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Everything posted by notDMB
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T-54 is fine and basically where the Black Hand Light Tank should be as far as cost effectiveness goes. The SSM should not have tracking. The SSM should do about 35% less damage to heavy vehicles. There is effectively no reason for Nod to not spam these things because they are completely and utterly busted and GDI has no actual counter. No the Shield Generator is not a counter, it is a hinderance. It is an admission of defeat. Once a GDI team resigns into getting a Shield Generator they are admitting defeat, because Shield Generators are horrible for defending. They block your defenses, they block your allies, they allow for the enemy team to coordinate their fire all on the same target as they try in a futile attempt to leave the shield generator, all while Nod SBH and Stealth Tanks and heavy armor uses the shields that are protecting the base to simply get in their range they previously didn’t dare until the SSMs took down the AGT. Now the shield generator has the choice of dying to the SSMs or the Stealth/heavy tanks pouring in. You can juggle the shield to try to punish Nod, but that only lasts as long as your armor does, which isn’t long at all. If the AGT can shoot at them, they can shoot at you, or the wall you’re hiding behind, and Nod has all the time in the world. A shield is an offensive weapon that must be allowing a push forward, but sometimes, often times, that push is impossible. The SSM big gay make it actually worth 1200 Credits the thing fights like it’s worth 3000. G6 Howitzer is fine. What the fuck is a Microwave Tank? Never heard of it. What the fuck is a Tick Tank Firebug? Never heard of it. Actually no someone used one of these once. Once. The Burantino is the price an SSM should be (at minimum) with all the effectiveness of a 500 Credit vehicle. This thing is worthless. The Strvidsesnaganstrudel 155 fires way too fast. What the hell, are the Finns inside on meth? These things maul Mammoth tanks way too easily, mostly due to their immense speed more than their fire rate. They could do with a speed nerf. Oh yeah I almost forgot. The RDF Light Tank. Yeah uh, it’s just a T-54 with half the health and damage at 75% of the price. Remove it, make the Black Hand Light Tank fulfill the Tier 2 armor role. Black Eagles, well I heard they’re being looked at already so that’s fine. Infrared Stealth Tanks are fun. Actually probably overpriced. Ezekiels Wheels used to suck ass and now they’re pretty good. Still can be really awkward to use sometimes. They’re so FAT. 120mm Tick tanks. For when missing all your shots with 90mm wasn’t enough. Is there really no way to fix the aiming on these things? T-35 is a stupid fucking meme of a tank. I don’t ever see it do well, Nod just uses these to dab on GDI after they’ve already won or sometimes to try to defend but just, why? I think people like it too much to even consider changing it, let alone removing it, but it’s still sooooo duuuuuuuuuuuuuuuuuuuuuuumb. Oh yeah the Geko is neat. The Koksan is artillery that isn’t the Pion or SSM so who cares. The Stingray was my baby and you killed it. I will never forgive you. Actually I haven’t used it in a while maybe the armor model got fixed finally. The Tunguska is finally balanced. Almost no one buys it still. The Pion is BAD and you should feel ASHAMED. First and foremost, it and the 36 Inch Mammoth need to be limited to 1 per team. Having two Pions pacing their shots together, or god forbid 3, gives me testicular, anal, liver, and throat cancer all simultaneously, and the super chemo I have to go through then kills me, but I’m too pissed at this to actually die. These things DO NOT KILL REPAIRERS. Perhaps this is because purchase terminals exist right next to the MCTs and there’s no cooldown or damage check on refilling your health and ammo. Just maybe. If you want this thing to end sieges, make it end sieges. 90% of the time one guy just killwhores with it for 10-20 minutes and feels good about his 40-0 k/d and 5000 points because he never left base and probably taped his mouse button down while he masturbated to anime porn on his second monitor. Oh yeah also maybe make the “no base to base rule” actually mean you have to be outside the base, and being 2m in front of the further defenses still counts as “inside the base.” Again, goes back to the same problem with Shields. Actually, it’s even worse, since the Pions splash kills through shields. It’s such a lovely feature it gives me Leukemia. In case you haven’t noticed I really hate the Pion’s current application. It really should be a game ender or just not in the game at all. It doesn’t stop people from repairing, it just kills anyone who tries to leave their spawn to defend. Reduce its splash damage on the edges so it only horribly wounds instead of 100-0’s infantry if you do absolutely nothing else to it, I beg of you. Hey remember that time the Erebus had perfect tracking and one hit killed everything in the game from across the map? I remember. Holy crap I got a lot of kills that game. I don’t really have anything to say about this unit since nobody buys it anymore.
