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Would you like balancing changes to be put into effect?
Yes. 63% [ 12 ]
No. 21% [ 4 ]
Yes, these ideas are awesome, and I'd love to have very balanced uniwar! 16% [ 3 ]
Total Votes : 19
regard87

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regard87

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  eyesofplenty wrote: I am a novice that plays exclusively as titans. I would say they are difficult to play rIght more than they are underpowered. I think uv vs buried would be a good change, but no repair for buried would be too harsh for Khrals and also for titans when they assimilate. Often you don't get to capture a full health underling so when you do get one you want to be able to bury and heal up so it can be brought out later.

I think there is potential for UV spam but as another poster mentioned its a pretty expensive strategy getting 10 assimlators out - credits and real estate.

Finally the terrain disadvantage is just part of titans. I choose my maps carefully. For bad terrain maps you have to just think more about strategy, and for some just don't play them! I prefer being mad to think harder because if strong terrain effects, than just using the same strategy all the time regardless of map


Good fair comments. However in the defense of you and all other exclusive Titans (I used to be one) not choosing Titans because of a type of map isnt fair. All three races should be equally playable on any map. Thier too much the "specialty" race. I feel less affects on bad terrain probably is the way to go. Maybe on the Plasma Tank rather than the Eclipse though. Since thier so slow to cover terrain anyway. That or just some minor tweaks. Little extra plasma movement. Little less negative Terrain effects, little Assimilator tweaks.

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Cpt Hawaiian

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Cpt Hawaiian

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Helping Titans

First of all, the recent buff to speeder mobility was a GREAT change. They still need more, and here's what I think:

- Buff the eclipse to make it more useful. I like removal of terrain penalties OR increased healing rate for the eclipse. Infantry in terrain will still do 2-3 damage regularly to an eclipse, so eclipses will still get ripped up very easily in terrain even without terrain penalties. Making one of these buffs would just help make eclipses become more versatile. Currently, they get hurt by even a little infantry and become useless, because low hit points make them harmless. People complain about paper tanks dying so quickly, but eclipses are the same cost and even easier to rape.

- I think that assimilator mobility should be increased to 7. Part of titan's weakness is slow healing and not being able to defend buried underlings well. Having assimilators navigate terrain better to get to healing locations and react to popup ants more effectively would be a good move.

- How about UV simply revealing buried underlings too? This would be good in large open areas where moving forward into a trap could be avoided. But it could also be useful in times when you already know where the buried ants are, you just can't remember how many hit points they have. You can see where real threats are and plan accordingly.

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Cpt Hawaiian

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Cpt Hawaiian

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By the way regarding sapiens engineer mobility increase: NO!!!

Just buffing their movement to 7 will mean that titan mechas will never be able to even come close through terrain to sapiens, because engineers will literally be able to chase them down. Adding that one point of movement will make a HUGE difference and shouldn't be done.

This message was edited 1 time. Last update was at Sep 11, 2012 10:19


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regard87

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regard87

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  Cpt Hawaiian wrote: Helping Titans

First of all, the recent buff to speeder mobility was a GREAT change. They still need more, and here's what I think:

- Buff the eclipse to make it more useful. I like removal of terrain penalties OR increased healing rate for the eclipse. Infantry in terrain will still do 2-3 damage regularly to an eclipse, so eclipses will still get ripped up very easily in terrain even without terrain penalties. Making one of these buffs would just help make eclipses become more versatile. Currently, they get hurt by even a little infantry and become useless, because low hit points make them harmless. People complain about paper tanks dying so quickly, but eclipses are the same cost and even easier to rape.

- I think that assimilator mobility should be increased to 7. Part of titan's weakness is slow healing and not being able to defend buried underlings well. Having assimilators navigate terrain better to get to healing locations and react to popup ants more effectively would be a good move.

- How about UV simply revealing buried underlings too? This would be good in large open areas where moving forward into a trap could be avoided. But it could also be useful in times when you already know where the buried ants are, you just can't remember how many hit points they have. You can see where real threats are and plan accordingly.


This all sounds great to me.

I agree Eclipses should get less terrain effects OR better heal.
And UV revealing ants could be cool. Once you activate it you could just see them for the rest of that turn and once thier next turn comes up the sight is gone. Or it could even reveal them for a few turns. That might be overkill though.

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StarryBlink

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StarryBlink

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I prefer decrease terrain penalty for eclipse.
Because it will allow titan players to play more variety of maps.

My idea is : making eclipse a "Hover" status.
mobility : same 10
forest : defend -1, attack 0, mobility lost 5
swamp : def 0, atk -1, mbl 5
base : def 0, atk 0, mbl 4
naval base : def 0, atk 0, mbl 3
other tiles - same
Then eclipse will be able to move 2 tiles across forest/swamp.


And speeder, today I think it's the worst 250credit unit.
Not becuase it's weak or slow, indeed it's tough and fast.
But becuase footsoldiers and aerials can laugh at it across forest or mountain.
The first time I play as titan in map starvation, I thought speeder can move across mountains.
When I found it can't, I feel so wonder :
"Unbelievable! in my army, only footsoldiers can come across mountain.
Then what strategies developers expect me to counter hit-and-run copters.
It shouldn't be a teleporting eclipses to become helpless targets for 2 turn.
I really can't figure it out. "
And it's also the last time I play as titan in map starvation.

