Loading...
  OR  Zero-K Name:    Password:   

discussion of the most unfun unit ever (plz remove bertha)

167 posts, 4716 views
Post comment
Filter:    Player:  
Page of 9 (167 records)
sort

5 years ago
the gameplay of bertha is so much fun NOT.

is is just nerving as you often cannot counter it OR react in any way to it.

i know blabla it is soooo unprecise. wrong. it is unprecise regarding a single shot. unfortunately it lives very long and often comes in multiple bunches, scales up etc. then, you cannot flee. you cannot hide. you can do nothing. just get frustrated.

please bring me reasons to make the unit stay. ELSE REMOVE IT NOW.

+3 / -1

5 years ago
There are a few changes that could be made to them to alter how they impact the game.

Slight reduction on their ability to alter terrain. Makes defending key areas slightly easier.

Reduce the projectile speed significantly. Makes them less effective against mobile armies but no change vs buildings

Have the projectile lose damage when it travels beyond the nominal range of the bertha. This will make Berthas built safely at the back of the base less effective and reward riskier more forward building of the unit

Introduce a stockpile and cost to stockpile munitions.

I don't suggest all of these are implemented at the same time, that would be overkill.
I personally like the idea of the unit, but agree that in it's current state it really bag bog a game down as any attempt to push the enemy with ground units can just get hammered into submission by a battery of berthas
+2 / -0
High trajectory Bertha shells would look more epic and be very much nerfed against mobile units, if that's the issue.
+9 / -0
Bloody Evil Resign Torture Hellish Abomination

P.S. yes to high-traj.
+4 / -0

5 years ago
issue with high trajectory is that it makes your base undefendable unless you are willing to dump huge amounts of metal and energy (thus loosing OD and even more metal) into the number of shields needed to stop the shelling
+0 / -0

5 years ago
Actually damage-falloff sounds interesting.
+1 / -1


5 years ago
Terraform walls and tac nukes (Scylla!) counter it very cost effectively.
Technically it can even be cost effectively countered by shield spam...
+0 / -0

5 years ago
Banana Valley has been unfeatured.
+5 / -1
how bout make new bertha, but its hi traj, bigger aoe, less damage, a bit cheaper and shorter range
+0 / -0

5 years ago
You cant remove Big Bertha. Entire Outer ring will be overrun but chickens. Its irreplaceable strategic weapon to maintain power equilibrium between most powerful factions.
+3 / -0

5 years ago
why dont u just kill their bertha with your own bertha
+6 / -0

5 years ago
its funny cause all of you who oppose this dont even play team games.
+3 / -0
5 years ago
Just kill it with flea.
+2 / -0
5 years ago
Of course all the comments "opposing" the removal or Big Bertha are sarcastic remarks.
+0 / -1
I was surprised to find that Bertha doesn't have any per-shot ammo cost. In Total Annihilation they had a per-shot energy cost requiring almost a fusion plant to avoid tanking your economy, and could be effectively disabled by damaging the opponent's energy production. It was quite nice that economic counterplay was a possibility.

It's just odd to see lower-strength units with ammo cost, stockpile, or grid requirements, but not for the Big Bertha.
+5 / -0
how about each shot eats 300 energy?


oh well

*edit

storage spam is shitty. remove storage while you are at it? :-)
+1 / -0

5 years ago
quote:

why dont u just kill their bertha with your own bertha


if you get bertha parity and get to spend more time shooting at the enemy berthas than they spend shooting at yours, yours will win!

[Spoiler]
+0 / -0


5 years ago
Bertha should probably require a connection to the energy grid like Cerebrus does (though that isn't much of a nerf).
+6 / -0

5 years ago
I like big bertha and I think all long range weapons could be made more expensive (nukes, bertha, all super weapons) by around 35%. Maybe we'd see detriment more often.

I also wish that Bertha required energy grid with about 50-100 energy or consumed energy per shot. I suggested it back in the day and I still agree with that.
+5 / -0
If I understand how the resource economy differs from TA, a weapon that instantly consumes 50 energy would also have the side effect of disabling overdrive on your mexes. There would be some amount of metal lost, which would probably vary based on the size and quality of your overdrive grid.

Maybe it would be more straightforward to have firing the Bertha cost metal instead of energy?
+0 / -0
Page of 9 (167 records)