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  1. all i know is increase wolverine speed
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  2. Here it is. The one to end them all. After playing IA for 3 years nearly daily it's obviously became my favorite game and a lot of others. There are a lot of balance concerns though that I think should be adressed. The balance topics i'm adressing here however are mostly buffs because IA at it's heart when it's fun is very buffed units vs each other and how to balance them by using their strategies. I write this speaking on the feedback and on behalf of what I believe everyone else thinks. That's why i've included a poll at the top and encourage people to give feedback so we can know what players believe what and give feedback as such. If there's a concern about a unit you have and I haven't adressed it it's because there exists a counter or strategy to counter it I believe is sufficent enough to not warrent a Nerf. Enjoy. The balance (IA) General Balance unrelated to units: An important concept that a lot of people are not taking into consideration is the balance not by units but the game itself. During games of all the way up to 12 v 12 Nod finds itself going on the defensive a lot of times to win as the only way to win. This is because of a couple reasons all of which make it that people do not want to play Nod. After 22-24 players, there are so many units that the game balances itself out. But most games on IA are below 20 players which is why a problem is being found. Nod defenses are useless. + This leads me into my next important point. Nod has to constantly only play defence to win. +Nod has little to fight back GDI at the start of the game. + Due to unit nerfs, the only realiable vehicle Nod can use (That's not a Flame Tank, Gap Gen or specialty vehicle like so) and will every game is the Ezikel Stealth Wheel. Everything else is irrelevant. So now that we have a general outline of what’s going on nearly every game with Nod. Let's talk about the maps that drive players out the game and are !vote cyclemap’d constantly and why. Orca_Heights. This map was talked about briefly above, but nearly every time I’ve played it people want to skip it. Why? Great_Under. Cold Wall. Just remove. Vile_Facility (Old): Ulake: Great_Wall. Blazing_Sands: I believe that this map is fairly balanced and is a fun time for either team. If people would like to comment on what they think of the map and also provide a solution then please do. Cold_Valley (Fjord_Classic.mix): Winter_Assault: Mt.Pass: Map Conclusion: I may add a map or two. But after playing these are the maps I see a problem with primarily. I understand a lot of other maps do have their fair share of issues but they are fun to play which is what matters. Please comment on any maps you disagree with in my reasoning if you find any issues. Unit Issues: This is it. This is going to address every single unit that GDI and Nod has along with what to do with them. If they’re ok then i’ll leave it at that. If there is a problem I will say the problem and the solution. Nod Infantry: BH Melta ($500) The unit is actually pretty good. I like that the ammo and range is low because you really have to use this unit tactically. However, a lot of people would like more ammo. Comment below if you agree. Nod Blackhand Machine Gunner ($650). This unit fights great as well. But I believe the damage should be increased very slightly to match it’s price tag. Up for debate. Chemical Warrior ($650). This unit costs way too much for what it’s worth and doesn’t make sense. For $650 the unit moves slower and still gets killed just as easily as the $200 unit. Sure a baby visceroid spawns but it’s not worth $650. Solution: Lower the price or give the unit 40 Chemical Grenades instead of just two. Nod Ballistic Sniper ($650) I don’t understand this unit because the bullet will randomly go where it wants to. Sure, you can damage aircraft and deal a lot of damage to infantry but if you’re using it for short range attacks like that then you’d just buy something else. Like a BH LCG. If you actually want to snipe then you’d use a $500 Sniper Rifle. Solution: Lower price or make the bullet accurate instead of random. It travels slow anyways. Anti Air Specialist ($700) I believe the AA missile is fine. Up for debate as i’ve heard a lot of players talk about buffing the AA missile. Comment below. Black Hand ($700) (AK-107) This unit fights like a $500 unit but costs $700. I would buff the BH LCG like above and swap places with the $650 so the Black Hand costs $650 and the BH LCG costs $700. I would make the Black hand run 8.0 m/s. (As a comparison the Military police runs 7.7 m/s) and give 30 more armor. Nod Designated Marksman ($700) (SVD Dragunov) This unit is never purchased because the weapon and the unit don’t make sense. The damage is low and the unit is unremarkable. I would decrease the price to $400. Raveshaw ($1,000) This unit is pretty good. But I believe the Railgun could use a very slight buff. Mendoza (Normal) The normal version of Mendoza is never bought. Ever. There’s just no reason to. The unit speed is 6.8 m/s which is the same as the mendoza firesuit. I would make Normal mendoza 7.9 m/s and give him 2 timed C4’s to give people a reason to buy him. He will still die by mines but now is powerful, faster and worth buying. He can’t 1 hit K/O a building because that requires 3 Timed C4’s. Mendoza (Firesuit) Perfect. Mendoza (Backpack) No one buys this unit. It’s typically skipped over for the firesuit. Why? Because !ammo exists. So to solve this I would make the unit speed the same as the firesuit. 