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Fast Attack Vehicle – Battle Taxi, takes way too long to reload. T-70 – Remove. Transport Truck – Why does it not have Light armor and 200/200 Health? The deployed thingy that’s actually broken and unpurchaseable. Fine I guess. Six-Wheeled BDRM – Just have the MG variant and the Laser cannon variant. Autocannon could be an upgrade for the base BDRM. BDRM-AT 2 – Fine. BM-24-7 - Remove. BDRM-2 – Remove. M110 Howitzer – Remove. Yeah I know this might get some flak but it’s just a poor unit on multiple metrics. T-90 – Remove. T-34/D-30 – Remove. Harvesters. Can someone actually explain why there’s two? I know it’s thematic and neat to have but it’s just so specialized having two feels incredibly redundant. Mobile Stealth Generator is actually a Gap Generator. This is annoying. Change its name. Wiesel 1 should cost 1000 Credits or have its 20mm Autocannon do about 40% of the damage it currently does to heavy vehicles. Its range should also be reduced about 10m. It’s too fast and kites heavy tanks way too well. Don’t make it slower just make it worse at engaging from the front by reducing its range. SU-85 you know what, I’m just gonna say remove all the WW2 vehicles from the game. They’re *sorta* neat as far as theme goes but they’re all practically worthless, and the ones that aren’t are entirely outclassed by slightly more expensive vehicles. Put them on a specific “early war” map or something where you can only buy T-34s and Crusader tanks and that’d be cool. Having a T-34 in the same battle as a Railgun Titan is goofy, even by C&C standards. ZSU-57-2 can stay though. Bradley is fine. Both are. They’re actual glass cannons. Devils Tongue and Black Hand Flame tank, yeah the BHFT is not in any universe worth its 1600 Credit price point, just gonna say that. I think the Devil’s Tongue should have its price dropped even more because it too is pretty mediocre. Black Hand Stealth Tank should cost 1200 Credits. Infiltrator is fine, but just combine the 700 and 800 Credit ones into one 800 Credit vehicle. Why are Nod Sensors 400 Credits cheaper than GDI ones? Black hand Light Tanks are GARBAGE. They need buffs. Make the laser variant an upgrade of the base one and just combine the two. Shilka is fine but ORCAs are so weak they’re just not ever in demand. Nona exists. No one notices it does. Tesla Tank is too cool to get rid of but it’s not actually good enough to use either when saving a little more money gets you an SSM for you and your buddy. Perhaps drop its price down to a Tier 2 unit as a form of short range artillery fill in support? T-62s are fine. Tick Tanks are okay aside from their guns missing everything due to being so far displaced. I’d rather have a T-62. Phase Tanks are okay? But they feel really overpriced and out of place. Like they should be cheap Tier 2 Stealth and the Black Hand Stealth Tank should be Tier 3. AMX-10RC needs a slight fire rate buff. The Luna exists but it really shouldn’t. The Ontos is cool. The Goliath needs to cost 1500 Credits or have 50% less health.
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Basically everything I said here applies to GDI’s direct and indirect equivalents. The issues I have come down to redundancy and splash damage exploitation, so any redundant or overly cheesy GDI infantry gets the same treatment as Nod in my perfect little world. A couple exceptions. Namely, Mobius Suit Infantry should cost 1500 credits. In addition, I’d actually like to see Sydney receive a *slight* increase in damage against vehicles at the expense of being less durable against *small arms fire.* Vehicles are a lot to delve into. One thing I really hate, and probably one of the reasons its so easy to headshot infantry in this game, is how most tanks are hitscan or damn close to it. They also tend to have excessive splash damage and rates of fire, but to be fair that’s just a Renegade feature. The (partial) solution is again, in my opinion, to cull some of the redundant units. Instead of having effectively 9 tiers of vehicles just have four, balance vehicles around the tiers they say they’re a part of. That doesn’t mean only four prices for vehicles, but there should really only be one “type” of vehicle per tier, with two if they specialize enough (like the AMX-10C, it’s an okayish anti tank unit but also ambibious, so it’d be fine to have it in the same tier as a light tank or what have you)