That why I offer a jump idea for speeder.
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rwieczor84

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rwieczor84

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  youownme wrote:
1. Assimilator mobility boost to 7.
2. Stomp damage increased to two.
3. UV on buried.
4. Eclipse decreased penalties in terrain.

Please tell me what you think of all of these, and which should be put into effect. (Or all).



1. Good idea, frequently assimilator move rating is irritating... but it also would be good buff against saps.
2. This is also great matter, but we should think about situation when moving your heavy units around will totally eliminate underlings usefulness
3. if puting stomp x2, it would obv to much, but only uv on buried it sounds nice.
4. i am opposed changing eclipse. In forest good unit is mecha not a heavy unit like eclipse. Better eclipse in forest etc would be much more effective against helicopters!

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Nicko

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Nicko

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After finally getting some games as titans I understand all the complaining about buried underlings. So yes, while I can't decide on what buff to do, titans DEFINITIVELY need something to counter these.
I'm still very much opposed to titan eclipses buff though. Like someone said use the fact mechas have much higher defense than most infantry units, use them as meatshield (and they do quite a bit of damage to swarmers on good terrain).

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youownme

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youownme

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Feedback on the following titan changes would be appreciated:

Eclipse aerial to 14, UV on buried and assimilator mobility to 7.

Any other ideas to consider would be apprciated as well.

-_-
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StarryBlink

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StarryBlink

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Increase Eclipse's aerial attack to 14
- I'm against it. Eclipse is already too strong against aerials.
The problem is it's too specialist in fighting aerials at mild terrain.
Today when eclipse come, sap & kharl players already prompt to move their aerials away.
Thus increase eclipse aerial to 14 won't change the way of playing.
I prefer to make eclipse become more generalist.
Which I can use it to hunt aerials & ground-light in more variety of terrains.
While it's not reach the point of invulnerable for aerials.
So I think decrease its terrain penalty maybe the better choice.



UV on buried - That's good.


Increase assim's mobility to 7.
Then, what about engineers ?
They will become the worst support unit.
And in my opinion, they're already the worst.
If you increase assim's mobility, increasing engineer's defence to 2 would be nice.
Then when walker shoot engineer at normal terrain, it will have 1hp left.
And that will make all support units become par in their cost-effectiveness.



gopostal

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gopostal

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Titans need to be cheaper or stronger because humans and monsters always have the upperhand, i feel like titans are the blacksheep in this game.. its not fair,hopefully you work on the titans..
gopostal

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gopostal

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Please dont add new units if anything, just fix the titans and thats it the game will be fix u dont needa make a drastic change its fine the way it is just make one flying unit for titans and the game will be all set..
J.C.

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J.C.

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I don't see Khraleans so stronger than Titans. On huge maps, they have really few chances vs. a good titan strategy, in my idea. In small maps, titans are simply useless, khraleans crush them.


what do you think about those ideas?

1. prevent lings from healing
2. damage lings buried 1hp every 2 (for example) turns
3. increase damage provoked by heavy units to 2
4. add a passive damage, so that each ling buried below a titan unit gets damaged of 1 hp per turn
5. allow assimilator to convert a ling he steps on
6. lings can't repair while buried

they may also be combined. i personally prefer that each change affects ONLY titans vs khraleans.

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StarryBlink

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StarryBlink

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How about eclipse able to cross mountain tile with mobility loss 6, but unable to sit at the mountain ?
This should make titan have more chance in mountainous maps like starvation.
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Monkey Borg

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Monkey Borg

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I'm happy with the plague range change, but what happened to the cooldown period? I think the cooldown nerf should be more than two turns also.

the post-firing movement of sapien batteries I heartily endorse, but I remain frustrated by the 3-4 range. I think the firing radius should be 2-4. batteries are still far more vulnerable than walkers, with a field of fire smaller than the wyrm or walker. battery=24+30=54 hittable hex, walker=18+24+30=72 hex, and wyrm=6+12+18=36 (without moving) and 90 hex with 2 hex movement.

underlings vs titans... buryling spam is extemely time-consuming to counter because I wind up playing minesweeper every round with annotated screenshots...and that makes such games painfully SLOOOOOOW...more work than any surface warfare. What I'd suggest as a counter would be to allow assimilators directly overhead of underlings to assimilate them. I think that increasing crush damage could work also help, but I would like to be able to hunt behind-the-lines underlings somehow. they'd still be great for ambush and mine-sweeping is a distracting pursuit... a mixture of higher crush damage and the need to run from underneath assimilators would deter buryling spam. Effectively, because assimilators would have heightened buryling detection power, the minesweeper task would also be less cumbersome. ALSO, in team games, I want my team members to be able to read the underling counters on each other's allied units.

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Nicko

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Nicko

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I really don't feel the eclipse needs a buff that much, but I'm no titan player.
However from the games I've played I now understand why underlings are so freaking annoying and there's just no proper counter mechanics to it.
My proposition would be to prevent the lings from healing for sure, and I think increasing the stomp damage to 2 is still debatable.

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