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Messages posted by: dr. pepper
Forum Index Profile for dr. pepper »» Messages posted by dr. pepper
General Discussion » Fuze is the new op unit » Go to message
  Duaneski wrote:Dr Pepper

I am pointing out that in some situations a marauder is better than a speeder. Not all, but some.

I think the same is true for the mantisse and Fuze. It is possible the mantisse will see an upcoming nerf, but I don't think it needs a comparison to the fuze to justify that.



Not sure how a Fuze is ever better than a Mantisse considering it's either equal or worse in every possible statistic. The only thing you could logically say that makes any sense is that'd you'd prefer 5 Fuze to 4 Mantisse. There is literally not a SINGLE stat or ability the Fuze has that is better than the Mantisse. On the other hand, I do agree a Marauder can be better than a Speeder due to having 2 actions compared to the Speeder's one.

I'm not sure why you're struggling to see that this is an apples to oranges comparison.

General Discussion » Eclipse guardian cost » Go to message
  Tobeee wrote:
  dr. pepper wrote:
I can't comment too much on the eclipse. I rarely use it as well. Speeders and mechas are good enough for dealing with swarmers/garuda.
That's why it's cost should be reduced. Eclipse is supposed to be be big antiair but it ironically gets ECLIPSED by mechas and speeders .


Lol, nice one. So instead of doing the 'eclipsing', it's being 'eclipsed' huh?
General Discussion » Fuze is the new op unit » Go to message
Another point I wanted to make was that just because a high level player can use a unit effectively does not mean it's necessarily balanced. It might just mean that player is really good.
General Discussion » Timeline for Balance Changes / New Units » Go to message
I was just curious what the timeline is for upcoming balance changes and new units. I'm really enjoying the game more than I have in the past!
General Discussion » Fuze is the new op unit » Go to message
  Pento wrote:OK, to be honest.... Again ... Fuze su**s.

One salamander can kill your whole army, for 200. You are just busy with recovery and separating your troops to get not infected. Counter attack gets difficult and defense weak. You need at least 2 attacks to get a Salamander down, so two more infected troops.

And on top the salamander always passes poison ( attack + defense) ;not like the scorpion only if you decide to use this feature.
This should be restricted to the option to poison a unit or to attack.

The balancing between the amphibian unit is not very equilibrated.


That's pretty much exactly how I feel. Not only is it weak vs. the other amphibians, other units (specifically the marauder and marine) are better for the money. I really think it needs some type of additional mobility (2 actions, move after attack, increased repair, etc.) to compensate for its' weak attack and defense values (if that's the approach the devs want to take). Otherwise, it should see a boost in some attack values.
General Discussion » Eclipse guardian cost » Go to message
I do like the idea of increasing the cost of the Guardian more than nerfing its' stats. It should be powerful as Titans are the most powerful race.

I can't comment too much on the eclipse. I rarely use it as well. Speeders and mechas are good enough for dealing with swarmers/garuda.
General Discussion » Eclipse guardian cost » Go to message
That would be a good first start although you'd have to consider what that would do to the T v K matchup. Eclipses might end up too strong vs. Garuda / Swarmer.
General Discussion » Fuze is the new op unit » Go to message
I noticed several of the posters in here have considerably higher ratings than I do and claim the Fuze is fine so I'm definitely listening here, but I haven't seen any explanations of what makes the Fuze so good.

I use the Fuze just like I would a Mantisse (except I realize it's pretty useless against air), and I have no problems effectively using a Mantisse. It just seems like the Fuze dies so quickly. I remember a couple games with reefs where I used some fuzes and they were ok. Problem is they die immediately if they take any damage.
General Discussion » Fuze is the new op unit » Go to message
  Duaneski wrote:
  Pento wrote:
  simsverd wrote:
  Pento wrote:I don't understand you! you all are pointing that the fuze is worth the money, when you know how to play it. OK
BUT pepper is saying that the Mantisse is far stronger than the fuze for only 50 credits more.
And there is absolutely no doubt that the Mantisse has far more value for the money than the fuze.
Mantisse can capture bases as well and gets the same bonuses on terrain, so fuze is not outstanding anyhow.

What is your point? Both units are situational.. its not (yet) possible from experience or "mathematichs" to say if the mantisse at 250 is a much better buy than fuze at 200 .... Time and use will tell.. and we will adjust accordingly..

You could use the same comparison between a 600 leviathan and 800 destroyer... wich is the better buy?


??? Read again carefully what I and pepper wrote and perhaps than you get our point.
And those units are not situational at all. Same class , same idea, same usage.


I don't think you read what Sims posted at all. He said they'll make adjustments as needed.

You guys pointed out all of the extra stats the mantisse gets for 50 credits more, but unless you're playing someone with JUST these units maybe it makes sense
to consider the other units the races have and how the races play against each other as well?

Is the marauder better than a speeder? (your answer should be: sometimes, yes.) ... well, sometimes, even with fewer stats, you're gonna rather have 5 Fuze than 4 mantisse, is my impression... (whether that means you have 450 credits and you can build Fuze and marauder and your opp has to choose... mantisse or speeder .. or something else ..)

Anyway..


The Marauder effectively has 24 mobility through its' ability to act twice compared to the speeder, which can only act once. Some of the marauder's weaker attack stats are compensated by the ability to move twice. You're making an apples to oranges comparison.