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Basic Rifleman - They suck ass die fast and are free. They also murder aircraft. But everything does. Sharpshooter - Not actually terrible. Rather good, I’ve killed a few higher tier infantry with them before. Shotgunner/Anti Tank - Yeah they suck ass, honestly. Mostly because of their really short range. But they’re a free unit so they should. I still have an issue where baserape can occur where the barracks and warfactory are down and the opposing team just spams air units or artillery and refuses to actually end. That’s more its own problem, but having free infantry that can actually pose a realistic threat to air would be really nice just to punish killwhoring. Engineer - Yeah they’re engineers. Nothing to say here. Here’s my suggestions, for infantry just in general. - Anti Infantry/Support 300 Credits Your guys focused on killing infantry, with some ability to damage buildings and minimal anti tank capabilities, be it low damage or short range. - Anti Tank/Support 400 Credits Your guys that can kinda do some damage to tanks but not a ton. Like the Anti Tank Rifleman. - Anti Infantry Specialists 600 Credits Black Hand Elite (the AK-103 is stupidly powerful), and their ilk. - Anti Tank Specialists 600 Credits Nod and GDI both need a mid tier dedicated anti tank infantry. I suggest the Melta for Nod, as it stands the thing is neither strong enough nor on a soldier durable enough to even attempt to engage GDI tanks. - Elite Infantry 1000/1500 Credits Officer – Price increase to 300. Durability increase. Grenader – Price increase to 300. Give SMG, reduce grenades to 15/15 instead of 40/40, reduce blast radius AND infantry damage, increase anti tank and building damage so that they can actually damage them. Increase price, obviously. Red Tide – Price increase to 300. Give them a rifle that doesn’t suck too, so they don’t have one gimmick which is sneaking into a building and instaggibing it with their anti tank grenades. Nod Tank Crew – Remove. Nod Rocket Soldier – Price increase to 400. Give them a big range increase and damage increase to tanks. Right now they’re really great at one shot body shotting infantry, and sniping defenses. That’s it. Nod Flamethrower 1 & 2 – Combine into one unit at 300. Anti tank Rifleman – Price increase to 400, get rid of the scope too. It just makes purchasing actual snipers pointless outside of Sakura. Red Tide Firewarrior – Remove. Nod Fanatic – Price increase to 600. Chem Warrior 1 & 2. Combine into one unit at 600. Red Tide Sharpshooter – Remove. Black Hand Sniper – Price Increase to 600. Petrova – Price increase to 1000. Melta – Make them either more durable or more damaging to vehicles. Maybe both. Also price increase to 600. Stormtroopers exist. No one would cry if they were removed. In fact I’m sure almost everyone reading this forgot they were even in the game. Ballistic Sniper – Remove. Black Hand Machine Gunner – Make him better at engaging infantry, honestly. Some better armor against small arms fire would probably help. Field Engineer – Shouldn’t have proximity mines, should have extra explosives, make them very durable against explosions and they can have a niche as field mechanics who don’t die to stray HE rockets. SBH – Price increase to 600. Reduce alt fire damage against vehicles and/or increase ammo cost to 25. Anti Air Specialist – Price increase to 600. Reduce damage against vehicles by 50% (assuming you actually buff anti tank capabilities of other infantry to compensate for a specialist not actually specializing) Nod Black Hand Elite. A better anti infantry unit than the 200 credit more BHMG. The AK-103 is busted and makes Patch look like a bitch. Consider removing. Black Hand Designated Marksman – remove. Sakura – Fine. Raveshaw. Needs to be 100% more durable against tanks and the railgun should deal 50% more damage. Consider giving him an EMP grenade. Mutant Raveshaw – Should have its price increased to 1500, frankly. Mendoza. Needs to be more durable against vehicles. Comissar is a gimmick anti infantry specialist but doesn’t have any real use outside of its EMP grenade, which should probably be given to a unit that can make use of it, like Raveshaw. I appreciate the teamwork potential, but I see maybe one person use them a week, once a game, and usually because someone is camping a tunnel with a Zippo, not to actually deal with a tank horde or something since the Commisar isn’t in the slightest durable or useful against tanks not right next to them. Suggest removing. Really huge balance suggestion that affects way more than just Technicians. Make multiple repair sources give diminishing returns. Repair stacking extends the duration of games MASSIVELY, and can actually reward teams for bunkering effectively in their base. Sappers and Pioneers could probably do with their stuff costing like 10% less. Tank Commander 1 & 2. Eh. They’re okay where they are probably. Shock Troopers shouldn’t have unlimited ammo that’s just stupid. And should have about 50 more armor I think. Lancers are niche and that’s okay. I would like them to have 25% less bullet drop, however. Some maps make using them almost impossible due to their range limitations. They shouldn’t one shot a building at full health though specifically because of the rare but possible chance GDI gets a Lancer spy crate.