6.8 m/s (The Backpack mendoza goes 5.9 m/s). Making the unit go faster means it’s harder to hit. Being harder to hit and not having to wait for !am means it’s better in combat. Better in combat means people will use this more for 1 v 1. Mutant Petrova I love this unit. But it needs +50 Armor because of the price. Currently has just 100 Armor. Mutant Raveshaw This unit needs to be addressed. It costs $1,750 and does not fight like so simply because it really lacks anti infantry capabilities. All it needs is a Calico Pistol with 50 rounds instead of the Beretta 93R. (Yap said in Discord the armor will be fixed) GDI Infantry: Designated Grenadie ($300): This unit has a terrible weapon that doesn’t even really do any damage to anything. I would recommend removing this unit or reworking the grenade launcher so that if the grenade hits a unit it does higher damage with burn. Maybe it fires an incendiary grenade? Just absolutely bad and it’s not even your fault @ yap. The unit has always been terrible in Renegade. GDI Designated marksman ($500): Same as above for Nod. GDI Ballistic Sniper ($650): I don’t understand this unit because it fires like the $500 Normal Renegade Sniper rifle but has this weird spread when aiming so you never know if your bullet is going where it should. Solution: Make the rounds not have spread. It’s uniqueness comes from having 10 rounds instead of 5. Logan ($650): A great balanced unit that I love. There’s just one issue which is the AA-12 HE. It doesn’t do any damage to anything and i’m very confused what to use it for. Solution: Make the AA-12 HE do a big amount of damage but only have 1 extra magazine so you have to call in !am or refill. Gunner ($650): I’ve been waiting for this one. I’m going to really try to be unbiased here, but Gunner simply needs to be able to be crushed (Again). If i’m not mistaken, crush was removed from Gunner because of the Unit Icon? If this is going to be fixed next patch then ignore. Gunner is an Anti Vehicle, Anti infantry, Anti Aircraft unit that can drive and hug anything. 1 Tow Humvee and 1 Gunner Salvo can kill an Ezikel. Solution: Make gunner able to be crushed so he can’t just kill everything by running next to it. The A.I. Support is also vastly affected by gunner being nigh unstoppable. The A.I. Gunner will 1 Hit K/O anyone and runs next to your vehicle become unstoppable. You could replace !sup with just this unit and it would still be as powerful as any other. Again, Gunner should be crushed. Patch ($700): Make Radar invisible. FLASH M202 ($700): Love this unit. Absolutely love it and don’t believe it should be changed. Only putting it here because I know people will have an opinion. This unit is used to clear out people camping with a SBH in the field or make someone unstoppable actually be able to be killed. I only wish Nod was able to get the M202 as well. Marksman (DMR Sniper Rifle) ($700): This unit has bullet drop which makes the rifle only useful at close to medium range. If this is what the unit is intended for then ok. But for long range combat, it’s just not useful. Solution: Remove bullet drop. People just buy a Ramjet or Renegade Sniper Rifle instead (The one Deadeye uses). Sydney ($1000/PIC): This needs to be changed definitely. The PIC is useless at the moment. It needs to be buffed. I don’t know the values otherwise I would give an accurate opinion of how much it should be buffed but if it deals say 100 Damage right now, it should deal 122 Damage instead. Havoc Power Suit ($1,750): This unit shouldn’t exist. Why? Because the only usage of this unit is to stay at your base and constantly refill during a sniper battle OR sit outside of Nod base and killwhore. It takes two headshots to kill this unit and it doesn’t matter because again, people will just refill. SBH’s can not 1 hit K/O this unit with throwing knives and anyone using this will just do what I said above. So you can’t use a suicide bomber to kill this unit because it’s in GDI base or in field and you’re being killed by GDI. Nod also doesn’t get an M202 so you’re SOL. Comment if you agree or not. Mobius Power armor: Great unit again. Just unsure why he’s not in the !support. I’ve tested it out and the first level of nod !Support kills GDI’s final tier of support (Havoc and Sydney). Solution: add back mobius to !sup GDI Vehicles: M113 ($500): This unit is too slow to actually be used as an APC. Other faster units are better off being used. Debatable if worth changing but worth bringing up. M132 Zippo ($800): This unit used to be good because it actually killed infantry by lighting them on fire. It’s been nerf’d in damage however and is just never used. The unit has to be close range to even realistically hit something and is killed by nearly any Anti Tank vehicle. Solution: buff the damage back so the unit has a purpose. This is supposed to be a fun unit but people just use Mammoth Tank Rockets instead. PT-91M Pendkar ($1800): I have never seen this unit used or bought by anyone. Why? Because this unit doesn’t perform as well as an M1 Abrams or Mammoth Tank 120mm. It needs a reason to use. Solution: The tank already moves faster than both. However the Pendekar has 715 Armor while the M1Abrams has 815. I would give the Pendkar a faster turning turret and more armor to match the M1Abrams. That way this unit is faster, has a faster turning turret, smaller profile than the M1 Abrams with almost as much armor. That way people will buy this tank if they want a pure Tank vs Tank and prefer more mobility rather than armor. Stage II FV005 ($1,800) This unit takes 11.5 seconds to reload. The trade off is that the range is incredible and damage is good. But there is a spread. The unit however isn’t used all that often anymore. Solution: make the reload 9-8 seconds undeployed. This will tilt the unit enough to where it will start to be used again for long range tank sniping. Churchill ($400) This unit is actually one of the few i’m going to recommend be nerf’d slightly. Why? This unit will out health anything early game that Nod has and is a reason Nod will never capture the field early game on a balanced team