05.12.2013 - 11:21 Terrain Juggernaut So i deleted the last post because i'm reshaping the strategy a bit and the comments were based on the other one so people would look with pre determined bias. What i want to accomplish is boost it slightly from each ground strategy and then nerf the other units. Here it is: Since we have strategies that boost only air or only navy i thought we would have a strat to boost only ground and nerf air and navy. I know ground units are the main units so that's why i put heavy nerfs. This is supposed to be a strategy mix between GC,RA,PD, and GW. So basically, all the ground strategies. This actually makes AA a viable unit. Militia: +2 Range - 1 Defense Infantry: +1 Defense -1 attaack Tanks: +1 Range - 10 cost Marines: -20 cost +1 Defense Anti-Aircraft: -40 cost +2 Range Ground Transports (in ancient world or so): -2 Range +20 cost Submarine: -2 Attack -1 Defense -1 Range Destroyer: -2 Attack -1 Defense -1 Range Transport: +100 cost -2 Range Bombers: -2 Attack -2 Defense -1 Range +10 cost Helicopters: - 2 Attack - 2 Defense - 1 Range Stealth: -2 Attack -1 Defense -3 Range Air Transport: +150 cost Land units get -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units) and (excluding Infantry and Militia from helicopters). open to tweaks and critique! Name by Gardevoir
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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05.12.2013 - 11:30
+2 range to militia +1 defense -1 attack to infantry +1 attack -1 defense to tanks +1 range -10 cost to marines +1 range +1 def -30 cost to AA +50 cost -1 range to sea transports +100 cost -1 range to air transports -1 attack -1 def -1 range +10 cost to Bombers, Destroyers, Helicopters, Stealths, Submarines, etc. Land units -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units).
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05.12.2013 - 11:32
Thx soul added the -1 def to air and naval units, ill take of militia crits.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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05.12.2013 - 11:33
Smelling like a combination of GC/GW with a weakness to specific units like DS (Helis weak to other air). Just saying.
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05.12.2013 - 13:03
Looks like GC. maybe if you add def to tanks and take away attack and add attack to infantry and take away def
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05.12.2013 - 13:39
DS, SM and MoS would rape this. How would you counter that? I propose AA available, regardless if the guy is premium or not.
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05.12.2013 - 13:44
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05.12.2013 - 13:48
OK, i will boost AA's more.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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05.12.2013 - 13:50
Actually I propose these changes to AA: -90 cost -4 defense against aircraft. This way they would be like this $100 Attack 1 Defense 3 (7 against aircraft) Basically their role would change to a more active defense position.
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05.12.2013 - 13:51
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05.12.2013 - 13:53
O i seem to have strayed that way, will tweak to be different for HW. EDIT: took away the inf and tank nerf that makes it overly GC, added another -1 to bomber defense to compensate.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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Slayer of Autism Felhasználó törölve |
05.12.2013 - 14:52 Slayer of Autism Felhasználó törölve
Do you have any concept of balace? I want a strategy that gives my infantry 10 attack and 10 defense, at the cost of having a bomber with 1 attack and 1 defense
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05.12.2013 - 16:53
This looks like it would be very powerful for EU+ and other predominantly land maps. Since most battles occur on land anyway, I'm not sure that this isn't just a bit OP in general. Maybe give Inf +1 range instead of +1 def. And remove the extra +1 to city defense. I would also consider giving all land units -2 defense against air/sea. Or at least -2 def against sea. Since AAs can compensate for the lack of air defense, the strat's real vulnerability would be coastal cities.
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Death1812 Felhasználó törölve |
05.12.2013 - 19:57 Death1812 Felhasználó törölve
I like the <3
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05.12.2013 - 22:07
K i will take defense in out city for infantry and change it to range. And Grimm, they already have -1 defense against all air and sea units except AA's for air.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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05.12.2013 - 22:31
This is still too complicated, Infantry: +1 Defense +1 Defense ioc (makes it +2 as +1 is standard except RA) - only difference with PD infanty, +20 cost. no tnk bonus Tanks: +1 Range +1 Attack - only difference with RA tanks. just no -2 crit + 10 cost these two alone are major flaws.Your intention for this was for small maps, Why would I pick PD in the west over this? RA is weak anyway but why would I pick RA when I can pick this and have the same attack with a bonus of buffed infantry that can also attack? As I said before, keep it simple. Land buffs/sea.air nerfs. My suggestions. Inf = +1 def Tanks = +2 range -10 cost Militia = + 2 range Marines = +1 def - 20 cost bombers = -2 attack - 1 def Stealths = -2 attack destroyers = -2 attack - 2 def subs = -2 attack - 2 def helis = -2 attack ATs = +150 cost
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06.12.2013 - 02:36
This
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06.12.2013 - 09:00
Ok i tweaked it a bit based on bonks suggestion.
