion tank share nearly identical grinding systems attached to the front of the vehicles, with the Devil's Tongue and APC further similarized by having even the same number of said systems (this is significantly mediated by the fact that these two units can burrow). I would argue that this makes profile recognition significantly slower concerning these units (I have a similar criticism of several GDI units, but it is somewhat more difficult to combat). I would advise a modification wherein the front of the scorpion tank is outfitted with a more prominent frontal armor plate, moving the grinders to a smaller and lower segment of the frontal chassis more befitting of a unit that can not in fact burrow.

...The significant bulk of this criticism, I'm afraid, is squared towards the NOD side. I've directed the majority of my analysis toward them at this point, and I intend to refocus towards the other two factions in the coming days. Thank you for your consideration.

-B. Moore,
RIT Game Design and Development

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Taizenium
Taizenium - - 3 comments @ January News

On the subject of the reaper cyborg: The reaper's autocannons fit the unit well. They compliment the other units effectively, and fit the damagetype intended succinctly. However, the previous rocket weapon seems to have fit the unit better: Nod lacks heavy anti-air infantry to a great degree, and adding it to the reaper would help benefit NOD's cyborg game. I would strongly recommend rearming the unit with its rocket arsenal, both to benefit the units long-term appeal (single-man infantry squads are very highly vulnerable to snipers and other high-end anti-infantry) and to benefit the symbiosis between the two cyborg infantry units. In addition, the reaper cyborg would help supplement NOD's late vehicle game by adding an infantry-based line of defense to the cobra artillery and avatars wielded by a tier three nod player by applying mortar slow-skills and capable anti-aircraft fire, as well as a different armortype than the other units implied.

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Taizenium
Taizenium - - 3 comments @ January News

I would seriously argue against both the cost downgrade and the minigun weapon as a whole. The damage dealt by the orca is already fairly capable against clustered infantry, and the unit is tough enough to take a few hits from anything but heavy infantry AA, which should be its hardest game counter aside from tier three air-to-air.

I advise a compromise between the chaingun and its current iteration. Currently, the orca's prime infantry target is the militant, and other light infantry lacking the health and anti-rocket armor to withstand its attack. Therefore, the chaingun should compliment that by adding point-attack damage to somewhat heavier infantry (such as the nod cyborg units). I propose a less expensive chaingun that fires in fairly damaging short bursts at single targets (with no scatter and a relatively long reload time). This would help amplify the units utility without giving it the capability to overwhelm its ideal counter (larger groups of rocket troopers). Quick bursts could still allow a small group of orcas to easily pick off straggling infantry, or small light targets such as engineers caught out in the open (irritatingly difficult to kill with the orcas default missile armament).

The Orca Bomber could benefit from much the same modification; however, its addition would only minimally aid the unit, as it already has the AOE damage needed to obliterate large groups. High damage single target armament could indeed aid the unit, but it would seem the alpha damage of the bomber would suggest it to be more beneficially applied firing and reloading, rather than applying ammunition from a secondary armament.

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