wise game.The cannon does enough damage that it will destroy anything early on. The tank moves at 8.9 m/s which is fast for what it is. Has 960 Armor and 960 HP with Heavy armor that’s impossible to crack without heavy firepower. The front machine guns decimate infantry. Solution: Make the tank 4.0 m/s in speed. It’s ok to have heavy firepower, but it’s literally the first tank ever made yet goes faster than most tanks and kills anything Nod has early game. TOW Humvee ($400) This unit is a major reason that Nod can not do anything early game. The TOW Humvee will track any unit and kill it no matter what for $400. The TOW Humvee can 3 hit K/O a Stingray 105mm, 1 Hit K/O a Banshee, Buggy’s, M109 Arty’s, A/T Stealth Comanches, etc.. I know everyone here has experienced it. It’s incredible against absolutely anything and everything. If you die then it just costs $400 so who cares. Solution: It’s easy to nerf this unit HARD. Instead what I suggest is a 25% longer reload, reduction of speed from 20 m/s to 17 m/s, -5% damage and $700. That way, yes this unit still hits hard but you had better be good and avoid fire or you’re dead. Mammoth Tank 120mm ($1,800): Perfect where it is. Only issue is the Tusk Missiles. They just melt any infantry that Nod has. I don’t know what to write because I’ve heard that Yap is fixing and editing them. If I had some damage values I could comment better on what to do. But at the moment the Tusk missles just track infantry, have a insane high range, chuck aircraft, do burn damage to infantry and have a massive splash damage. Mammoth Tank Railgun ($2,800): Love the unit. Again the tusk missiles. But a primary thing about this unit is that it can go toe to toe with the Ezekiel tank. It will defeat it in a 1 v 1 assuming both players are competent. But I’ve found that using a right click from your ezekiel will actually hit the Mammoth Tank really hard. Why am I saying this? Solution: Make it so the Mammoth Railgun can’t depress the guns by like 2 or 3 degrees. A slight nerf. This will make it so Mammoth Tank railguns can kill ezikels from long range to mid range, but if an Ezikel rams a Mammoth Tank railgun then the Ezikel can win a 1 v 1. This makes it a fair fight for both units. Why does it need to be a 1 v 1 counter? Because if a Mammoth Tank railgun = 1.5 Ezikels needed to kill it then here's what happens. 6 Mammoth Tanks rushing means Nod needs 9 Ezikels to defeat them in theory. The unit is so easy to use as well it's not even an argument. This levels the playing field without over nerfing and messing with the Mammoth Tank Railgun. Crusader MK.3 AA ($400): This unit is arguably the worst in-game. The damage just doesn’t do anything. The unit is weak. The bullets can’t hit aircraft. Solution: Make it so it can continuously fire or give it like 50 rounds or remove. Honestly, I don't know. Someone please help me here. Stryker 105mm Cannon ($1500): No one uses this vehicle that much because it can be 1 hit K/O’d by an ezekiel. Although the machine gun turret is nice, and the instant firing gun is potent.. The vehicle just can’t avoid being fired upon. This vehicle should be a hit and run vehicle but the Ezikel missile tracking means it can’t avoid or run from fire. Solution: Increase the reverse speed slightly. It’s a little underpowered compared with an Ezekiel. But it’s not at the same price range so it’s ok. (NOTE: Yap has said in Discord this tank will be changed in the future with a triple firing cannon mechanisim and steering/driving fixtures.) Merkava ($1500): People have complained about this tank, but for $1,500 I think it’s fine. Comment below if you disagree. It’s $1,500 after all. Mammoth Recovery Tank ($1,500): This tank is controversial. If GDI is able to get two of these at once then it’s game over. Simply put it can’t be killed when both are healing not only each other but also the Mammoth Railgun tanks in front of it. Golaiths can’t kill these because the Mammoth Tanks will just kill the goliaths most of the time. Solution: This unit moves at 8.2 m/s while a normal mammoth tank 120mm moves 7.9 m/s. They also have the same armor. So, I would make the Speed the same (possibly lower) and decrease the armor of the Mammoth Recovery by 50 Armor and 50 HP. (Edited March 16th) This tank after review is a huge issue in IA on large scale games. The tanks it’s repairing hit hard and are nearly impossible to crack open. A full salvo from an Ezikel against a Mammoth tank being repaired does nothing. Hitting the Mammoth recovery does nothing as well. This is a problem on maps like Suspense where GDI can literally just deathball the field with mammoth tanks and Nod is trapped. Only gets worse with upgrades. I’ve also found out that Yap intended for this vehicle to be able to repair ONLY Husks and Shells but, that’s not what’s going on as seen. Solution: Decrease the repair speed (Fire) by 10%, decrease armor by 100 hp/armor, make speed the same as the 120mm at 7.9 m/s. GCT 155mm ($2,400) (GDI’s only arty): It’s plain and simple. Solution: Make it so there is no spread to the arty shell and it’s accurate. Currently the unit just misses nearly every shot making people not bother using it. Mirage Tank ($2,800): Great tank. Really incredible. But just gets killed by an Ezikel in two salvos. Camera is also super annoying. Solution: Make it so that the mirage tank has to deploy to turn into a tree. Make deployment take like 1 second. This will make it so that people can choose when to be a tree and when not to. Wolverine: Increase speed please. Like by 3 times as much at least. M1134 Stryker ATGM ($1,600): Great hit and run vehicle. Not so good at the running part. Solution: Increase forward speed by 1 m/s. If reverse is buffed then this would just become a TOW Humvee V2. Unit also has an A.I. 50 Cal. As a result a very slight buff works for me. Welcome to comments on what to do. Unit