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Troop Command is imbalanced = (
#21
This just in: Stick Troop Command on as many barricades with as many people as you can, and suddenly the side that doesn't do so (especially early) gets squashed. /skillinbattletanks

In a somewhat related matter, Tinkers can stick their weapons on towers and the like without increasing their bounty. So for all the trouble squashing them, you get... +30g, +15g, +116g.
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#22
Kenny Wrote:In a somewhat related matter, Tinkers can stick their weapons on towers and the like without increasing their bounty. So for all the trouble squashing them, you get... +30g, +15g, +116g.

Did you test in a newer version? This shouldn't be the case anymore, if its still the way you describe it, its a bug.
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#23
Kenny Wrote:This just in: Stick Troop Command on as many barricades with as many people as you can, and suddenly the side that doesn't do so (especially early) gets squashed. /skillinbattletanks

Well, i still think those things are what the game makes what it is, a more tactical game then most people think! Offcourse, if there is really no way that you can win if that is the case, then it is imbalanced, but this strategy doesnt seem imbalanced to me. (but it seems like a nice oneSmile )
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#24
if one team buys 5 troop commands, the other team just have to get a creeps only weapon or a tank with an AoE skill... then the troop commands are useless...
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#25
But the AoE skills at start is to weak vs troops to be effective enough, however the catapult shot is effective vs the tinkers, but not when they change into a tank/heli.
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#26
I don't think you understand. You can buy additional Troop Commands and stick them on buildings that also have slots for their own INDIVIDUAL COOLDOWNS. From what I understand, there was a three factory limit per team for a reason, and assuming you send out a Troop Command whenever it's available you pretty much match the factory. Sniping Tinkers? You don't even need a Tinker to play "Battle Armies", but even if you could somehow catch a Tinker with every cooldown the gold would be insignificant to the unstoppable force they have.

Get a few barricades with their own individual cooldowns (Which also grant movement speed) and suddenly using AoE abilities is out of the question, since just about everything requires you to get close enough where you're dead if you get focus-fired. Even if your AoE had the range, you simply will not be pushing the troops back, especially not 13+ Troop Commands worth with their own +damage and +speed auras.

As for creep weapons... No, just no. Even if they had the range to deal with so many Troop Commands, it wouldn't be nearly enough damage or enough gold for that matter. I should probably mention I already thought there was something wrong that a 2,500 gold item in Troop Command had more influence than a 12,499 gold item in Psycho Magic.

There's so much imbalance involved with Troop Command I think it should be removed altogether. 12.5% bounty or not, it's OP. If anything the creeps should be giving 300% bounty for all the power the "tactical" (If by "tactical" you mean insanely overpowered cooldown) item gives you over the game.
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#27
i dont rly know what you're talking about, but it sounds like a bug... if you have 3 troop commands, all 3 have the same cooldown, so it is useless to have more then one
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#28
psycho_dmr Wrote:i dont rly know what you're talking about, but it sounds like a bug... if you have 3 troop commands, all 3 have the same cooldown, so it is useless to have more then one

Bug? At this point I would guess it falls into typical game functionality, though aspects may have been overlooked. By allowing items to be active on towers/barricades, whether Tinker-made or otherwise, you also allowed items such as Troop Command and Siege Pack to have individual cooldowns when placed on said towers/barricades.

Scenario:
I buy Troop Command.
I use Troop Command until I have like 3,300 gold.
I buy another Troop Command.
I buy a Barricade in one of the many purchasable areas available. (Which don't use up food by the way)
I put my second Troop Command in the Barricade.
I use both Troop Commands until I have like 3,300 gold, easily dispatching opposition in my lane thanks in huge part to the Endurance Aura from my Barricade and of course the Command Aura built into the package.
I buy another Troop Command.
I buy a Barricade in one of the many purchasable areas available.
I put my third Troop Command in the Barricade.
I use all three Troop Commands until I have like 3,300 gold.
I buy another Troop Command.
I buy a Barricade in one of the many purchasable areas available.
I put my fourth Troop Command in the Barricade.
I use all four Troop Commands until I have like 3,300 gold. (At this point I'd like to point out this is where AoE can potentially have limited use, at least with one player. Yes, each Troop Command will eat up about 10 food when deployed. When deployed is the key here.)
I buy another Troop Command.
I buy a Barricade in one of the many purchasable areas available.
I put my fifth Troop Command in the Barricade.
Oh snap, the enemy managed to nail two of my Troop Commands with an AoE. I'll just deploy my fifth Troop Command and well, my other Troop Commands should be nearing their cooldowns soon.
I use all five Troop Commands until I have like 3,300 gold.
I buy a sixth Troop Command.
I buy a Barricade in one of the many purchasable areas available.
I put my sixth Troop Command in the Barricade.
Keeps on going, keeps on going...

