OMG Uber Cannon Actually is Undeniably OP. Please Reconsider.

Discussion in 'Balance Discussions' started by stormingkiwi, February 25, 2014.

  1. hohopo

    hohopo Member

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    While I agree with the engergy changes I disagree with the auto attack, the alt fire button presents an chance to use t1 units on the commander as a distraction. Sure the commander will win every time but I get 20 seconds of momentum before a response is deployed.
  2. thetrophysystem

    thetrophysystem Post Master General

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    You can already spread t1 units out, as well as send weak units to soak shots first while an inferno slips in.

    However, if autoattack isn't implemented, then God have mercy if it is ever a mod, and also it will just be "better timing clicker" always wins commander battles.

    Besides, with it requiring more energy, the autoshot blows the first shot on the frontline and creates a delay in power for him to use again. Autoshot on and off both have pros and cons. Enemy can harass your economy by baiting shots.
    Quitch likes this.
  3. gunshin

    gunshin Well-Known Member

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    He can still be a badass without being OP to everything (yes, including other commanders). Commander brawls are more about who can spam the most uber cannons at the other commander before they hit the 'oops, i fucked this up' level (the thresh-hold of health after which you die to a com explosion).
    hearmyvoice, Quitch, vyolin and 3 others like this.
  4. godde

    godde Well-Known Member

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    Firing the Ubercannon at maximum rate isn't hard. You can queue up several shots in a row. Just hold shift.
    trialq and cptconundrum like this.
  5. stormingkiwi

    stormingkiwi Post Master General

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    And that's fine, but

    t1 is supposed to be valid all game.

    1) That invalidates T1 out of opportunity cost. You could run a t1 factory. Or you could run an extra 3rd of a t2 factory, or run a t1 fabber assisting a t2 factory/building more energy. Both of those allow you to build more t2, which is more versatile because you don't have to run away from the commander if you catch him out of position.

    With the imminent arrival of mobile flak, I don't really see any reason to build t1 units other than fabbers once you've gone t2.

    2)T1 are invalidated out of potential casualties - In 58772, Levellers took 35 seconds to build, Ants took 15. So in 40 seconds, you could have 1 Leveller and 6 Ants. 2 Levellers take longer to kill 6 A and 1L than 1 L and 6A takes to kill 2 Levellers.

    Notice the permutation. If you're Leveller was focus fired, 6 Ants didn't have the damage to kill both Levellers. Which is why people stepped down on Ant production and up on Leveller production.

    Why would you be building Ants when you could be building more Levellers/Shellers, if the Ants can't kill the Levellers after your Levellers die?

    Yes, in your example the dox are scouting for your shellers/gil-es. But those bots could have been Slammers, which have a very good chance of taking out the commander even after the opponent kills all your Shellers/Gil-Es. Or they are remnants from your early game harassment army, in which case you're phasing them out anyway.

    In other words, the focus is still on spam. It's just on T2 spam, not on t1 spam. The technique's for spam are still valid, just not for t1. T1 spam actually hurts you, because all that t1 spam should have been t2 spam, and any losses t2 spam takes decreases your ability to destroy the commander.

    Replacement, or specialised?

    3) It forces players to get to t2 as quickly as possible, while using t1 units to harass and contain their opponent and defend against the opponent harassing and containing them. Railroaded into a certain playstyle.

    4) the mid game no-rush rule is already enforced in a multiplanet start. By the time the orbital teleport is complete on my planet, I've gone t2 and you haven't, so I'm in a very good position to deal with harass/attacks that come through the teleport. I don't need my commander anymore, so he is free to intercept any attacks you make on my main base (where all my power would be), I have access to t2 eco and t2 units, so I'm in a much better position to deal with harass,

    5) The puzzle argument is confusing. The whole point of having a the commander win-condition is so you can end the game decisively. How can I get my 60 units into a position where they can kill the commander? Oh, I can walk them through this undefended side of the base and ...

    Increasing "30 t1 units kills commander" makes sense. Removing it completely/changing it to something absolutely *huge* removes that aspect of the puzzle.
    Last edited: February 28, 2014
  6. stormingkiwi

    stormingkiwi Post Master General

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    There you go - I just had a Naval game.


    You can still rush Naval units, because the comm is kind of rubbish against them, so I actually had one of the more interesting games against the AI. To summarise, I rushed it. Didn't have enough oomph to roll into its base, but I cut off its expansion. It held the line using battleships and static defences after I'd picked off buildings on the outside of its base. Meanwhile its navy swam into my mex field and actually did a substantial amount of damage against my eco. If it had followed that up by going after my factories, it would have ended the rush right there and then. It's bombers created problems for me (it had two air factories, I had been lax and only had 1) There was a decent amount of back and forth. Ultimately I won because a) it wasted time building orbital in a 1 planet system, and it would never have had the time to make that a winning strategy, b) my rush had sufficient oomph to kill both of its advanced air factories

    Because I was able to kill advanced air factories before gunships could do sufficient damage to my navy, going early t2 actually had opportunity cost for the AI, and not going t2 for me had an opportunity cost also (the rush would have totally failed if my factory complex had been eaten by the Narwhals)

    In short, I actually had one of the more interesting back and forth games since the Uber cannon got buffed. The games where you rush t2 don't seem as interesting in comparison, and if you see your opponent rushing t2, there isn't a lot you can do about it unless they're really bad at defending the build site.

    Options added but removed. Seems odd to me.

    Those are my thoughts on it, and this topic was made satirically, so I'll drop it, but I'm not really that ecstatic that the only sensible way to play the game is to econ-boom/tech-boom and play the attrition game.
  7. TehOwn

    TehOwn Member

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    The UC has a very short cooldown (1 second?) and isn't an issue when defending your base.
    YES, it stops early rushes.

    The main problem occurs when you base-rush with your commander. The early laser cannons are absolutely annihilated by the UC when fired on cooldown. Bots are useless against the commander so the only option is to charge their commander with yours. By that time, the damage is done and you have a 1v1 UC spamming match until the one with the better energy econ wins.

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