is typically used as support. (NOTE: Yap has said in Discord this tank will be changed in the future in regards to steering/driving fixtures.) Mitsubishi SPAGG 57: Wow, this thing needs to be fixed. Solution: Increase firing speed by 2.2. This will use more ammo but will also increase the damage properly. Don’t increase damage. Don’t increase range. This method of large ammo count and fast firing has found succues in the Nod Zsu-57 Quad Anti Aircraft Tank. It fires incredibly fast like a true AA should. Not modifying the damage means it doesn't destroy tanks unfairly fast. The same ammo means that it still has to eventually reload. It might require some tuning but I believe it's a start. Titan (Both): Great units. Love them how they are. Just wish the speed was increase by 1 m/s. Currently slower than a Mammoth 36 inch Tank. (Edit March 16th: Hover MLRS ($1,800) Love this unit. Believe it’s balanced actually. It’s just the smoke that appears after firing your missiles is unbearable. You can’t return fire at this unit for 10 seconds because it’s literally just a white cloud in front of your screen. It’s so bad it honestly could be listed as a weapon for this unit. Solution: Please remove the smoke from being hit by the missles. It lags the game and is just unnecessary. NOD Vehicles: M1083 Supply Vehicle ($300): Primarily to resupply as indicated by its name. Instead of just removing it, I would reccomend increasing the speed to 18 m/s. Currently the speed is at 13 m/s and it has slow acceleration. If you don't want to change it then just remove. The wiesel does a better job at resupplying. An alternate buff would be to make it deployable but have 100 armor. AMX-10RC ($950): I actually like this unit where it's at. It's unfortantely overshadowed by other GDI amphibious units. I don't beleive this needs a buff or a Nerf. It should be noted that this unit is VERY potent with upgraded armor. T55 ($1,250): This unit is a single barrel T-62. While it costs 550 less than a T-62 and is slightly faster. I believe it should have the same armor as the T-62. T55 currently has 675 while the T-62 has 715. This will further it's role as a cheaper, more nimble tank and possibly make someone buy it instead of the T-62 which is typically preffered. (NOTE: Yap has said in Discord this tank will be decreased in price) MGT-A1 Microwave Tank ($1,250): Quite possibly one of the worst preforming units in-game. This unit NEEDS to be changed. The concept is cool. A tank that paralyzes other tanks and is extremely unique/cool. However the mechanics behind it are not widely known to most. Basically, to "Stun" a tank, the tank you're firing at has to be at 25-20% health. The problem however is the Microwave tank has very short range, low Armor/HP, can't do anything else and costs a good amount. In addition, it doesn't say anywhere that someone has to get the health down at 25% before the tank actually is able to do its job. So you have new people using this tank wondering why it's not working and IA regulars not even bothering to use the tank because why would you. Solution: Make it so it *stuns* tanks at 50% health. Why? Because that's when the armor is gone on every single tank and it makes sence. You're risking missing out an extra T-62 for your rush by using a Microwave tank instead. This risk should be rewarded. It also forces you to use the unit in a rush and not by itself becuase you can't damage vehicles with this unit. Only stun them. Six Wheeled BDRM Spitfire ($1,250): When making this list I try to avoid saying just to remove units. This unit is very useless because it's as week as an APC (which already is a specfic use unit) and the Spitfire weapon above isn't worth $1,250. I understand changing the prices is difficult (Because only 4 units can fit into each price at a time) so I would reccomened doing something cool with this unit. I would make the firing rate 4 times as fast but retain the ammo. Why? It basically has a Firefly SBH Laser rifle on top of the unit, but making the firing speed times 4 makes it a more potent Anti Infantry unit. It's not OP if the rate is x4 because the ammo is still 50 and the reload is still 5 seconds long. In addition it's an APC that's easily killable by Mammoth Tanks. This turns the vehicle into a Mini gun laser which I think would be super cool to have in IA. Blackhand Light Tank ($1,550): This tank is serverly underpowered. The speed at 15 m/s is very good and the armor is decent but the problem remains with the gun. In order to solve this I would make it fire twice as fast because it preforms like a $700 tank at the moment. (NOTE: Yap has mentioned in Discord this tank will be changed for the better next patch) Golaith Tracked Mine ($1,550): I love where this unit is at. I believe it's perfect. The only problem is the price. The price prevents a lot of people using it to counter Mammoth Tank spam. I would decrease the price to $900. (The reason I say $900 is there's only 3 vehicles at the $900 slot and the maximum the game can handle is 4 vehicles.) I would like the price to be at $1000, but due to game limitations $900 is fine. M31A1 Bradly ($1,550): This tank use to be really potent and hit great a couple years ago. However, no one has used it since. The reason is that the tank is meant to be a hit and run tank. Just like Nod vehicles should be. But the armor, price and speed hinder people from ever using this as a hit and run vehicle. There are two soltuions. Solution 1: Make the vehicle $900 how it is now and -50 HP/Armor. This makes it so Nod has something at the start of the game to take on GDI tanks. It also ensures it's not widly overpowered at the start of the game. Solution 2: Leave the vehicle price at $1,550 and increase the speed from 12 m/s (Currently) to 16 m/s. This will make the unit actually be able to be used as a fast hit and run tank like it's meant to be. The tank has a large profile so increasing the speed this much isn't as much of a buff as you may think. In addition the 12 m/s speed it has now typically means it can't preform like a hit and run tank anyways. TOS-1 Burrantino ($1,750): This Nod arty is so cool and after testing almost worth it for it's price but not quite there. The reload takes 9 seconds. The damage from a full salvo on a GDI building is two full health bars (Assuming you land all the shots. Also out of 10 health bars.) I would make the reload 7.5 seconds to give it that little edge to make it worth the price. The reason is people usually skip this unit and get a Koksan. 