An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.
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.92 Balance Report | Locked | |
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Nov 25 2010 Anchor | |
Please report any serious balance issues you encounter. This is not a place to discuss these issues, just report them; make a seperate thread if you want to discuss it. Any discussion or off-topic posts will be deleted. |
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Nov 25 2010 Anchor | |
Quad turrets deal almost no damage. A Confederate Hawker moved within range of one, emptied its payload, landed for camo, took off again, and escaped with half its health left. Confederate RC car nailbombs deal almost no damage. 3 exploded next to an attack dog and the attack dog survived. EDIT: It might be a range issue actually. Edited by: Kerensky287 |
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Nov 25 2010 Anchor | ||
When will .92 be available for download, or is this a thread for a closed beta of the version? |
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Nov 25 2010 Anchor | |
Check comments. |
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Nov 25 2010 Anchor | ||
Ah, I see. |
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Nov 25 2010 Anchor | |
PE's got hit with the nerf bat HARD. Their regular shots don't do much of anything against tanks anymore. Longbow Mk II missiles are rather weak vs buildings I think. Not too much of a buff but enough to make them marginally effective. Do the Confed upgrades work yet? Even with all speed upgrades applied, I didn't notice much of a difference in my M100 speed for the 9:00 spent on the upgrades. Maybe make them more noticeable. -- ------------------------------------- |
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Nov 26 2010 Anchor | ||
The mines stick around longer than they should (I recall something from the wiki about Allies having strict laws about Mines...but they were there for 8 minutes.) Also, the Proton Collider's power req. is 0. That was like, (Posting it here, don't know if it's a bug or a Balance issue. Sort it out for me & the like ) |
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Nov 26 2010 Anchor | |
the Apollo still can't do shit about the Kirov, two apollos actually hurted it slower then it healed. |
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Nov 26 2010 Anchor | |
Dustrunners en masse are waaaay op. I demolished both Ferris and Greg with them. I zoomed past base defenses into their bases and cleaned up. I'd suggest starting with an armor nerf. -- ------------------------------------- |
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Nov 26 2010 Anchor | |
They were aways like that --
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Nov 26 2010 Anchor | ||
Not sure if this is a bug or not but the Rosen Bridging Tank cannot teleport units any distance that is really useful -- blah |
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Nov 26 2010 Anchor | |
That's your FPS. SAGE/RNA measures time with the FPS, so it seemed like a lot longer to you. @Norm: That's balancing. |
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Nov 26 2010 Anchor | ||
Jammer Trucks are probably OP since they can single-handendly shut down any unit. If this includes surgical strike bombers etc. then the Jammer Truck can pretty much make those protocols useless. -- blah |
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Nov 26 2010 Anchor | |
We do have to change the way the jammer truck works against air targets. It was on the to-do list but slipped our minds. |
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Nov 26 2010 Anchor | ||
Edit: Moved everything to bug report thread. Edited by: g.a |
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Nov 26 2010 Anchor | |
Prospectors can crush Beagles. this was on Canals of Carnage. -- honor demands I fight to the end |
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Nov 26 2010 Anchor | |
Those sound more like bugs to me. Specifically because the first is actually listed among the .921 bugfixes. |
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Nov 26 2010 Anchor | |
It's just a changelog |
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Nov 26 2010 Anchor | ||
I like the idea of submerging dolphins but it makes them terrible ineffective, it is extremely hard to chase and attack moving targets because of how long it takes to surface(which is probably the dolphins most important role), maybe shorten the amount of time it takes to surface |
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Nov 27 2010 Anchor | ||
Always Ready, Always There is useless in some maps where there are no garrisonable buildings. Maybe it should work on tech structures, the barracks, or the bolt hole? |
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Nov 27 2010 Anchor | |
The Razor submarines secondary is just w00t awesomely awesome, it fire those drill missiles with the speed of a dreadnaught useing it's special ability. |
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Nov 27 2010 Anchor | |
for the dog fighting system maby if the fighters fired quicker theyed do more applicable dammage per run. -- Yes my spelling is horibble get over it! Im never really mean, just a little stupid . |
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Nov 27 2010 Anchor | ||
The Proton Turret has a large miss rate, I've shot at moving Kirov's and missed (slow bullet effect). Edited by: norm0616 |
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Nov 27 2010 Anchor | ||
Clockstop can be very abusive on ore collectors (though it is very fun crippling your enemies economy). Also, the new range for all the units messes up the attacking of naval vessels from land and land units from water, especially when no units can retaliate, making it harder for a sneak attack. Edited by: g.a |
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Nov 27 2010 Anchor | |
(Darn you, g.a., you just told everyone my secret tactic!) The spy from the Double Agent protocol can immediately bribe upon changing. I managed to bribe an entire army of my (AI) enemy and turn it right back! -- |
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