With this recent update, Many users and I are all very dissatisfied with the recent changes, especially to the Combat Fabrication Unit and a glitch with the Halley.Adressing the problem with the Combat Fabber, it is pretty much useless at this time. Many builds used the Combat Fabbers as Assistants for building and reclaiming, not as a combat healer and mine laying unit. the addition to faster building Vehicles made the bots obsolete. Please for the love of god fix this balance issue. Also, if you went to the effort to program and model the AA Bot, then why did you delete it? Because it was too powerful? Then turn down the fire rate or damage per missile to fix it!
I agree with you on many points of your post. Most of all, I agree that the Halley issue needs to be fixed ASAP. It seems that a major goal of this build was to try a different balance. It's clear that the balance is now weighted massively in favor of air. It's also obvious that unless Uber want this to be an only-air game, this is not where the balance should stay. It's possible that the removal of the AA bot was to test the vitalness of an AA unit for bots. in my opinion, they might need reconsidered for placing back in. The reason I feel the Halley issue needs to be hotfixed ASAP is partly to make this balance shift a bit more "valid". Without the titular ability to annihilate planets combined with an OP air balance, we can't tell if halleys could balance the OP air with planet smashing. It's possible that I've not tried enough combinations to counter air so far, but as it stands, build 67342 makes PA nearly unplayable for myself. I have talked with other players, and most of those I have talked with agree on most of these points. please re-fix PA, so that it once again enjoyable.
brianpurkiss, all it did was slow down expansion and now the bots are severely crippled from their maximum potential. And the Combat Fabber could shorten a game tenfold! -Im new to posting, plz forgive me
The combat fabber is supposed to be a minelayer and healer, and it works quite well that way. Combat fabbers being able to assist units was fairly broken, and kind of ruined the gameplay, forcing you to go bots first (for the most part). I agree that the combat is a bit off right now, but the combat fabbers should not go back to being able to assist, it was silly that way.
There are better ways to do speed up the game. Combat fabbers massively reduce the strategic possibilities. Your options are: Use combat fabbers. or. lose. Having all strategic choices revolve around Combat Fabbers is bad for overall gameplay. By increasing build speeds, reducing the cost of factories, and increasing the effectiveness of power plants we can have the same results and have so much more awesome and better stuff. If we want things to build faster, then make things build faster. Not make us rely on a single unit that new players won't know to use and hamper the gameplay options we have.