Do nuke globals need balancing?

Issues dealing with gameplay balance.
Cheah18
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Do nuke globals need balancing?

Postby Cheah18 » Fri 07 Feb, 2014 2:54 am

Seems as though Roks and Abyss are far better than anything else in terms of power and radius. Rocket Run follows close behind as its fast but its not as good vs vehicles.

OB did get a nice buff but its still not too great. And isn't the nid one just awful?

I get that a lot of top level players don't use these much but while they're in the game, shouldn't they be a bit better balanced?
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Re: Do nuke globals need balancing?

Postby Vapor » Fri 07 Feb, 2014 3:17 am

Eldritch and rocket run are by far the best nukes IMO

Abyss can be lackluster sometimes but if placed well (especially in a retreat path) it can be devastating.

Some tweaks might be nice but generally the nukes are in an OK spot I think
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Dark Riku
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Re: Do nuke globals need balancing?

Postby Dark Riku » Fri 07 Feb, 2014 3:58 am

Rocks do the most damage of the nukes in general but it seems rather fine to me.
Orks use red in their other abilities too. Granted they generate some red naturally.

Abyss is rather strange. It decimates stuff in the center.
So as before mentioned usually best used in retreat path or base :p

Rocket run is the best anti-infantry nuke by far! It doesn't hurt vehicles but who cares? That thing can destroy infantry with ease! It's pretty undodgeable due to the speed.

OB does not need to be buffed further. It's in quite a nice spot now.

Eldricth is Eldritch ~~
Wiping squads left and right if placed correctly and stunning/killing vehicles.

Tyranoform is fine too. Instantly killing any structure it hits.
Damage is decent enough and gives your army a boost.


Nukes are in a pretty good spot I think. Always open to change though :p
ThongSong
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Re: Do nuke globals need balancing?

Postby ThongSong » Fri 07 Feb, 2014 4:26 am

I wouldn't mind a reduce in knockback strength for OB tbh. Most of the times, even if you are quite meticulous in spreading the beams apart, a single beam will blast your targets out of the blast zone.

Unlike rocks or eldritch, which tosses units about inside the kill zone.
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Re: Do nuke globals need balancing?

Postby Arbit » Fri 07 Feb, 2014 5:45 am

Roks and eldritch may toss dudes around inside the kill zone, but they don't pin squads in place either. Put one beam in their retreat path and you can catch multiple squads with it. It's a lot harder to get the maximum damage potential out of OB because you have to land the beam right on top of the squad, but you trade that for almost guaranteed damage due to the very wide spread on the beams and the tractor beam effect. It's quite hard to completely miss with all three beams but roks and eldritch pretty much require a distracted opponent or combo with knockback and/or stun to guarantee damage.

Seriously... the placement circle has a diameter almost equal to a screen width. People could score more kills with it if their first click was half a screen away from their intended target. If you place the three beams in a tight grouping around your initial click, you're basically telling your opponent exactly where you plan to drop the beams because the initial click is where the warning marker is placed. (yes each individual beam has its own warning but you basically already have to be exiting the blast area for it to make a difference)

I've never been that impressed with tyrannoformation, though. The spires just seem too easy to dodge and/or too difficult to aim accurately given the lag time. A flamer termie will destroy the spire before the flame animation reaches it. :lol:
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Re: Do nuke globals need balancing?

Postby FiSH » Fri 07 Feb, 2014 6:09 am

I would love to see tyranoformation tower become not crushable. Seems to make sense when infestation is not crushable.
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appiah4
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Re: Do nuke globals need balancing?

Postby appiah4 » Fri 07 Feb, 2014 8:45 am

The power of Roks is balanced out by the fact that Orks have INCREDIBLE globals and Red abilities; so if you are saving Red, it has to be GOOD. If you are getting hit by Roks and still losing, you must have given the Orks really easy time of it, they didn't have to use much Waagh, CtB, UYC, HB etc.

As for Empyrial Abyss, it's strong but the Eldritch Storm is worse; Abyss decimates infantry but in T3 nobody cares about losing squishy T1 stuff. The Eldritch can insta-gib T3 vehicles and that HURTS.
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Torpid
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Re: Do nuke globals need balancing?