25SD-Sprout ($1,750): This was the Nod Amphibious unit that was supposed to balance the odds for Nod. The range on this unit is long which is a great positive. The only problem is it's usually 2-3 shot'd by a TOW Humvee or killed by an opposing GDI ADATS M113/Hover Craft. I think this unit could use a buff (Especially because Nod doesn't have any other Amphibious units) The solution I reccomend for the price is a Coxial Machine Gun to take on infantry, 40HP/40Armor buff and most importantly a faster reload. The reload is at 5 seconds. I would change it to 4 seconds. A faster reload means you still have to be tactical with the unit and exposure yourself more often to deal better damage. This is opposed as to a damage buff which means that you just have to hit other people then take cover. Tick Tank Firebug ($2,100): This unit is good actually. It's just not worth the price. The Firebug Tick goes 9.1 M/S, while the 120mm goes 8.3 m/s. I like to see this differentation but it's not enough. To make the Ticktank firebug worth more I would give the secondary fire (The Shotgun burnning rounds) 10 shots instead of 4. This makes it so the firebug is not only slightly faster, but cheaper, and more anti infantry rather than anti vehicle. SSM Launcher MLRS Frame ($2,100): Wow. I think I found the problem with this unit. The reload is 20 seconds long.. Solution make the reload 9 seconds long. Stridsvagen 105mm ($2,400): One of the defining units that made Nod, Nod back then. This needs to be changed please. The Stridsvagen CAN 1 v 1 a Mammoth Tank Railgun but it requires skill. The skill is involved by rotating your tank and being in the correct position while also being able to "predict" where the Mammoth Tank is going to go. Why? Because you're limited again to firing forward. I'm saying this because it shows how skillful players can use this tank properly. The problem however is the aimming. To aim you have to turn your tank, but the game ethier lag, you can't turn your tank slowly enough because renegade doesn't let you/Extremely twitchy controls, your tank will slide while you're still. I've suggested it plenty of times and I will again. This unit should be able to turn it's turret 2 degrees left or right to counter the reasons above. The reasons above are out of the players control and not based on skill but rather Renegade itself. No matter what you do, you can't fight or fix against it the reasons. Tunguska 9K22 ($2400): There's a lot to unpack about this unit here. For one, it's not used that frequently anymore because the Geko SA-8 exists. Why do people use the Geko instead? The range is farther, the missles are A.I. Controlled so it hits no matter what and it's amphbious. The Tunguska feels like a tank with a sprinkle of AA involved in it. Rather than a dedicated AA unit. The big thing however is the missles hitting vehicles. The Tunguska is great against light armor, no armor infantry and any aircraft that isn't a $2,500 ORCA Fighter. But the problem lies in the fact that late game (when tunguska is bought) GDI only gets the $2,500 ORCA Fighter. This aircraft can kill a full health tunguska with 2 shots and typically while hiding behind cover so it's impossible to retaliate. In addition the Tunguska has to have perfect sight to engage aircraft which on some maps is impossible. The armor on the Tunguska also means late game it gets killed Mammoth Railguns and nearly anything else that has heavy armor. Solution: The reload is currently 12 seconds. Make it 10 seconds instead so it's more potent. Also increase from 600 hp/armor to 650 hp/armor. This makes the Tunguska a better fighter without being OP. Black Eagle ($2,400): This tank is meant to be the counter part to GDI's $2,400 Challenger II. The problem is the Challenger II has 1300 HP/Armor and the Black Eagle has 910 HP/Armor. The Challenger II has a coxial machine gun and moves at 11.7 M/S while the B.E. (Black Eagle) does not have a machine gun and moves at 12.2 M/S. So... the B.E. is slightly faster and can't hit infantry while the Challenger II gets 390 more HP and Armor. Solution: I think Nod BE shouldn't be a copy of the Challenger II and I like the idea of Nod's being slightly different. To do so, I would make the B.E. have 1150 HP and 1150 Armor and move at 12.6 m/s. This means that you can't kill infantry as easily as the GDI Challenger II and it's not as strong. But you are more mobile than the challenger II and can use your tank more effectively in combat. Ezikel Wheel Stealth Tank: I like this tank where it is. If all the changes on here were made I would revisit it because the situation changed and I would like to see what people use then. But as of now I like it where it is. Infared Stealth Tank ($2,850): This tank is meant to be used as an Anti Infantry version of the Ezikel. The only problem is at the price point it does not make any sence because the armor is set to medium. While yes, it can easily kill anything that isn't a Power Armor or Gunner so can the Ezikel. So people just buy the cheaper Ezikel. This unit is a very simple solution though. Make the armor class the same as the Ezikel and fire slightly faster. This will make it able to kill Gunner and Power Armor. It's also not OP vs vehicles because the