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So I want to preface by apologizing for being such a sperg. Yeah I'm loud and spirited and a bit abrasive at times, I fully admit that. I also only get that way with things I enjoy and care about. Interum Apex is a really sweet game with a lot of potential, much more than it's currently using. My criticism is based entirely on the desire to see it be more fun and engaging to play, with a larger variety in units and playstyles. I feel like the games currently are very stale and predictable, with the same 10 units making up 90% of the vehicles and infantry purchased. So with all that said. Here's my rundown of almost every single unit in the game. I’m just gonna say it. Half of the infantry should just be removed from the game. Having a 200 credit version and a slightly stronger 600 credit version of a unit is silly. 100 credits even being a thing is just silly. Nod’s heavy infantry needs huge buffs. Mendoza is too fragile, Raveshaw is actually worthless, Mutant Raveshaw is okay but only because you’re much more durable and have the one hit kill grenades. The fire suits are such a silly inclusion when Nod is the faction with fire damage, outside of grenades and the Zippo, what GDI units deal flame damage? They’re n00b trap options that look great because they have extra armor but are less durable than the basic, already not durable options. Mobius Suit Infantry are kinda broken. I’m pretty sure you guys already consider that to be the case but aren’t really sure what direction you want to rebalance them to? Frankly, my suggestion is to make them a 1500 credit infantry unit separate from the non-Mobius suit versions. Additionally I think infantry in general needs a massive buff against tanks. As it stands there are no “good” anti tank options for footsoldiers. The best option is Sydney, who is only okay at it, and only because she takes even less damage from tanks than she deals to them. Chances are you just die in one shot to a tank headshotting you if you’re not in a Mobius suit. I do not know why that is exactly, as I’ve never gotten so many headshots, or been headshot so many times, as when I play IA. No other Renegade mode or mod has this many tank headshots. Making infantry not die in one shot, the more expensive ones even to a headshot(!!!) from a tank I think is absolutely critical in revamping the balance and allowing actual infantry combat into this game. As it stands this is basically a game of Mobius infantry and tanks, with some Petrovas and Mutant Raveshaws. Sometimes people try to use other infantry but they mostly suck and do nothing with them. The EMP grenades are great but are stuck on a terrible unit, the grenades are just flying gimmicks that only get used to either bounce shots to pointwhore on buildings from behind a wall or spam down a tunnel. 80 grenades? That have what seems to be a 10m blast radius? No thanks. Tunnel combat is where “infantry” combat happens but it’s a mixture of people who can twitch shot headshot, camping Fanatics, Zippo APCs, and Mk. 19 Humvees, and of course that one fucker who puts 20 mines in the enemy team’s tunnel.
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Miscellaneous - Superweapons should be disabled on sub 16 playercount maps in my opinion. - You should have invulnerability on spawn for 2 seconds. - Defenses shouldn’t be made of broken dream and wet newspaper and hit like a mummified child who died of polio. - GDI artillery isn't *bad* so much as it's just not as good as Nod artillery is. It loses artillery duels and gets gangbanged by Stealth Tanks and Stealth Comanches and Banshees and Stealth Black Hand and yeah, I think GDI really needs some better artillery options, or Nod needs some slightly worse ones.