As I've stated before, the only edge the fuze has on the salamander is one additional range. The only edge the fuze has on the mantisse is that it's 50 units cheaper (and considerably weaker).
General Discussion » Thoughts on the New 2-23 Balance Changes » Go to message
  Pento wrote:Tommecc is pointing that even there guardian has a big advantage. It can defend itself. The others can't(bopper, botfly)
So there is not even anyhow the possibility to take them out easily, except artillery.

But you are right as well, it is very fast.

For me it's the combination of everything.
No weaknesses, except the healing.
That counts a lot, of course, but not that much.


You're right. I did not think about the fact it wouldn't be able to defend itself at 1 range.
General Discussion » Fuze is the new op unit » Go to message
  simsverd wrote:
  Pento wrote:I don't understand you! you all are pointing that the fuze is worth the money, when you know how to play it. OK
BUT pepper is saying that the Mantisse is far stronger than the fuze for only 50 credits more.
And there is absolutely no doubt that the Mantisse has far more value for the money than the fuze.
Mantisse can capture bases as well and gets the same bonuses on terrain, so fuze is not outstanding anyhow.

What is your point? Both units are situational.. its not (yet) possible from experience or "mathematichs" to say if the mantisse at 250 is a much better buy than fuze at 200 .... Time and use will tell.. and we will adjust accordingly..

You could use the same comparison between a 600 leviathan and 800 destroyer... wich is the better buy?


I think it's easier to see when a unit is overpowered. Obviously "time did tell" that the guardian was overpowered, which is why it was nerfed. And actually now that I think about it, the Fuze was nerfed as well (I believe the aerial damage was reduced).

I guess what I'm failing to understand is why the Fuze has 2 defensive strength in addition to the weakest attack output in the class (the implication is that its' versatility and other advantages should be balanced with a vulnerable unit, take the bopper for instance - 3 range and 0 strength).

I just don't see how 1-2 range (vs. salamander) or 50 less credits (vs. mantisse) accounts for all its' relative weaknesses.

On the flip side, I think it's harder to see when a unit is underpowered which is why I'm trying to drive this point home about the Fuze so that the developers can look into it.

I believe that time and the data will bear out what I'm saying.
General Discussion » Fuze is the new op unit » Go to message
  Tobeee wrote:
  simsverd wrote:
  Duaneski wrote:Fuze and mantisse are both just BETTER swarmers... with terrain bonus and considering their cost, they're like better than swarmers ever were pre nerf.

So, I'm changing all of my teams and no longer playing as khral until they get sorted out.

how you think they are better ? Mantisse vs swarmer is equal when mantisse is on swamp.. othervise swarmer wins. Move, heal and cost is same. Mantisse can cap yes, but it would rarely be the case where you use a 250 unit to cap.

on plain mantisse does 3-4 to swarmer - wich does 6 in return
fuze on plain vs swarmer is 3 dammage vs 7 in return..

https://unicalc.github.io/web/desktop

I just dont get why you think they are BETTER swarmers...

That is just the the amphibious vs swarmer matchup. Comparing the two on different situations against other troops the amphibious almost always perform better.


I can see the Mantisse as roughly equal in value to a swarmer (dependent on terrain placement). The Fuze? No. It's weak and I've showed why.
General Discussion » Fuze is the new op unit » Go to message
  simsverd wrote:
  dr. pepper wrote:Simsverd,

I'd be interesting in hearing your opinion or developers on the comparison I laid out re: fuze vs. mantisse. The same comparison applies fuze vs. salamander.

The fuze seems really weak now.

I disagree. Its weaker than mantisse but cost 50 less and weaker than the salamander, but the range 1-2 is very strong where most of its targets have only range 1... If you protect it well it will be well worth the 200.
Just look at lkasr's replays on how to use them properly


I was comparing the fuze to the mantisse primarily. The range is the same for the fuze vs. the mantisse. So what I'm stating is that 50 credits is well well worth 1 additional attack to ground light, 1 additional attack to aerial, 10% armor piercing to aerial, 2 additional mobility and 2 defense strength. By comparison saving 50 credits is not worth the massive downgrade the fuze is by comparison.
General Discussion » Fuze is the new op unit » Go to message
Simsverd,

I'd be interesting in hearing your opinion or developers on the comparison I laid out re: fuze vs. mantisse. The same comparison applies fuze vs. salamander.

The fuze seems really weak now.
General Discussion » Thoughts on the New 2-23 Balance Changes » Go to message
  tommecc wrote:Guardian is still too strong because it is the only tankbuster unit that can inflict damage twice in the worst case. Bopper can move and attack, then if it it is not well defended it will die without cause any other damage, so just one shot. Borefly is the same, but in the worst case it will inflict damage only when it is attacked to be destroyed, also in this case is a one shot unit. Guardian can inflict damage by moving and attack, than it will continue to hurt also when it will be attacked by short range units, so it is at list a two shot unit, and just this make it a units that is almost every time worth more than the credits used to build it.
So I propose to restrict the range of guardian only to 2, like bopper that have range of only 3, while borefly will be the only unit that can attack in short and long range because it cannot attack after move.
Tom


So I was totally tracking with you until your suggestion was to reduce the range to only 2 (from 1-2). How many times do you attack with the guardian with 1 range? I almost NEVER do that. I think part of what makes the guardian overpowered is the mobility. 10 range is ridiculous for a unit that does so much damage. 7 or 8 seems better.
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