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People still whine about Disruptors? My God. They already got 3 nerfs. I guess you want to make them useless like the Flame Tank? It has no uses after the 3-4 nerfs it got.
RIP Flame Tank and Disruptor.
Anyways:
I kind of agree on the Artillery, because they have such a long range and they one-hit most ground units. Maybe accuracy nerf, and unable to shoot close (Juggernaut already has this).
I don't think changing the price on OP units work, because when you do finally get them out they will be just as OP anyways. So increasing the price on specific units won't balance them I think. Like say if Artillery would cost 100, it's just 10 tib more which you will harvest easily, then it's just as broken as before when it comes out.
Something needs to be done to Tick-tank, not sure what, but it's never used. Costs more then MBT, is slower and vulnerable when moving. Mobility on a tank is usually what makes it good.
Some suggestions:
Tick tank costing 70 like the other MBT. Yes it's better when still, but it's UP while moving, think it balances out pretty well. If a MBT is guarding the Tick-tank will always lose. And Nod has no healing drones to keep them alive like GDI has for their defense units like MG Squad.
Or make Tick tank faster movement speed, so they can actually get to the pads faster and dig in. Then the price of 80 is okay.
Or nerf the defense buff from 75% armor to 50 % armor, but increase the HP while moving. So it doesn't die too fast while moving and is not OP while dug in.
Hammerhead is like a flying fortress, a fat fortress, has quite a lot of HP, but too slow. Once again why Phantom kick * is that they are super fast and mostly one-hit kill all air units, good for hit and run tactics. Hammerhead? It can't chase anything and doesn't even have a good DPS. It only wins if it's defending and enemy aircraft ATTACK it. Which is very weird, who builds a Hammerhead to guard an area? You usually build it to chase down the enemy aircraft and it fails at it's job. I think speed is the key word here, increase it's speed and DPS, and maybe even lower the HP, make it able to actually chase enemy aircraft.
Oh, and Flame Tank needs some love.
Liang drone, cost 10 more, or cooldown longer. It's easily spammable and the point it's flying and can contest rocket pads makes it too mobile and cheap. I've seen countless of games won by a cheap Liang drone to contest a third pad for a steal. No other Hero powers can do this. Or make it spawn in, or come from the base, it just materializes from thin air and wins the game.
@incia wrote:Something needs to be done to Tick-tank, not sure what, but it's never used. Costs more then MBT, is slower and vulnerable when moving. Mobility on a tank is usually what makes it good.
Some suggestions:
Tick tank costing 70 like the other MBT. Yes it's better when still, but it's UP while moving, think it balances out pretty well. If a MBT is guarding the Tick-tank will always lose. And Nod has no healing drones to keep them alive like GDI has for their defense units like MG Squad.
Or make Tick tank faster movement speed, so they can actually get to the pads faster and dig in. Then the price of 80 is okay.
I'm in agreement with the tick tank except the last one. I was hoping that the tank would be given a speed and/or HP bonus so it can reach the pads and guard it from falling into the hands of the enemy. The tick tank is designed to be damage resistant. Giving it an HP boost might not be worth it compared to giving it a speed boost. Once a tick tank has burrowed, nothing short of attacking the tank from a distance counts. MRLS and Giga cannons work if the enemy can't see it; but if they do, they can reach up to it and destroy the ranged unit quickly.
GDI needs a defensive MBT that can survive an attack the same way the tick tank can. I would suggest a predator like tank that has 15 to 20% less HP but when it is idle, it deploys a shield. The shield has an infinite durability compared to the centurion. This shield has a 50% chance of deflecting projectiles, even from artillery and juggernauts. Once a projectile has been deflected, it will fly of to side on where it came from and damage anything there. Lets say this new unit is in a 3 tile pad with an attack bike and a scorpion. Each time one of the 2 nod units attack, they have a 25% chance of damaging their ally. The other 25% gets wasted as if a tank that fired against a rock and the 50% gets through and damages the GDI tank.
- 7 years ago
artillery firing should be like juggernaut, can only fire long range, but not close range.
- 7 years ago
Honestly, the only thing in the game lately that I think needs a change is the fact that Chem Buggy can fire on the move. Change that, and the game becomes dramatically more balanced.
Especially with the overwhelming amount of people that run the War Factory NOD deck.
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