OMG Uber Cannon is so OP. Fix now!

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

  1. cdrkf

    cdrkf Post Master General

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    Clopse I wonder if placing a 1 single laser turret + 1 wall piece to protect it near your energy would be enough to deter this? I'm unclear how much damage the laser turret does against a com but this is the standard way to deal with it in Spring (not in TA I grant you due to the exorbitant cost of the llt, but I think PA's laser turret is cheap enough to make it viable).

    I'd be game to test this out with you although I'm not going to have chance until the weekend...
    drz1 likes this.
  2. Clopse

    Clopse Post Master General

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    I just tried it out. It does help, but there is several problems:
    You can attack the ground around it, unless it is completely surrounded by walls.
    This would most likely be scouted and another route to the energy could be found.
    Quite expensive to throw into an early build for just incase purposes.
    Timing, hard to get enough stuff out to protect against this type of play withing 3 mins.

    Going to try it out a few times now with a good player and see how it fares.
    shootall and drz1 like this.
  3. beer4blood

    beer4blood Active Member

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    I'd be fine with air transport at t1 can't handle the load of a 25000 comm especially since it's a measly 90 metal
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  4. drz1

    drz1 Post Master General

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    This is why I love the idea of betas. Get players who like and know the game, to formulate solutions to (possible) problems and test the boundaries. FOR FREE!
    thetrophysystem likes this.
  5. beer4blood

    beer4blood Active Member

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    I am interested to see the new game play that will surely arise 1v1. I can picture two players each doing the same rush but passing each other mid air unknowingly. Simultaneously destroy each others base then have to start over XD
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  6. beer4blood

    beer4blood Active Member

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    Or even funnier ffa everyone raids a different base all players start over XD
    drz1 likes this.
  7. cdrkf

    cdrkf Post Master General

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    I've seen quite a few matches go like this in Spring... once someone starts going for 'commando-ninja-air-com' shenanigans it quickly degrades although it's fun to watch as a spectator. The other one is where 2 commanders dgun each other on the front line, then both teams try and air lift in another commander to secure the wreckage to get the high metal boost only to result in adding more corpses onto the pile...

    Although the fun with air transports is nothing compared to using the heavily armoured hover transport on a land map....
  8. nanolathe

    nanolathe Post Master General

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    TA Commanders were more badass than anything the PA Commanders have shown so far. I dunno what all the fuss is about honestly.
  9. bobucles

    bobucles Post Master General

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    Welp. Found out the issue your Uber cannon. The problem is that it's a copy of overcharge, not the d-gun. The former doesn't excel where it matters. The latter does.
    stuart98 likes this.
  10. cdrkf

    cdrkf Post Master General

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    The Uber Cannon is better than overcharge- that dealt allot of damage to 1 unit, the updated uber cannon has *splash* damage :) It's very effective against groups of units which was always the old TA commander biggest weakness (as a core fan I used to hate the site of a group of flash tanks making a bee-line for my commander early game, 1 missed d-gun shot was often the end of you...)
    stuart98 likes this.
  11. trialq

    trialq Post Master General

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    I'm going to try keeping the comm as close to the energy as possible (better yet have the comm build the energy, densely inwards) in early game, so a comm rush that goes for your energy will get significantly damaged by uber cannon before he has a chance to start damaging you (or he risks a direct fight which will likely work in your favour). Will need something else (air, or massive expansion?) mid-game for a long-term solution.
  12. bobucles

    bobucles Post Master General

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    And what kind of splash damage is that? I'll give ya a hint: It's not the kind that helps protect the Commander's weak points. It is instead the kind that would be only good for an assault. It is the kind of strength that creates the most Comm rushing issues.
  13. hearmyvoice

    hearmyvoice Active Member

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    How exactly overcharge "doesn't excel"? What is it "supposed" to do?
  14. nanolathe

    nanolathe Post Master General

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    It doesn't help your Commander run away. The D-Gun did that beautifully, as did the cloaking generator strapped to his back. Formations are also hampering the utility of the circular AOE of the Uber 'OverCharge' Cannon, making it hit very few units compaired to what it could do if it were a straight line disintergration beam.

    PA Commanders are designed like tanks, not like valuable king-pieces in a chess game.
  15. hearmyvoice

    hearmyvoice Active Member

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    It does help him run away. It is really useful against early t2 and t3 units. If they are clustered in one place well places shot can destroy 4-5 of them. Yes, it is not as powerful as D-gun was, but it still does its job well enough imo.
  16. bobucles

    bobucles Post Master General

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    Let's go back in time to 1997. Let's talk about the d-gun. Actually, forget the history lesson. It wouldn't change your mind anyway regardless if you were old enough. All you need to know is this:

    Supcom's Ubercharge dealt the same damage at all ranges. The overall power of any weapon increases with its range. Therefore, Ubercharge was strongest at its maximum range. A long range high powered weapon can crack through a lot of defenses. That is not the Commander's design, he is not a base cracker. Because the weapon is antithesis to the Comm's role, it can never be strong lest it breaks the Commander and thus the game.

    TA's D-Gun dealt damage in a line. The overall power of a line weapon increases as enemy units approach. A straight line is most effective when the Commander is running away(and thus not getting surrounded). Attacking with the tip was a fruitless endeavor, as it wastes most of the weapon's potential. Therefore, the d-gun is strongest when the Commander is being assaulted. A weapon that protects the Commander IS suitable to his design, since the point of the Commander's armaments is to deal with direct threats to its life. Such a weapon CAN be strong without breaking into territory it shouldn't.

    One weapon does its job, the other doesn't. This isn't rocket surgery.
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  17. hearmyvoice

    hearmyvoice Active Member

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    Overcharge does almost nothing to buildings, so I don't know why you would call him base cracker.

    Commander's role in supcom was different than in TA, just by looking at the comm upgrades you can see that he actually was designed for offense as well.
  18. garat

    garat Cat Herder Uber Alumni

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    Bobucles, and everyone pontificating on how broken this is.. I'm curious how much you all have played yet? Rather than theorizing, how bout playing some and see what you think?

    Not saying that to be a jerk, but the build has been out for barely 12 hours. How about playing 10 matches and then discussing how broken it may or may not be?
    PhoneySpring646, keterei and shootall like this.
  19. Devak

    Devak Post Master General

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    Yea most threads are just purely theoretical. Maybe it's a good idea for a challenge to try and counter it.
    kayonsmit101 likes this.
  20. scathis

    scathis Arbiter of Awesome Uber Alumni

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    Playing the game would help. Almost like exactly what I said in the original post. Thanks for stating it so succinctly Devak. :)
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