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				Grey Knights are Broken in HR, please fix
				Posted: Sun 03 May, 2015 1:13 pm
				by Torpid
				Since their terminators have no red cost and no cooldown on how fast they come out they are spammable spammable spammable which entirely breaks the entire high resource game mode. It's a bit lame me just flat out banning GK from my lobbies due to that. Is there no compromise? 

Also, I was wondering, would it be possibly to change the balance for different game modes like HR vs SR vs TFFA etc? I guess not, but I'm just interested in the prospect anyway, even if you guys are not.
 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Sun 03 May, 2015 6:39 pm
				by Atlas
				Agreed on all counts. I can't run a High Resources tourney when the mode is clearly GK favored >:/
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Sun 03 May, 2015 7:16 pm
				by Superhooper01
				Been saying this for ages but it was made bit less broken with 1 paladin cap, im sure Forestradio has some ideas on how to make it less broken:O
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Mon 04 May, 2015 1:57 pm
				by Cheekie Monkie
				You know what else is broken in HR?
Mega rumblah battlewagon nobs.
Goddamn it.
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Mon 04 May, 2015 2:58 pm
				by Torpid
				Cheekie Monkie wrote:You know what else is broken in HR?
Mega rumblah battlewagon nobs.
Goddamn it.
Not really, just get numerous tanks...
 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 3:01 am
				by Bahamut
				pretty sure fex spam can beat GK termie spam. maybe leman spam as well not sure tho
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 4:00 am
				by Torpid
				Bahamut wrote:pretty sure fex spam can beat GK termie spam. maybe leman spam as well not sure tho
Lemans maybe but that's due to how stupidly cheap and low upkeep GM are atm. No other race can do tanks vs them (even though their tanks are weaker than lemans) because they need repair support and the GK termies rip them to bits. It's the same reason walker spams don't work. Termies can teleport and get speed buffs from the BC, walkers can't. Termies heal faster in base than walkers repair.
 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 8:10 am
				by Atlas
				Don't think GM upkeep is a big concern in HR 

 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 12:22 pm
				by Torpid
				Atlas wrote:Don't think GM upkeep is a big concern in HR 

 
Well maybe not the upkeep, but the population change definitely is. They are waaaaayyyy too durable for their pop cost.
 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 12:32 pm
				by Ar-Aamon
				HR mod IS broken.
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 1:10 pm
				by Torpid
				Ar-Aamon wrote:HR mod IS broken.
How so?
Only GK are IIRC. 
It is a bit dumb how you start with both 10k req and 10k power though. You should have way less power. I think 5k req and 1k power would make it soooooooo much more interesting.
P.S you always play on 250VPs on HR to discourage sitting in base and teching to super units.
 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 3:41 pm
				by Cheekie Monkie
				A med req mode should also be interesting e.g. 750-1000 req / 25-50 power. It would seriously shake up the early/mid game without being ridiculously over the top.
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 3:55 pm
				by Cyris
				I kindda like where some of this is going...
I think a HR where VPs were set to like 300, and T2/T3 research times were double/tripled could be interesting.  I'malso partial to the idea of starting Power going down by quite a bit (maybe to like 150 tbh!), but gens/nodes quadrupeling their income amounts (and maintining functionally infinite req)
The idea would be massive T1 armys fighting over super important gen farms.  Then transitioning into T2 and T3 versions of that, and transition into VPs important late.
Oh man, could someone make something like that?  I would totaly play that!
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 9:14 pm
				by Tex
				You would need entirely new maps for that imo.
			 
			
					
				Re: Grey Knights are Broken in HR, please fix
				Posted: Tue 05 May, 2015 9:48 pm
				by Swift
				Cyris wrote:I kindda like where some of this is going...
I think a HR where VPs were set to like 300, and T2/T3 research times were double/tripled could be interesting.  I'malso partial to the idea of starting Power going down by quite a bit (maybe to like 150 tbh!), but gens/nodes quadrupeling their income amounts (and maintining functionally infinite req)
The idea would be massive T1 armys fighting over super important gen farms.  Then transitioning into T2 and T3 versions of that, and transition into VPs important late.
Oh man, could someone make something like that?  I would totaly play that!
It sounds really interesting, and whilst maps for this are possible, the game works in such a way that I can't see it being easy to simulate without adding loads of power nodes in one place, unless Windu or Myrdal could work their magic with stats or something.