OMG Uber Cannon is so OP. Fix now!

Discussion in 'Balance Discussions' started by scathis, February 19, 2014.

  1. stormingkiwi

    stormingkiwi Post Master General

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    New build OP. Nerf nerf.


    Not being pompous.
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  2. thetrophysystem

    thetrophysystem Post Master General

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    Don't see how now. And yes, when he meant "it" isn't final, he meant the pelicans being t2, the pelicans themselves, the whole game. By which part of the game he meant isn't "final, he meant the mathematicians "yes".

    Generally though, he referenced strategies far outside the commander rushing with it that I said was the actual case. Everyone wants to do the badass hero unit thing, that is just for lols and doesn't require strategy. When you actually apply strategy with something that was good without it, you get REAL broken results.

    For instance, I said that the pelican being used to transport the commander actually playing the game would be more powerful than the pelican being used to transport the commander in rushes. This ended up being the case. What's stronger than a high-speed commander rush? A commander being able to just keep a pelican beside him at all times and from very early have instant escape faster than fighters can chase. Imagine using that speed to micro your commander while he naturally builds. You can build over a wide area at near instant speeds, no more commander slow walk speed being a limiting factor, that commander can now build all over a half of a planet instantly.

    I would actually guess their real problem with the t1 pelican, is not the rush. I bet it was because in REAL high level play, it turned PA into GO. That's right. You got a pelican, loaded your commander, and built/defended all the metal points in a map all at once, starting with the ones closest to the enemy mexes to limit them getting them. Then you just spend all early game and all game period just running your commander around quickly taking metal points from your enemy while your enemy takes them from you, and no real display of skill deciding the final outcome of who has what metal points by time any tech is established as this is all done with just a commander/pelican/few-fabbers.

    Commander rushing isn't OP, commander presence in 20 completely scattered pockets of mexes near-simultaneously and entirely able to defend them all simultaneously from anything but the enemy commander throughout most of the game, is OP.

    Ever play GO? Well, if you played a game where a commander used a pelican to build many small pockets of mex, and then travel to them to defend against dox and away from them to excape fighters, then you have played GO, and didn't realize it. That's how Go is played. You put a stone in many spread out spots, try to spread them in between your enemies stones, and hope you get more territory in the end.
  3. stormingkiwi

    stormingkiwi Post Master General

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    Nerf joke reference to another joke reference thing. It was referenceception.


    Nah I'm moaning about lack of viable unit based rushing. By the time an inferno rolls into a base .. it's hardly a rush.
  4. drz1

    drz1 Post Master General

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    So what are people's opinions on the transporter T1 - T2 move? I would imagine it makes early cheap rushes less viable, but I haven't played either build yet so am curious as to some more "dedicated" player's perspectives.
  5. keterei

    keterei Active Member

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    Transports as a t2 unit is the way to go. Tech 2 air factories are a lot less expensive than before and air fabbers are a little more efficient with 9 metal to 1100 power use, at least since last I checked. I think this is fair, though t2 offensive units should be more vulnerable. Not weaker however. I still feel like ground AA is too weak.
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  6. Quitch

    Quitch Post Master General

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    You're welcome PA community, you're welcome. ;)
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  7. duncane

    duncane Active Member

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    Ok WTF.... Scathis posts this thread about leaving things to settle down to work out balance and now after only a day or so they have moved transports to T2.
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  8. matizpl

    matizpl Well-Known Member

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    Ok guys come on. We/you are such a crybabies. We didn't listen to Scathis when he said relax. We screamed that we want change. Then Scathis actually listened our supplications and now you are angry at him that he did.
    Apparently from what I watched yesterday from games of clopse and colacolin it seems patch is actually excellent and they figured out the ways to go around the supposed "imba" and game is in very good shape atm. So yeah I'd give some more time
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  9. Quitch

    Quitch Post Master General

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    But I bet they were all air first.
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  10. drz1

    drz1 Post Master General

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    I would hope that before release, both options are given fair trial (T1/T2 transporters) and it sounds like Scathis has put a lot of time into this already that we don't know about, so let's just go with the flow for now!
    Also, wasn't the "solution" to the comm rush just that you always go Air factory first? I don't know about you, but I don't find this a particularly satisfying solution, just like I didn't like the preference towards going bot factory first in many builds before this.
    Anyway, not trying to start an argument, I'm confident that all of this will be well balanced for release! :)
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  11. matizpl

    matizpl Well-Known Member

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    yeah they were air first but apparently it's not so bad because you can scout your opponent very early so the game is less random and more adaptive. And everybody transitioned to land immediately as a second factory. I myself still am not sure how viable it is to go straight land after air and how will metagame evolve, but games seem pretty alright and actually better than before because of a lot of drop play everywhere which i find extremely good mechanic for RTS game
    Last edited: February 21, 2014
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  12. drz1

    drz1 Post Master General

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    Do you mean the latest build, where transporters are T2? I know English isn't your first language, but could you clarify "a lot of drop play everywhere"? Thanks :)
    It's good to hear that it's still fun to play though, that's the main thing :p
  13. matizpl

    matizpl Well-Known Member

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    I meant the build avaiable to everyone atm with t1 transport. Inferno and vanguard drops are almost as exciting as reaver drops in starcraft 1

    Sick stuff! :) T1 makes it more available and its really fun so I'd rather keep it T1 if it doesn't break the game.
    Last edited: February 21, 2014
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  14. drz1

    drz1 Post Master General

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    Heh, you may not want to check the latest build update then ...
  15. wondible

    wondible Post Master General

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    That was before Metabolical did a com drop on him in a playtest game ;^)
  16. mered4

    mered4 Post Master General

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    Excitingly OP lol. I was able to beat someone with double my eco in the mid game with an inferno drop on their comm.

    :)
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  17. Quitch

    Quitch Post Master General

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    I think this is a band-aid to allow them to focus on other elements. This is definitely going to be revisited. I agree with you on the inferno drops, though I think they were so good you'd have seen them every game and then air becomes an early mandatory requirement because units balanced by their speed are being zipped around in transports.
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  18. gunshin

    gunshin Well-Known Member

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    If they make pelicans T2, they NEED to be able to transport more than 1. I personally dont see a problem in just preventing commanders from being picked up by pelicans. Make commander dropping require astreaus.
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  19. Slamz

    Slamz Well-Known Member

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    If they do multi-unit transports I would make it come from the orbital launcher (or the orbital fabber) because I would hope it can transport between planets.
  20. drz1

    drz1 Post Master General

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    I think this is a great reason to (for now) make transports T2, when someone can effectively counter having double hard units dropped right in the centre of their base.

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