With one player this would be trouble enough, but get two or three players doing this early and you might as well spam -giveup.

Even use of just one Troop Command (I say this as if even having Troop Command in your inventory) is overpowered, as you dictate the pace of your enemy with this meager 2,500 gold item. They MUST preserve their AoE ability/mana until you use Troop Command or until said AoE ability can finish you off. Otherwise you're fleeing with very little health, if any. Even if you preserve your AoE ability, you'll be taking 1-2 seconds of enemy fire while doing relatively little damage to the target that matters, the enemy tank who is using Troop Command. In those 1-2 seconds, you also happened to take an extra 800-2,400 damage courtesy of the creeps spawned. Yep, totally not OP, nothing to see here.
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#29
hm, you can only use 4 troop commands at one time, because of 40 food limit...

but you're right, if more then 2 player use this tactic it is rly hard to beat em down.
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#30
psycho_dmr Wrote:hm, you can only use 4 troop commands at one time, because of 40 food limit...

but you're right, if more then 2 player use this tactic it is rly hard to beat em down.

Ah yes, I covered the food limit part in an edit of my post. Troop Command itself does not use food, the troops that pop out of it does. So you can use AoE all they want, they'll have extra Troop Commands to keep them coming, particularly when their AoE is on cooldown. One player doing it simply means only 40 can be out at a time. Two players means 80, and so on. With the reserves even the "might" of AoE is put to shame.
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#31
A double-post, because apparently there hasn't been enough reason given to have this absolutely OVERPOWERED item removed from the game.

Your pricing of weapons relies on three things: Damage, range, and mode.

Okay so Troop Command costs 2,500.

Rock Catapult costs 3,000.
Artillery costs 5,000.
Laser costs 7,000.

Guess what magical IWINBUTTON item beats them in terms of power and in terms of how the game is played? Yep that's right, the item that costs 2,500. The item that potentially deploys 10,000+ HP in damage absorption in addition to potentially 800+ damage per second output.Where is the Basic Magic that instantly kills absolutely everything in one hit? Yep I know that wouldn't make sense, but neither does Troop Command.

Guess what happened when the Helicopter with 5X Rock Catapult and an upgraded Iron Hull engaged a Light Tank with a Troop Command, a Fireball Cannon and a Basic Magic? The Helicopter, worth about THRICE that of the Light Tank, was defeated. But look at that, the Helicopter player FINALLY decided to give in, and purchase this absurdly overpowered item.

The results with a Troop Command in place of one of the Rock Catapults? Light Tank dead. Light Tank dead. LIGHT TANK DEAD. This isn't BATTLE ARMIES, this is BATTLE TANKS. I feel you should name the map appropriately or at the very least, include a No Troop Command option in Custom Mode. I mean I like your map and all, but this is effing ridiculous. :roll:
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#32
Troop Command should be nerfed
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#33
i dont think that you light tank can win against that heli if the heli has not a building-only weapon xD

but you forget, that the heli can kill everytime a tank, if the light tank dont kill the heli with his tc, the heli will kill him, and the heli can fly away if there are too man creeps and kill them from more distance.