laser can't deal that much damage to Mammoth Tanks. It's not OP vs buildings so that balances out. Stingray 105mm Hyper Velocity Cannon ($2,850): This unit has medium armor. As a result it gets killed easily (A TOW Humvee by itself can 2-3 shot K/O this unit) However it's extremely good against light and medium armor vehicles. The problem is by the time someone buys this unit GDI only has heavy armor vehicles out like Mammoth Tanks, Titans and 39 pdrs torts. So, I would make the armor heavy and lower the health from 700 hp/armor to 500 HP/Armor. This makes it so it can ensure GDI doesn't deploy light armor vehicles late game and get punished if they do. But it's also not unstoppable and has to be used tactically. T-35 ($4,100): This unit is talked a lot about in Discord for a variety of reasons. This unit is meant to be used as a 1 v 1 brawler by out-healthing whatever it goes against. In addition it's meant to be used as a meatshield for a forward assault. The guns are great vs infantry and decent vs aircraft and vehicles. I would however give it one buff to make it worth it's price. Solution: Give it an Auto Heal ability when it loses it's armor. I believe this makes the unit even more of a meatshield role and brawler as it's intended. This is also a small buff that doesn't completely make it OP or radically change it. Pion ($6,000): Fun great unit. It's currently overshadowed however by the Koksan 170mm. I would make the reload 1 second shorter so it's worth the price and risk. Elbrus ($6,000): This unit when used sucessfully is devastating. Unfortantly, it's often a risk people don't use because of a variety of reasons. The deploy time is 21 seconds. The reload time seems to be around 28 seconds. The unit speed is 11 m/s. It takes 3 Elbrus's to 1 Hit K/O a building (I believe the damage is 40% each missle based on tests). I believe the damage should be 48%. So that Nod can actually reliably kill a building. Why? You're risking 3 people (1 Gap Gen, 2 Elbrus's), risking $14,100 Total, risking getting into position and GDI can get a shield to shut down your attack in seconds which means you just wasted all your money. 48% damage per hit to a building means GDI has less time to repair spam or turn on a shield. For such a large succesful gamble GDI should be punished. T-34 ($500): Give it back the AI Flame thrower in the front. I understand some may call this over powered. But this would help balance out Nod not having anything at the start. In addition having a flamer at the front won't win against a Mammoth Tank railgun later on or a Mammoth Tank in general. It would make people actually buy this tank. BDRM-2 ($450): Give this unit a 100 round magazine (currently has 40) and make the speed up from 14 m/s to 15 m/s. M6 Linebacker ($800): I love this unit alot. It's very potent. Unfortantly it's hindered by the TOW Humvee from ever being used early game. Late game, people just use an Ezikel for Anti Aircraft duty. So it's been forgotten. The speed is 14.3 M/S and has good damage/capabilites. I would buff damage very slightly. If it does 100 damage now I would make it do 109 damage. This is a slight buff that would make people buy it at the start of the game and still retains it's balance imo. It helps make it go more toe to toe with GDI's early game stuff but still remains a $800 APC with an AA specality. ZSU-57-2 AA ($600): This unit is a result of overnerfing. About two years ago this unit used to be able to deploy and was unkillable. Now it's just useless due to low damage and a slow bullet. Solution: Make it so it reloads twice as fast. Wisel ($600): Love this unit to. Used to be my favroite. Again, Nod can never use this early game because the TOW Humvee will usually 1 shot this unit. Reload takes 2.5 Seconds. I would make it 2.4 to 2.3 seconds so it's more of a glass cannon. I believe this tilts it to being more powerful but not quite OP. Infiltrator AT ($900): Really don't understand what happened with this unit. The missles fire extremely slow and the reload is 12 seconds. The damage isn't even that powerful ethier which makes me confused. I would increase the firing speed by 25% and decrease the reload to 6 seconds. BDRM-AT-FluteAPC ($700): Reload is 13 seconds, damage is great. Reload should be 10 seconds instead. BH Laser Light Tank ($1,600): Increase damage by 10% Tesla Tank ($1,600): This needs to be fixed. The speed is 7.5 m/s and the turning rate is terrible. The unit is supposed to be a support unit that stays behind the main attack with light armor and hits hard. The unit hits hard and has light armor but it's speed means it usually gets stuck or killed because it can't retreat. Solution: Make the speed 13 m/s. It's profile is large enough that it can still be hit if not careful and this means the player has to use skill to attack. ISU-122 ($1,600): Really cool unit actually. primary fire does 10% damage to a building while secondary fire does 20% damage. However the unit has low(er) health and is only usefull as a building siege weapon. I would reduce the reload times by 1 second to slightly so people might actually risk driving from Nod base to GDI base with it and firing. Currently no one uses it because it's only good against buildings, turns and moves slow, and is easily killed by other tanks GDI has near this price point. Tick Tank ($2,100): An intersting unit. The speed for the normal tick tank is 13.9 m/s. The damage from it's main cannon isn't good against most tanks. And the machine gun isn't that good ethier. I would buff the reload time from 2.5 seconds to 2 seconds on the main gun and also increase the damage by 5%. This way you have a more fast firing but less damaging tank than the firebug. T62 ($1,800): Yap stated this tank will be decreased by 25% in cost. Phase Tank ($1,800): I like it where it is actually. Besides a very slight increase in speed. I think it's perfect.
