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Troop Command is imbalanced = (
#41
5 troops with 25 sec cooldown does the same as 10 troops with 50 sec cooldown.

Why doesn't the factory produce timed creeps like TC?
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#42
TKF Wrote:5 troops with 25 sec cooldown does the same as 10 troops with 50 sec cooldown.
No, not the same. Momentary firepower/shielding of tc usage will be half lower. So, tc bearer won't have 1-click super-weapon that grants him great advantage in a moment. Now that moment is prolonged dramatically and tc eventually would loose it's superiority. It would be less usable in direct combat. It's only purpose will be constant "meat support".

TKF Wrote:Why doesn't the factory produce timed creeps like TC?
Because it would be absolutely useless.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#43
Exodus Wrote:What do you think about decreasing the cooldown and summoned units by half?

Still a noticeable effect. How about adding a three second delay on deployment with a noticeable signal? (Like Divine/Spell Shield animations) You can still move once activated and it'll pop right next to you when the three seconds are up.

That, and as I suggested in the other thread...

Grant a single unit with HP and attack power like 200%-300% greater than your typical footsoldier. Make it about the size of a Light Tank. It is still a great edge offensively and defensively, just that evasion versus tank weaponry is 50% instead of 91%+ alone, basically meaning no more invincibility until AoE is a factor. At the same time it also becomes a bit more viable versus AoE which could be Troop Command's weakness.

And lastly, since it's much easier to keep alive due to all the stacked HP on one unit, make it last longer. In exchange, if you lose the summoned unit you are penalized 200 gold. (Factories and control points do not heal it.) Since the huge evasion versus tank weapons is gone, most of the problem is gone in my opinion. With "Golem Command" instead of "Troop Command" a more advanced tank isn't affected as drastically, which I believe will make the item balanced.
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#44
I think the penalty is too big, considering that if you kill an enemy tank at the start of a game you sometimes get less then 200 gold...
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#45
Batto Wrote:I think the penalty is too big, considering that if you kill an enemy tank at the start of a game you sometimes get less then 200 gold...

Yeah? Then don't use it. It just means you have to think in advance whether or not you'll be losing 200 gold when you use it, and you'll have to retreat it back when it gets low on HP so you don't get penalized. Thinking about it, I just might find more use out of this version compared to Troop Command. I mean if it lasts 60 seconds instead of 20, you'll actually have to invest some /gasp EFFORT to get the most out of your purchase!
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#46
Making so much changes and suggestion would confuse people.

Current State

The troop command before 8.27:

It cost 2500. It summons all units at once, they last until they die.

The troop command after 8.27:

It still costs 2500. Nerf: Summons appear gradually over 2.5 seconds, stops immediate if the caster dies before all units are summoned. They only last 20 seconds. Even with this, it barely stops the immediate effect of the troops as shielding and controllable firepower.


Current LOL

You can buy troop command at start, you cannot buy reinforcements, until 1 attack upgrade is researched. Factory produce permanent troops, troop command not.


Current Suggestions

Exodus suggested: Half the troops spawned and cooldown

Kenny suggested: 1 strong unit being summoned instead of 10. 60 second duration. Also a 200 gold penalty when the unit dies.

psycho_dmr suggested: Limit troop command to 1 for each player, share food limit of 80, 2 attack level required. (This was suggested before the 8.27 changes)

TKF suggests: More nerfing. Make the troop command cost at least 3500. 1 attack and defence upgrade required to buy this item.
OR
Keep the price of 2500 and no tech restriction, make the units spawned by troop command, drain gold, each unit costs 24 gold, if player don't have it, spawned units are skipped. If you don't have gold, to bad for you. (or 15 gold for each marine, 30 gold for the others). 30 seconds duration. This doesn't apply to consumable reinforcements.


I don't know if anyone else has come with different suggestions.
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