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06.12.2013 - 10:24
Points. 1. No need to alter the cost of anything else, cost nerfs for things that have already had reduced stats is going overboard. Same to a degree with the range nerfs for other units. 2. No need to alter sentries, they are a support unit, no other 'specialised' strat changes their stats. 3. I wouldn't change both sea AND air trans, one needs to be an option to make it viable for larger maps. 4. Ground Transports (in ancient world or so): -2 Range +20 cost - not sure if these are affected by strats in same way as normal units? 5. Land units get -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units). is uneeded The problem I see is that you want your land units to be strong, this is fine but you can't have them as strong as specialised strats. Because of this the nerfs are too strong in relation to the buffs, narrow it down you will still retain the uniqueness of having all 4 land units buffed and be discouraged to use naval and air forces.
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Slayer of Autism Felhasználó törölve |
06.12.2013 - 10:52 Slayer of Autism Felhasználó törölve
Ground:other are not affected by any strat, therefore ground transports can't get nerfed. This strategy needs a -1 attack to infantry or -2 defense to militia, this strat is overkill in any map without air units.
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06.12.2013 - 10:56
Inf = +1 def Tanks = +2 range -10 cost Militia = + 2 range Marines = +1 range - 20 cost AA = +1 def +1 range -20 cost bombers = -2 attack - 1 def -1 range Stealths = -2 attack -1 def -1 range destroyers = -2 attack - 1 def -1 range subs = -2 attack - 1 def -1 range helis = -2 attack -1 def -1 range Sea trans +50 cost -1 range AT +100 cost -1 range
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06.12.2013 - 10:58
Tweaked some more based on the last two suggestions. Also, just because nobody has thought of nerfing carriages doesn't mean it can't be done admins strong.
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Slayer of Autism Felhasználó törölve |
06.12.2013 - 11:03 Slayer of Autism Felhasználó törölve
Inf = +1 def Tanks = +2 range -10 cost Militia = + 2 range -2 def Marines = +1 range - 20 cost AA = +1 def +1 range -20 cost bombers = -2 attack - 1 def -1 range Stealths = -2 attack -1 def -1 range destroyers = -2 attack - 1 def -1 range subs = -2 attack - 1 def -1 range Sea trans +50 cost -1 range AT +100 cost -1 range (There is no need to nerf helicopters as the unit is expensive and weak without DS.) (Nerfed militia with -2 defense, now when he caps cities he will have to use his high quality infantry to defend it, that -2 is the cost of range, since blitz had the same nerf).
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06.12.2013 - 11:05
K i will nerf militia with th - 1 Defense
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06.12.2013 - 11:49
Inf = +1 def Tanks = +2 range -10 cost Militia = + 2 range -1 def Marines = +1 range - 20 cost AA = +1 def +1 range -20 cost bombers = -2 attack - 1 def -1 range Stealths = -2 attack -1 def -1 range destroyers = -2 attack - 1 def -1 range subs = -2 attack - 1 def -1 range helis = -2 attack -1 def -1 range Sea trans +50 cost -1 range AT +100 cost -1 range If you don't nerf helis it makes helis a usuable unit for this strat which imo isn't the idea, you should make it so other units outside of land units aren't usuable really. btw blitz was nerf was put down to -1 because -2 was too much, so I changed that militia def to -1 only.
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07.12.2013 - 00:16
K will nerf helis. I will add another range to tanks. I will make it - 2 Defense against air and sea to balance it out.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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07.12.2013 - 05:38
Just to mention that the +1 defence and the +1 in a city seems a bit of an excessive boost for infantry. This is giving the strat the defensive power of PD as well as all the other boosts. I would recommend either +1 defence or +1 defence in cities, not both.
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AlexMeza Felhasználó törölve |
07.12.2013 - 09:24 AlexMeza Felhasználó törölve
Ground units are always used more often than others, in overall. I think this is still a bit OP.
Attacking with AAs is really stupid, they're on a defense position already Also, 7 def 100 cost..Meh, infantries are still much better. Cheaper and same defence: 6+1(def boost)+2(city boost) = 9, nerfed by -2 against air units. Also, keep in mind they need a big range improvement.
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