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Marine_CorporaI's avatar
6 years ago

Cyborgs & Zone Troopers OP

To the developers or whoever is in charge of reading feedback. 

Zone Troopers and Cyborgs are listed as being strong against vehicles and air and not infantry. In both their descriptions against infantry, they are greyed out as being strong against infantry. Yet in reality, they both decimate infantry.

Why is this happening? Because of this, they are OP. In the early months of this game, regular rifleman or militants used to do well against them as a counter. Now, they get destroyed. Even Shockwave and Flame troopers have difficulty against them if they are at lower levels. It’s not supposed to be this way. 

The way it’s supposed to be is infantry is supposed to be a hard counter to them just the same as a rhino, buggy, talon, or venom is a hard counter to infantry. 

Can you please fix this to avoid zone trooper and cyborg spam and bring balance back to the game?

As it is, balance to the game is broken when you decided make the tech buildings cheaper. So now not only is tech very easy to bring out, you also have tech units doing damage that they aren’t supposed to be doing. 

Please fix this so that there isn’t mostly tech decks and balance to the game can be restored. Because the way that it is now, there is no incentive to run war factories and air towers to counter infantry when you can just use an OP tech unit that’s doing damage to infantry when it isn’t supposed to. 

13 Replies


  • @incia wrote:

    What are you guys even talking about, my flamethrowers beat Cyborgs all the time, enemy sends 2 cyborgs to two different launch pads and I simply counter with 2 flamethrowers and I always win. You sure he didn't have in a buggy or venom to aid them? Or you were a lot lower level.

    And riflemen suck versus everything, they are scout units hence the 3 vision. Cyborg beat wheels and dogs too.

    BTW lasers/rockets beat talon too, should we nerf laser/rockets too? Cause they beat a 30 cost unit?

    This game involves a little bit of micro and tactics it's not simply spam counters = win 100%.


    Guess you missed this part.

    And talons are anti infantry, but fail to take out a laser that costs less.

    And you are way too hard on paper scissor stone here, and using words like "they never do any damage to", yes they do, a sniper can actually kill a tank if given enough time. Everything does damage to everyone unless they are crossed out AKA tanks versus air, orca versus air, slingshots versus ground, these can't attack or even target set targets. But if you can target something then you do damage to them. Just because a zone trooper aren't dedicated infantry killers they still damage them, they just do 50% less damage. And you said a tank don't do ANY damage to a laser/rocket? Are you blind? One shell takes out 1 squad member most of the time, so 5-6 shots kills a rocket/laser squad from a tank. So yes a zone trooper and tank should kill a riflemen squad in 5 shots, 1 shot killing one squad member. Game works as intended.

    And btw the latest patch actually nerfed zones/cyborgs versus infantry, so they already got their nerf.

  • After the change, both zone trooper and cyborg are officially OP, anti infantry weapon is no use against them at all, from shatterer to frame troopers, it breaks the balance in a deck for having a lower cost unit able to counter a high class unit that is weak at certain aspects. 

    What I see is spamming of both those units in mid to late game. 

    New balance patch must tune their anti infantry capacity down, else the game is no fun and became either a early uni micro management battle or spamming the op units on top of batting lag.

  • I usually send Riflemen to greet Cyborgs and its works fine as far as i can recollect. Maybe i need to check again.

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