so i think it would be enough if there will be 2 restrictions
- only 80 usercreeps for every team a time
- only 1 troop command for every player a time (tcs in towers or barricades count too)



and for the heli player, dont buy so much weapons if you have so less hpWink weapon costs and hull + tank costs should be the same ^^
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#34
I have never encountered a single player or a team using the strategy pointed out by Kenny, but it does sound like a scenario you would not want to see in a game, and the explanations given are solid. You do not even have to employ the barricades-tactic to make use of the imba tc, it's enough to buy one right at the start, tp to a side lane asap, deploy the troops which will take out the enemy's entire first creep wave and substantially damage the tower, by that time the cd is almost reset and you can conquer the cp if the enemy isn't fast enough, and even if he is: you have a really good chance to take out the enemy, especially if he is not very experienced and feels safe at the cp (which he would be against pretty much any other weapon available at the start, keeping in mind that the weapon with the highest single-point damage, the e-torp, would require you to have a tinker at the beginning which ofc is not suited for combat) and conquer the cp afterwards, still being surrounded by quite a lot troops.
Still, this stratetegy can be countered and is certainly not as imba as the one described by Kenny, but you will have a decisive advantage in money if you stay back, build towers and use them and the tc to make money, so I agree, the tc needs to be nerfed. I wouldn't remove it altogether right away, but that option needs to be considered if there is no other way.
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#35
psycho_dmr Wrote:so i think it would be enough if there will be 2 restrictions
- only 80 usercreeps for every team a time
- only 1 troop command for every player a time (tcs in towers or barricades count too)
add:
- troop command needs tech level attack 2

?Smile
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#36
I still think that troop command is still too cheap. It should cost 2700-3000 at least, or perhaps more. Adding tech restriction will prohibit the means of going troop spammer at start. Well I don't mind.

Tribulation Wrote:I have never encountered a single player or a team using the strategy pointed out by Kenny,

But I use sometimes this strategy as a trader. I eventually put 1 troop command on each lane on barricades + 1 troop on myself = 4 troop command spawners. This will happen if the game lasts 30-45 min. There's little the enemy can do if the game goes so far.

I've seen troop spammers at start, shortly after they buy a heli, and they can fly above cliffs and drop troops on/behind an enemy tank, he will have little chance of getting away, and additional, the heli fire rocket, tank get stunned and plenty of troops is slaughtering you... You might have twice as much tank value, but will lose at the situation. I tried skilling rockets swarm and ulti (light tank), but that didn't save me in time.

____

Edit_

Entire dark force team buy a troop command (5 players). Light force lose all cp's under 7 min. No chance to take them back!! Loss at below 20 min. Troop command totally imba.
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#37
True, if that were to happen, the game would be lost no matter what, there wouldn't be much you could do against 5 tinkers spawning troops and building towers to keep you from approaching them (plus the money made from a kill would be ridiculously low), you'd go down without having done anything wrong.

I also use the heli-strategy sometimes, there's not much an enemy can do, usually u are able to capture a side-lane right away, and then the enemy cannot approach the cp anymore since you will be able to ambush him from the behind the nearer he comes to your cp, so he either dies in your creeps or in the force's creeps.

It's also nearly impossible to kill a trader with tc once he is a certain level and thus has enough evading skills plus the tc, there's almost no way to get near him, he can even kill you on your on cp if you're low on hp or have a Light Tank.
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#38
Troop Command is still very imba. Even though the troops have timer and the troop command spawn 10 units in 2.5 seconds, it doesn't stop the deadly corner effect when you ambush the enemy and there is no escape for him. The troops provide major damage distribution and gives high amount of firepower while they live and attacks, only for 2500 gold!!! A light tank with much more expensive weapon(s) which arrives at a CP loses against a light tank with a troop command when he released the troops. You must buy a reinforce for 500 to fight it back, while the troop command can be used unlimited times with 50 sec cooldown. Or make it unavailable at start. Add 1 attack and defence level required to buy this.
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#39
Nah guys, clearly Troop Command is balanced. That's why everyone and their mother buys it in-game. I really don't know why I would try to make arguments as to why it's the most imbalanced piece of trash I've ever seen that makes a map very one-dimensional. :roll:
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#40
What do you think about decreasing the cooldown and summoned units by half?
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