It's not fun if your only contribution in every game is guarding your ally's factory with your comm.
+5 / -0
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An important tenet of our game design philosophy is that playing to win and playing for fun should, as far as possible, be the same thing. Boost-assist was completely at odds with that: it was clearly by far the optimal choice for the purpose of winning the game, while at the same time requiring the assister to pretty much not play the game (no units, only kept around as an economy builder and armed nanoturret). Blind RPS, barely counterable cheese like boostdropping HLTs and Stardusts in the middle of the enemy base was also a major headache, and one we're still getting shades of in the form of things like BD rush.
+6 / -0
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This post has been downvoted below -5 and collapsed, click here to expand
Alright, if you say so. Feels to me like the game is only half serious towards what was likely the original vision of having access to t2/t3 techs from the start. Sure theres no tech tree, and you CAN build late game units early, but you cant afford to without assist from someone, and if someone assists to rush a large unit youre trolling 0.o
i feel you for the hole youve dug yourself into, when it would make so much more sense and sanity for everyone if there was a prerequisite building to techs. We dont want a tech tree, but we dont want early powerful units? pointless. Half the appeal of the game for me gone.
+1 / -11
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its still the case that its more effective to assist than use own factory...........
+0 / -1
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quote: it would make so much more sense and sanity for everyone if there was a prerequisite building to techs |
Please elaborate.
+0 / -0
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quote: We dont want a tech tree, but we dont want early powerful units? |
To put the elaborate argument i have in mind in a nutshell: How is a glaive not a powerful unit?
+0 / -0
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Please don't. Athena with facplop was tried, was terrible, we've told you why it was removed, it's not coming back.
+7 / -2
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Athena plop was imba and inconsistent, the only good thing about it was rushing a fighter and then harvesting nab tears when it cleaned out the Athenas. Athena was never a unit that felt especially balanced - even now it feels underused because it is hidden in the buildmenu, not because it isn't awesomely good (it is)
+1 / -0
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What is the difference between 2 air cons and Athena?
+0 / -0
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quote: What is the difference between 2 air cons and Athena?
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all the fancy stuff, athena is capable of.
+0 / -0
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Why not give factories an e production and athena not to balance it? +5 e 2.5 solars 350 m = 1.5 air cons. Athena can't build fighters, can't build bombers, just ground units like your allies have already. After all facs have +5 e production newbes won't stall, it is balanced and the insteresting part of the game starts faster. Wind-raiding would be a bit worse, but mexes are still valueable targets and solars are just as hard to kill as your factory.
+0 / -2
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I can't think of anything that I like about Athena.
+2 / -4
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Well, I for one like its model. Compared to transporters, or my current avatar.
+0 / -0
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I like the model, the unit itself is weird, underutilised and imbalanced. I would be happy if the crane was made a dedicated gunshits con and had its speed lowered and hp buffed a tonne, and Athena model was turned into a faster/more fragile planes con.
+1 / -1
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quote: dedicated gunshits con and had its speed lowered and hp buffed a tonne |
In which situations would an air con need HP? The only thing i can imagine is against a single avenger. Or maybe in masses to heal each other. But other than that it would just mean they are slower than before.
+0 / -0
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currently crane gets instantly turned into confetti in planes vs gunshits, since gunships are very poor at defending even moderate sized maps due to their slow speed. A bit of resilience would give it more chance to escape back into AA coverage. Planes on the other hand have a fast reactive airforce for air defence that can easily prevent consnipes by opposing fighters, so their cons should be emphasising speed and economy
+0 / -0
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The only reason I make athenas is to cloak them and scout. What about upping their BP (to something like 20 or 25) to make them more useful?
+0 / -0
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TheDarkStar: then you also would have to up cost and it would not be balanceable factory (what was the thread's original topic) [GBC]1v0ry_k1ng: quote: Planes on the other hand have a fast reactive airforce for air defence that can easily prevent consnipes by opposing fighters, so their cons should be emphasising speed and economy |
On the other hand, the opposing plane player has stealth (=radar invisible) Avengers with the same speed. You can't intercept them because you don't see them coming if you haven't los everywhere. And a con is still more valueable than the enemy fighter (220m vs 150m).
+0 / -0
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quote: I can't think of anything that I like about Athena. |
wut athenas are wonderful! they are flying builders that can build from raiders to antiheavies, cloak, be used as a mobile radar-sonar, ressurect and so on it is probably the best 2nd fac available if we don't count air.
+2 / -0
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SinKitty: I suggest upping the weight because it's just not useful enough right now, and it probably will not end up as a plobbable factory. It seems like it should have a 4-5x increase in weight and be moved to the strider hub to be the builder there.
+0 / -0
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