1 |
[q]--- the more complicated one tries to nerf OP stuff that keeps other OP stuff in check:
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1 |
[q]--- the more complicated one tries to nerf OP stuff that keeps other OP stuff in check:
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2 |
- nerf nuke radius and buff anti-nuke radius by 10%
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2 |
- nerf nuke radius and buff anti-nuke radius by 10%
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3 |
- increase long range superweapon cost by another 10% (or something more complex where cost scales with team size)
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3 |
- increase long range superweapon cost by another 10% (or something more complex where cost scales with team size)
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4 |
- nerf area shield cost
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4 |
- nerf area shield cost
|
5 |
- increase special damages modifier vs shields from 33% to 50% or 66%
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5 |
- increase special damages modifier vs shields from 33% to 50% or 66%
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6 |
- nerf area cloaker cost
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6 |
- nerf area cloaker cost
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7 |
- nerf silo's stun missiles (slight radius + duration nerf)
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7 |
- nerf silo's stun missiles (slight radius + duration nerf)
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8 |
- nerf silo's zeno missile range to keep it in line with the others, but make the lingering effect drain shields over time
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8 |
- nerf silo's zeno missile range to keep it in line with the others, but make the lingering effect drain shields over time
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9 |
- buff silo's quake missile slightly
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9 |
- buff silo's quake missile slightly
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10 |
- nerf bertha, maybe cerberus too, slightly[/q]
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10 |
- nerf bertha, maybe cerberus too, slightly[/q]
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11 |
I think nuke is pretty good, but also that it is good that it is good. It is needed to generate single points of failure. I also think it has a good number of balance levers, so we're not going to run out of ways to tweak it. I have been thinking about nuke and my main thought is a slightly cheaper antinuke (200 metal?). Increased antinuke radius would seem to mainly be a missile silo nerf, as antinukes could be built further back.
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11 |
I think nuke is pretty good, but also that it is good that it is good. It is needed to generate single points of failure. I also think it has a good number of balance levers, so we're not going to run out of ways to tweak it. I have been thinking about nuke and my main thought is a slightly cheaper antinuke (200 metal?). Increased antinuke radius would seem to mainly be a missile silo nerf, as antinukes could be built further back.
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12 |
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12 |
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13 |
Increasing superweapon cost by 10% feels like it would do almost nothing. Remember that this game didn't say whether spending 60k on a Starlight was good, since both sides did it. The losing team even assaulted the opposing Starlight with a Detriment, and it almost worked. They could have made that assault with an extra two Detriments. If a Starlight cost 70k then both sides would spend 70k. It wasn't about what is good. I think what you want is a superweapon that enables armies.
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13 |
Increasing superweapon cost by 10% feels like it would do almost nothing. Remember that this game didn't say whether spending 60k on a Starlight was good, since both sides did it. The losing team even assaulted the opposing Starlight with a Detriment, and it almost worked. They could have made that assault with an extra two Detriments. If a Starlight cost 70k then both sides would spend 70k. It wasn't about what is good. I think what you want is a superweapon that enables armies.
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14 |
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14 |
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|
15 |
Area
shield
cost
could
be
tried.
I
don't
think
too
many
people
would
object,
but
we
do
need
some
shields.
I
assume
the
aim
would
be
to
make
stacking
them
less
appealing.
Modifying
the
non-damage
to
charge
conversion
is
an
interesting
idea.
I
don't
think
people
would
say
that
status
effects
are
particularly
good
vs
shields
at
the
moment,
except
Shockley,
which
would
still
go
right
through.
It
would
mess
with
Zeno
though.
|
15 |
Area
shield
cost
could
be
tried.
I
don't
think
too
many
people
would
object,
but
we
do
need
some
shields.
I
assume
the
aim
would
be
to
make
stacking
them
less
appealing.
Modifying
the
non-damage
to
charge
conversion
is
an
interesting
idea,
and
50%
is
an
enticingly
round
number.
I
don't
think
people
would
say
that
status
effects
are
particularly
good
vs
shields
at
the
moment,
except
Shockley,
which
would
still
go
right
through.
It
would
mess
with
Zeno
though.
|
16 |
\n
|
16 |
\n
|
17 |
I think cloakers are doing ok at the moment. I don't see as many mobile cloakers as I used to. I wouldn't nerf them so soon again. Shockley and Zeno also seems fine to me, they're doing their job. They can stop pushes, but that is the risk/reward back and forth. I would want to see replays for these.
|
17 |
I think cloakers are doing ok at the moment. I don't see as many mobile cloakers as I used to. I wouldn't nerf them so soon again. Shockley and Zeno also seems fine to me, they're doing their job. They can stop pushes, but that is the risk/reward back and forth. I would want to see replays for these.
|
18 |
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18 |
\n
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19 |
What isn't Quake doing, and would would Bertha and Cerberus need to be worse?
|
19 |
What isn't Quake doing, and would would Bertha and Cerberus need to be worse?
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