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  3. ok one small new vid
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  4. Perhaps. I'd be willing to give it a go for the patch and see what happens. If it doesn't work out, it can be reverted. As an aside, people have to treat changes like it's not permanent. Changes can be reverted or modified, people just have to be thorough in their explanations and reasonings. All too often, I see people screeching about a unit being broken without actually saying why it's broken. Another issue is when a player isn't using a unit efficiently and/or effectively and starts to complain that it's unplayable. I'm just grateful that Threve is here to add context for what makes a unit great or awful.
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  5. In my opinion, this is a must, the unit as is is simply too strong, it might actually make the !support a tad bit more bearable which would be having two positive changes in one simple tick
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  6. I agree a lot with what Threve has stated but here's my quick thoughts on some units. I don't think the Mammoth Tank Railgun should have worse depression. There's already nerfs being heaped onto the unit, why make it worse? It's not addressing the core problem, which is that Nod lacks a capable Brawler MBT that can go toe-to-toe with some of the GDI heavy hitters. From what I've seen on the Test Server and from Yap's discord stream, he has Nod MBTs already lined up but waiting to be implemented. I'd take a look at the Prism tank. It's lack of armor and HP makes it get insta killed all the time. All you have to do is hit the blue portion of it's turret and kaboom one hit kill. I never use it because of how fragile it is. It just means free points for any Ezekiel driver out there. Not quite sure what the Chemical Warrior has going for it. Maybe a cost reduction and buff to it's damage output? The unit dies instantly because of it's lack of mobility. I'm on the fence with making Gunner squishable. I don't really have much to add, but that's because much of what I've wanted to say has already been said. That and many of the issues presented are being addressed in the next patch from what I've heard.
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  7. Once their refill goes down they are literal bricks with anime sticks. Give em' the ole m202 arc and watch them scatter like roaches for cover.
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  8. WOW I'm going to start the game on the 21st if that's alright with everyone so I have a better idea how my new job will impact GMing.
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  9. Just skip calculations and give the prizes out right away to GaryOak, Guard55 and SilverShark. Player's choice is AZ-Stalker. End of story.
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  10. "After 22-24 players, there are so many units that the game balances itself out. But most games on IA are below 20 players which is why a problem is being found." i think the game peaks in playability/fun somewhere between 24 and 30 players. more than that and you get mathematically impossible to defend against rushes, fewer and you get beacon spam. "Blazing_Sands: I believe that this map is fairly balanced and is a fun time for either team. If people would like to comment on what they think of the map and also provide a solution then please do." i like blazing sands, but the game is usually decided in the first minute based on whoever establishes control of the tib machines which is usually gdi because gdi has the best infantry units at every price point. i don't think there's enough base-level income to make it feasible for whoever misses out on control to come back. not saying it's impossible, just that it takes the losing team playing perfectly and the winning team to basically afk for it to happen. also, it's bullshit the way the cliffs wrap all the way around Nod's base. "Nod Ballistic Sniper ($650)" this is probably the worst infantry unit in the entire game. it is literally just a worse version of gdi's ballistic sniper. why in gods name does it use a slow projectile while gdi's counterpart gets hitscan? nonsense. "Anti Air Specialist ($700)" damage is just way too inconsistent, and completely useless against heavily armored air units. if the damage was just normalized to be consistently good instead of doing either nothing or chunking i'd like it a lot more. "Black Hand ($700) (AK-107)" delete. "Nod Designated Marksman ($700) (SVD Dragunov)" delete. "GDI Ballistic Sniper ($650)" if you remove the spread from this unit's gun, you will invalidate the 500 snipers because anyone that can aim will now one-shot-body-shot most of the game's infantry roster while also having no tracer and doing significant damage to lightly armored vehicles. honestly, just leave this unit as is or delete it. it's pretty decent if you don't try using it at extreme ranges. "Logan ($650)" gdi does not need yet another zero-skill AOE infantry raper that can also kill buildings. he already has the M4 for anti-infantry. make the AA12 HE do damage to vehicles; it'd make him a proper all-rounder commando unit that isn't too good at any one thing, as he should be. "Patch ($700): Make Radar invisible." yes, or just delete him. invalidated by like twenty other gdi infantry units. "FLASH M202 ($700)" the only problem with this unit is that Nod has absolutely nothing that can even remotely compete with it. firesuit, best anti-infantry weapon in the entire game that also takes no skill to use whatsoever, can swim, has two C4s, just wtf is this shit? Nod has no unit with this combination of capabilities. give them one or nerf one of these aspects. "Marksman (DMR Sniper Rifle) ($700)" delete. "Havoc Power Suit ($1,750)" i think it's fine for $1,750. dies in one ramjet headshot (maybe not at very high vet levels? but it's close