i actually love all the changes !
it really changes the meta and makes it more interesting to play, again
thanks!
p.s. and again many of my suggestions were implemented


[TLV]Soul_Drinkers wrote:well he has fixed the wb, the only problem he had was stacking health regeneration which he clearly states he made singular in the patch notes.

Caeltos wrote:* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%*
Helios wrote:Caeltos wrote:* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%*
Can you seriously not do that? I agree that 90% was very convenient, bordering on unfair, but CL has the least amount of ways to deal with multiple suppression teams. LG can bog you down with fire power and Inq can use HotW to de set-up the targeted squad but the CL can only run in and hope not to get caught in the arch of not only the first squad but any covering it too. I would say a 66% reduction would be more than appropriate. You're already giving Flare a longer cooldown. Are you expecting the Cata cost reduction to make up for this??
Gorilla wrote:Helios wrote:Caeltos wrote:* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%*
Can you seriously not do that? I agree that 90% was very convenient, bordering on unfair, but CL has the least amount of ways to deal with multiple suppression teams. LG can bog you down with fire power and Inq can use HotW to de set-up the targeted squad but the CL can only run in and hope not to get caught in the arch of not only the first squad but any covering it too. I would say a 66% reduction would be more than appropriate. You're already giving Flare a longer cooldown. Are you expecting the Cata cost reduction to make up for this??
I don't understand. With flare and a artillery spotter that's like a minute of locking down a unit, specifically a HWT. How is that not enough? if you add catas that's 3 disruptions from long range. This doesn't account for the sentinel possibly moving in.
Maybe you are right it does seem harder for the Commisar to disrupt but all commanders have some weakness...
Gorilla wrote:Helios wrote:Caeltos wrote:* Artillery Spotter Smoke Bomb effect reduced from 90% vision/weapon range to 50%*
Can you seriously not do that? I agree that 90% was very convenient, bordering on unfair, but CL has the least amount of ways to deal with multiple suppression teams. LG can bog you down with fire power and Inq can use HotW to de set-up the targeted squad but the CL can only run in and hope not to get caught in the arch of not only the first squad but any covering it too. I would say a 66% reduction would be more than appropriate. You're already giving Flare a longer cooldown. Are you expecting the Cata cost reduction to make up for this??
I don't understand. With flare and a artillery spotter that's like a minute of locking down a unit, specifically a HWT. How is that not enough? if you add catas that's 3 disruptions from long range. This doesn't account for the sentinel possibly moving in.
Maybe you are right it does seem harder for the Commisar to disrupt but all commanders have some weakness...
That Torpid Gamer wrote:and mortar shell is a stronger set-up team counter than the smoke shell, not to mention you always have the power sword inspire+flank/ol' reliable combo to deal with.
Helios wrote:That Torpid Gamer wrote:and mortar shell is a stronger set-up team counter than the smoke shell, not to mention you always have the power sword inspire+flank/ol' reliable combo to deal with.
Sometimes it's not. Keeping them stuck in the smoke means if they have retreat they go through the process of packing back up. A knock down means they can just instantly retreat once they get back up (So in other words, it's almost the same in terms of time lost). Once again, why do I need both a piece of wargear AND a "counter" unit when other factions just need one or the other? If sword inspire+flank/ol' reliable combo was good enough then, we wouldn't have gotten spotters in the first place.
Nurland wrote:Regarding other races needing only one unit. Jump troops are way more expensive to buy, cost more upkeep, bleed and are more likely to wipe than spotters...
Dark Riku wrote:Nurland never mentioned a power sword.
That Torpid Gamer wrote:and mortar shell is a stronger set-up team counter than the smoke shell, not to mention you always have the power sword inspire+flank/ol' reliable combo to deal with.
Don't make so many assumptions.Nurland wrote:Regarding other races needing only one unit. Jump troops are way more expensive to buy, cost more upkeep, bleed and are more likely to wipe than spotters...
Dark Riku wrote:Still not what he said.Don't make so many assumptions.Nurland wrote:Regarding other races needing only one unit. Jump troops are way more expensive to buy, cost more upkeep, bleed and are more likely to wipe than spotters...
That Torpid Gamer wrote:My point being that even post nerf you spotters will perform admirably against set-up teams due to their mortar being a better counter anyway and that not being nerfed + you can use other things such as stomp/ol' reliable/power sword which all although only soft counters to suppression, serve as a generalist upgrade that will help against much more of the enemy's composition other than just suppression.


- Fixed Catachan Shotguns not having any sound
Shas'el Doran'ro wrote:...Chaos Rhino for tier 2?
Lesten wrote:...even the Avatar has FoF iirc. Dark Reapers are supposed to be "Slow and Purposeful", which means they can't run but they can shoot their heavy weapons while moving.

David-CZ wrote:Not sure how this would affect the game but the idea of 2 tics jumping out of a Razorback sounds pretty scary. Can't say if I'm for or against, though.
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