Postby Torpid » Fri 07 Feb, 2014 9:28 am

Yup, pretty much +1 to Riku and Appiah. Eldritch is the best AV global. RR is the best AI global since it's completely undodgeable (just use it in retreat), abyssrequires more LOS and is harder to use than RR and still does less damage than RR to both vehicles and infantry. Tyrannoformation sets up psushes really nicely and destroys buildings which is nice because nids generally have quite an issue with them. Roks is probably the best generalist global, or maybe eldritch is, but roks needs to be good because, at least in a 1v1, you should never have 500 red. OB is fine now because it's quite hard to dodge.
Last edited by Torpid on Fri 07 Feb, 2014 10:24 am, edited 1 time in total.
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Nuclear Arbitor
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Re: Do nuke globals need balancing?

Postby Nuclear Arbitor » Fri 07 Feb, 2014 9:59 am

nids do not have issues with buildings in t3 with 500 red.
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Torpid
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Re: Do nuke globals need balancing?

Postby Torpid » Fri 07 Feb, 2014 10:25 am

They still do, a plasma devastator in a building, or even a suppression team is a real nuisance if you haven't gone for a zoanthrope and sometimes it just isn't viable. Furthermore in a 1v1 you can chase capping squads, or isolated squads into a building with horms/wars and then insta-wipe them, that's grrreat.
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Dark Riku
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Re: Do nuke globals need balancing?

Postby Dark Riku » Fri 07 Feb, 2014 1:58 pm

appiah4 wrote: Abyss decimates infantry but in T3 nobody cares about losing squishy T1 stuff.
I do care about losing any infantry squad though. Why would you have gotten it in the first place otherwise? Abyss can take out non "squishy" squads just as easily ^^
I don't see why losing squishy T1 squads would be any less bad than losing something else in your army composition. Losing your gm? There go your upgrades (damage) and repair support. This goes for pretty much any squad I believe.

That Torpid Gamer wrote:They still do, a plasma devastator in a building, or even a suppression team is a real nuisance if you haven't gone for a zoanthrope and sometimes it just isn't viable. Furthermore in a 1v1 you can chase capping squads, or isolated squads into a building with horms/wars and then insta-wipe them, that's grrreat.
I don't find it that difficult tbh. T1 can be somewhat "difficult" depending on the map and what unit is in the building. Barbed and mines do just fine in T1 ^^
I find a Zoanthrope to be viable in any MU ^^ Pretty easy to defend with the nids composition. TG with splash can help in T2 as well. Providing the building isn't high :p
LA can always drop spore mines come T2 too ;)

Not to mention you can just go somewhere else if it's a 1v1 ^^
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Re: Do nuke globals need balancing?

Postby Bahamut » Fri 07 Feb, 2014 3:34 pm

the buildings in tooth gorge that guard the natural VP and the natural gen farm are pretty damn important

I'd say tyrannoformation is kinda the weakest global just because there are some spikes that do 175 and others that do 50 and that makes no sense whatsoever. Rokks is really strong but far from OP. And if the chaos player uses an abyss i'm happy because that means no retarded anti all splash damage troll reaper cannon terminators for a good while
Last edited by Bahamut on Fri 07 Feb, 2014 5:54 pm, edited 1 time in total.
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Dark Riku
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Re: Do nuke globals need balancing?

Postby Dark Riku » Fri 07 Feb, 2014 4:28 pm

Bahamut wrote:I'd say tyrannoformation is kinda the weakest global just because there are some spikes that do 175 and others that do 50 and that makes no sense whatsoever.
I think you are highly underestimating the disruption (and buffs) it provides for Nids to then swarm the enemy ^^ (Just to be clear here: I'm not disputing your opinion )
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Re: Do nuke globals need balancing?

Postby Commissar Vocaloid » Fri 07 Feb, 2014 4:47 pm

Dark Riku wrote:
appiah4 wrote: Abyss decimates infantry but in T3 nobody cares about losing squishy T1 stuff.
I do care about losing any infantry squad though. Why would you have gotten it in the first place otherwise? Abyss can take out non "squishy" squads just as easily ^^
I don't see why losing squishy T1 squads would be any less bad than losing something else in your army composition. Losing your gm? There go your upgrades (damage) and repair support. This goes for pretty much any squad I believe.


Yeah, can't recall all the times I've seen at least 2 set up teams getting swiped by this global - especially hard hitting when you get a bunch of dcannon's in the setup for a race like eldar. It can be pretty devastating late game.
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