OMG Uber Cannon is so OP. Fix now!

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

  1. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    TL;DR
    Bomb bots have a slight success chance, as well as going anti-air first. Blind Countering with fighters seems the best idea, but even then if enemy draws fire with the firefly, builds a fighter instead of firefly or simply drops commander off at a safer distance the rush will still win. An all the cases you are left behind should the enemy not decide to rush.

    I'm gonna try walling in my power and spreading it around when I go play today or tomorrow, but again that is not something one would normally do and if oyu start doing it by the time com arrives you will still lose some power generators and you will lack the storage capacity the enemy has. Maybe our initial build order need to change? Anyone tried going power-storage-mex-mex-mex?

    It simply happens too fast. I wouldn't mind it it happened at 4-5 minute mark as you'd have the option to build fighters or some other support by then.
  2. reptarking

    reptarking Post Master General

    Messages:
    1,321
    Likes Received:
    1,577
    I think at a certain distance though the whole thing will go south for the rusher. if you can push them far enough away it will work
  3. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    I would just like to point out that mex, power, mex mex storage factory power has been the norm for certain members of Team Burning for a long while now. It makes more sense than factory then storage.


    In the case that your opponent is not rushing you, you are in a strong position to rush him. So all isn't lost.
  4. reptarking

    reptarking Post Master General

    Messages:
    1,321
    Likes Received:
    1,577
    to do com drop, i do mex, power, air factory, mex, storage, power, power, go in. i arrive at there base around 2:10 secs
  5. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Is anyone having a bug where power does not start full, at 20000, but less than 14000?
  6. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    When your commander comes up against another commander, can you do something stupid like put yourself behind a line of walls and then spam the uber cannon while the walls eat up the other commander's shots? I bet you could build walls fast enough to do that, but I don't know if they would block just incoming shots and not the outgoing ones. Even if it worked, it seems like we'd just be abusing one broken game mechanic to counter another. Not to mention this is still something both sides can use.
  7. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    Not a bug. That is your uber cannon charging.
    Clopse likes this.
  8. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    I am most confused by this post.



    I have to still find a game where unit health and special abilities actually affect unit balance more than speed (cavalry vs archers), range (archers vs infantry), time to deploy (cheap, weak units vs expensive strong units) while firepower is dependent on damage and rate of fire (catapult or archer for long range solution?)


    Unit health comes into it after all of that (is infantry health greater than the (range/speed) multiplied by the damage per shot multiplied by the shots per second)



    Special abilities define unit role, rather than balance. If the abilities aren't able to be used, they don't contribute.
  9. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    At the beginning of the game? Starting storage is not full?
  10. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Yes. The storage is not full anymore at the start, you can validate that on PA Stats easily.
    Might be kind of a bug.

    I think what matiz said is very good. Air first might be more viable in general now, due to the other changes. That's good, as it was kinda of weak before. So going air first is probably a good idea and fully viable. But he is also right about the gameplay: Air gameplay is dull, land gameplay is fun. Making us go straight into air gameplay is kinda :(
    Quitch and stormingkiwi like this.
  11. stormingkiwi

    stormingkiwi Post Master General

    Messages:
    3,266
    Likes Received:
    1,355
    Yep... wish we could have a t1 funship too.... or that the bumblebee would be fun to use. Like a Thunderbolt. With air to surface missiles. And fast as an interceptor.
  12. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    how bout increasing the cost and/or builttime to build an airfactory, increase cost and buildtime of t1 transports or include a dedicated commtransportunit that is more expensive?( mehhh... not realy, no?)
  13. liquius

    liquius Well-Known Member

    Messages:
    731
    Likes Received:
    482
    Your first two suggestions would be a nasty nerf to air/transports in general, it would also have to be quite big to stop Commander rushes.

    As for dedicated Commander transports, I am not in favor of this. It could work, but it's a very boring and unimaginative response.

    Someone suggested earlier in this thread (sorry I can't remember who) that air transport's speed is effected by the unit its carrying. That combined with longer unloading times would make Commander rushes harder.

    However the issue is that invading Commanders win over defending Commanders (who have back up). This problem won't be solved until the defending Commander comes out on top.
    Quitch likes this.
  14. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    You don't want expensive or long build transports because their purported role is to be built enmasse for army transportation.

    That's why I like the idea of moving it to T2 because I don't think there's need for mass transports (or the economy for it) until that point anyway. It resolves the commander rush, it resolves the inferno rush, and it does all this with zero impact to anything else.
    polaris173 likes this.
  15. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    The generally sounds awesome.
  16. frostybytes

    frostybytes New Member

    Messages:
    18
    Likes Received:
    7
    What's the usual interval for patches/balance changes? Wondering how long I'll have to adjust my behavior depending on whether I want to avoid or test all the commander rush scenarios in the current build.

    I'm not sure we're using the words "flow" and "depth" in the same way.

    The flow in question is the utility and applicability of using transport commands and mechanics, wherein a particular unit would be exempted and require micromanagement in a game where the stated goal is to allow play at as macro a level as possible.

    The loss of depth is where there are fewer valid player choices, reducing what might be a vast ocean of possibility ever so slightly closer to a pruned decision tree containing only a few plainly valid choices.

    EDIT: what I'm saying is, depth and flow are different from complexity and contingency.
  17. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    the realy only other stuff i can think of is buff beamturrets,mines bombbots or pelters to be build early and effective ... i wouldnt mind tranportspeed being influenced by weight
    other then that i have no idea ... i dont think players would like to have bots and tanks buffed too much for anti commrush otherwise you would just have early tank/bot rushes instead that get too powerfull i imagine .... ...
  18. aeonsim

    aeonsim Active Member

    Messages:
    195
    Likes Received:
    42
    Has anyone tried building there base differently? If power is spread out into a couple of different clumps around the base it should be a lot harder for the enemy to snipe it all in one go, which should allow you to use your own uber cannon. That in combo with fabbers healing your comm should make things abit harder. Sure they could now respond by dropping off the comm + a number of infernos but it seems to me that makes things more complex for them, and if you've got some defences or your own units out or your own comm killing there infernos then it's alot risker for them all round.
  19. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    With this happening at 2 minutes in, the layout of your base won't do much at all.

    Commander repairing has been nerfed majorly, and since the defender has no power, it's not possible to repair the commander, let alone repair it fast enough to deal with an uber charge a second.
    godde likes this.
  20. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
    the problem is the ammount of time to get those defenses and structures out ...

Share This Page