Balance Update Notes July 11th
We are not seeing too much in the way of game breaking balance issues so instead this week we are focusing on changes to improve underperforming units and making a few targeted tweaks to units and powers that are a little too good.
- Heroic charge buff decreased to 50% (was 75%)
- Heroic charge base duration reduced to 8 seconds (was 10)
Jump Jet Troopers
-Health increased to 240 (was 180)
-Cost increased to 170 (was 150)
-Health decreased to 1800 (was 2200)
-Low damage reduced to 50 (was 100)
-High damage reduced to 150 (was 200)
-Low damage vs Infantry reduced to 20
-High damage vs Infantry reduced to 50
-Cost reduced to 60 (was 70)
-Gas spawn delay reduced to 0.5 seconds (was 1.0)
-Health increased to 375 (was 300)
-Fanaticism attack buff decreased to 75% (was 100%)
-Fanaticism movement buff decreased to 50% (was 100%)
-Fanaticism damage taken penalty increase to 25% (was 15%)
-Fanaticism base duration reduced to 8 seconds (was 10)
-Cost reduced to 70 (was 80)
-Initial attack delay reduced to 0.0 seconds (was 0.25)
-Number of missiles reduced to 4 (was 5)
-Damage increased to 500 (was 375)
July 2018 - last edited July 2018 by EA_Alexander
I never play a game that lose player points.thats like gain exp then losing it all over this stupid that only it hard to progress for new player especially when go up again lvl 6 player that can build two harvesters.
July 2018 - last edited July 2018
You're game balance suck. Try putting players on the same level together. Tired of getting my * kicked Everytime I try to compete. Should also stop rush attacks. I find it absurd that two people start the game at the same time and yet the other player can not only make armies and harvesters faster but over and over when you cannot.
July 2018 - last edited July 2018
Alright, some balance thoughts now that the new meta is starting to settle in.
Col. Jackson didn't need the nerf, he was about equal with the rest of the GDI commanders who all saw play last meta.
Disruptors need to get that initial shot out faster when they reach a hex, they aren't that impactful right now unless you're ahead and holding a position and I'd never run them over snipers or wolverines, both of which are cheaper and have a more immediate impact.
The MRLS health decrease doesn't seem to have happened from the last patch so I'd still really like that for the next one as they are far too durable.
Confessors should likely do a little less damage to ground vehicles, they aren't broken or anything but a pair of them can go through a number of things they probably should have difficulties with.
Basilisks don't do enough damage at full charge to vehicles to be worth running. The low charge damage is fine, makes them and their defenders nicely vulnerable and allows faster units to be microed against them well, but full charge needs to be able to rip through slow moving heavy vehicles like mammoth, titans, and rockworms faster than it currently does.
Artillery is too strong, 3 range, death to all ground units, 90 cost. The only reason artillery isn't overrunning the meta is because its so finnicky and inconsistent to use, when it works though its nearly as bad as basilisks were last meta
Nod air needs help:
GDI air largely works because Talons come out early enough to be impactful in holding platforms and wiping out early infantry and then orcas come out and are impactful in the midgame by sniping the occasional threatening vehicle or threatening harvesters. In nod air, venoms can be impactful but lose out on the later versatility of talons that keeps them viable beyond the first couple minutes, banshees aren't impactful at all because by the time they come out they're basically flying tanks with less hp, a slight bit more versatility, and numerous cheaper counters already on the field. Infernos are pretty much the only nod air unit worth running long term as they are impactful throughout the game in much the same way the orca is.
So my suggestions for nod air would be to allow venoms to shoot while moving, what they lose in versatility to talons they can make up for in ability to be microed well in response. Banshees are tough, they should still die to 2 talons but they might need a small damage buff and moving them to 50 wouldn't hurt. Infernos are probably fine, hesitant to suggest changes for them before the rest of nod air is viable since they aren't awful right now.
Stealth tanks are honestly good right now, I'd keep them at 80 given their present versatility.
The nod commanders still need some help, only Oxanna and Jade are really seeing high level play. Kane's obelisk is overpriced and map dependent as well as being worthless if you aren't ahead or in stalemate. I think they need a cost decrease to something around the 120 range, they need to have as many places you can put them on maps as strongarm turrets have, you need to not be able to place two of them simultaneously, I'd also suggest decreasing Obelisk health along with these other changes so that Kane doesn't dominate the low levels too much since this is effectively a really early MRLS.
Seth's has two problems, his ability costs too much and its too vulnerable in its use. I think I'd cut his ability's cost to 50 and see how that goes first retaining the vulnerable deployment then look at speeding up deployment or giving it more hp only if the cost reduction isn't enough for him to see play.
Progression & Epic Units
The last thing I'll address is not a balance issue but a progression one. I've spoken of this on the discord already but it should be talked about here as well. We need a more reliable way to get the epic units we want. There is just too much randomness involved here and I'm willing to bet most epic units will not be viable for the majority of people in a month as common and rare units significantly out level them since you can get alliance donations to reliably level the ones that matter to you. This is already starting to become apparent with units like Orcas and Jumpjets, pitbulls 2 levels above Orcas survive shots making GDI air as a whole significantly less viable for a number of people. Jumpjets are actually fairly viable right now and have a really nice niche build that snipes and hobo have been running, but only if you have gotten the cards to keep up with levels. The same applies to every other epic unit to varying degrees, and a lot of these units are key components in entire strategies; zones and cyborgs are pretty essential counters in a number of places, Orcas as mentioned before are pretty much essential for GDI air viability, I'm betting infernos will be similar on nod, and stealth tanks are just starting to hit this issue as well since they rely on sniping things. Even microtransactions don't fix this problem, spending my thousand survey coins has just made it all worse for my opponents as all my commons and rares level quicker while levelling very few of my epics that I'd actually run.
I don't have a great solution to propose here (lots of ideas but none of them easy or necessarily great) but something needs to be done before we're all sitting on level 15 (or really just levels 9 and 10 are likely to be where this starts being incredibly noticable) staple commons and rares while epics lag drastically behind and become unplayable.
Beating a person that's running 2 harvesters and you only have 1 is not that hard......you will get to level 6! Also running 2 harvesters isn't always good you produce units much slower....runnning 2 harvesters is a situational thing..... .. I just won a game and I never even deployed a harvester!