enough to not really matter), slow, can't drive vehicles and does nothing to any vehicles with more than light armor. the problem is that, once again, Nod has nothing like it. gdi has simply too many insanely good infantry units, especially anti-infantry units. "Stage II FV005 ($1,800)" this unit is unusable undeployed, buffing its undeployed reload time doesn't fix the fact that you might hit one in 10 shots even at close range because your shells can leave your barrel at a 90 degree angle. keep the reload speed, reduce the undeployed spread. super fun unit to use if you can get into a good position to deploy, insanely frustrating to use undeployed because of how wildly inaccurate it is. "Churchill ($400)" this unit is worse than TOW humvee IMO. way, WAY too much effective health for 400 credits. horrifically balanced unit. completely shuts Nod out of early game on maps like great_under. it should have its health nerfed by 20% if not more or cost doubled or more. needs radical balance adjustments. "TOW Humvee ($400)" part of why this game is so ridiculously imbalanced is because every changelog goes like this: damage nerfed by 82% reload speed nerfed by 54% cost increased 500% turret turn speed reduced by 95% we need more iterative balance patches instead of these massive and numerous changes. nerf one thing at a time, and nerf it slightly. if it's still too strong, nerf some other aspect of the unit or redo the previous nerf but more severe. i think all the tow humvee really needs is a reload speed nerf, maybe 20% as you suggested. it's a glass cannon, it dies unlike a lot of other high damage units, it's just too consistent in that damage because of its high ROF. "Merkava ($1500)" is this the one with the AI mortar and the weird-ass deploy missile fire mode thing? i like the idea of this tank, having a mobile AI mortar is really cool and unique design, the problem is that it seems almost random in its willingness to actually shoot at shit, and even if it does it usually misses entirely. make the mortar AI more aggressive and i think this thing could be a really good unit for 1500 credits. no idea what to do with the alternate deployed fire mode or if it needs changed, it just seems really janky. "Mammoth Recovery Tank ($1,500)" this is arguably the only truly gamebreaking unit in the game. i would welcome significantly more severe nerfs than you've proposed. increase its cost to 2800, reduce its speed, and/or nerf its health. horribly unfun unit to play against. and since you didn't mention it (yet?): Aegis Shield Generator FUCK this unit. it needs to work the same way the mobile gap generator works at the VERY LEAST. it MUST be nerfed by requiring it to be occupied in order for the shield to work, you should not be able to deploy an infinite duration, infinite health, mobile, unmanned giant fucking shield like it's nothing. OR, give the shield health or a cooldown, or tie the health of the shield to the health of the vehicle. just something to make it actually interactive and able to be played against rather than the complete and utter bullshit it currently is.
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  11. So what gonna happen if we somehow don't manage to hit 40 players at all then? xD
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  12. Just found a cool GIF online that was labelled Black Hand Shrine, not sure if anyone knows where it's from, but I really like the twist on a Hand of Nod for the Black Hand.
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  13. Ready and waiting!
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  14. I'd rather see these on a lower price value as Threver suggested, I managed to use both and tbh, the AK 107 is a good fast response unit as it outdamages people in a 1v1, a good base guard if it could be reduced to a more fitting price, the Dragunov could simply be reduced to being a budget marksman choice for when you have to tightent the belt, it becomes more effectiive at mid range and with the use of ledges you can make a good use of it then make a hasty escape, indeed it has a spread but it firest faster which makes for a fair tradeoff.
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  15. It's a tactic nonetheless which is what I support. It's also a tactic that has a counter which is to just get rid of the Support vehicle (which are usually weak APC's). This forces team gameplay and also is able to be stopped. I don't support buffing the support vehicles however because of said tactic being used effectively already.
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  16. until
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  17. Saw a sneak peek of an autoloader for this arty. It's really Glorious. (camera fix too I believe) Replace one evil with an even greater evil. Got to ask yourself if it was worth it?
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  18. It's an interesting take on a Black Hand-exclusive barracks. I assume this design was intended for Tiberium Wars to replace Nod's traditional Hand of Nod as well as offering a throwback to Tiberian Sun.
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  19. It's a Steam artwork of C&C Remastered Collection by ☣ βioClone λx-45 ☣. He also made some other TIberian Sun Nod building GIFs in his artwork.
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  20. i just uninstalled the game in a fit of rage but maybe i could reinstall for game night
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  21. I wonder if the Babayaga would be making a comeback, and would it be be a phase rush, or chrono-rush or even possibly a yak rush
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  22. until

    Such event, wow
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  23. until

    Much wow. Very nice.
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  24. 1 like
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