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GDI Infantry Pretty much exactly the same as Nod. Except Mobius suit means you don’t die in one hit to basic tanks. Also the GDI AA Specialist sucks because Nod air units are either invisible or invincible. GDI Vehicles - The Avenger is extremely good at its price point. - The MLRS is actually quite good offensively, but it doesn’t have the range to actually make use of it. If it’s in firing range, so is the enemy. Also Stealth tanks lol. - The AAVP kills defenses way too fast, but is a good unit otherwise. If only teams used teamwork, because one of these resupplying four mobius suit infantries in field would probably just dominate any map. Actually, the AAVP sucks, never buy it or use teamwork with it. - The AMX-13 is GDI’s best anti air tank. - The AMX-30 is GDI’s best anti infantry platform. - The Pendekar, Abrams, and Merkava exist, but nobody buys them unless they can’t afford a Challenger 2 or haven’t yet understood that these tanks just aren’t worth it. - Stryker is actually pretty good. Both variants. - Hover MLRS is in the same boat as the AMX. Also, it’s GDI’s best anti ship weapon. - Wolverine is countered by any vehicle hitting it at a speed above 15mph. - GDI AA sucks. - The 36 inch Mammoth is a fantastic way to feed Nod 5000 points, or to win the game in about 15 seconds. There are no exceptions. STOP BUYING MORE THAN ONE 36 INCH MAMMOTH. - Titans are a weird mixture of “wow I’m dead” and “wow everything else is dead” - Disruptors are useless in almost all maps because of their pitiful range and speed. Completely broken on maps where that isn’t the case, which is like, two maps. The Air “Meta” So, basically, everything fucking sucks for GDI. The ORCA Escort is far and away GDI’s best air unit entirely because it’s the cheapest. Nod having an invisible anti-tank Comanche with tracking invalidates GDI using ORCA outside SAM range, and I mean they need to hide well inside SAM range, since whoever shoots first wins. Even if that wasn’t the case, the Banshee exists and was trained to fuck your face. These things can eat two and a half salvos from an ORCA but take out ORCA in one of their own. AA Gun base defenses actually just miss them, and they can just fly up and kill SAM sites. They can also just fly forward and right click on any GDI dedicated AA vehicle and win. In a 1v1 with any vehicle, a Banshee will come out on top. They could cost 5k and still be overpowered because they just don’t die unless someone gets cocky and overextends. In any fair fight, the Banshee wins because it is unfairly strong offensively and defensively and is not nearly slow enough for that to be a detriment. Essentially, Banshees counter everything except the AGT. Hilariously, GDI basic Riflemen seem to do enormous damage to Banshees. I’m not sure if there isn’t a fucky armor model going on there or something. Try it out, riflemen melt Banshees. I'm pretty sure they do more damage than the Personal Ion Cannon over the same period of time.
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Tank Commanders are gimmicky and weak for their price, not really good in their intended role but they probably should be. Their dynamite is ridiculous and the only reason I think they’re actually undervalued, but nobody actually uses dynamite to one hit kill buildings either. Lancers exist, niche unit. Should honestly have less bullet drop. There’s honestly way too many vehicles to list them all. So anything I don’t list I consider useless for its price, or really just in general if it costs less than 800 credits. - Buggy is fast as fuck boyeeeeee. Takes way too long to reload. - The Six Wheeled BRDM is actually hilariously durable, especially for its price. Still not actually worth getting the MG or Autocannon versions. - Why would you ever buy the 1200 credit harvester over the 1800 credit harvester? - Bradley is mostly useless because it’s too fragile, even if its TOW missile is powerful. - Mobile Stealth Gen requires teamwork. So it’s useless in 93% of games. - Black Hand Stealth Tanks do way too much damage with way too much range. Easily spammable and effective as hell. - The Wiesel is honestly insane. It requires a specific area of the map to work, but it’s got ridiculously high damage and a low health pool that’s surprisingly resistant to AT weapons, making it really easy to abuse a Technician and a hill with. Two guys keep spamming these things anytime they’re on Nod and there’s basically no GDI counter except overwhelming force and rushing them, because in any 2v2 they’ll win. They melt aircraft, eat light vehicles and maul heavier ones, all while being able to duck behind any terrain and repair to full with their insanely high speed. I think it’s undervalued for how powerful it can be, or maybe just have it not maul a Challenger 2 with its 20mm peashooter or something? - ZSU-57-2 is pretty mediocre now. Perfect. - The Black Hand Flame Tank is not worth costing twice what the Devil’s Tongue does. - Why does the Black Hand Light Tank exist at that price point. Ditto for the laser variant. I’d say they were glass cannons if their offensive power wasn’t nonexistent. - Infiltrators either work or GDI has more than one tank sieging and they’re thus useless. - T-55/62/whatevers are fine. Tick Tanks I have no idea, honestly. - Goliath is kinda overpowered. It should have less health. Ontos is fine. The AMX-10C sucks but it’s amphibious so it shouldn’t be powerful, but maybe it could use like .3 seconds taken off its reload time. - Any repair vehicle is fine. - I have never seen anyone use a Microwave tank. - Tier 2 tanks are okay but also aren’t tier 3 tanks so people never get them unless they can’t afford it. - Tier 3 Nod vehicles are mostly fine. - SSMs shouldn’t have tracking. - All Nod artillery needs to have a smaller lethal blast radius, especially the Pion. It’s fine to damage in a huge radius, it shouldn’t one hit kill infantry across the base because the only people who think that's fun are the people bored and holding down right click in their artillery while half of GDI just doesn't get to play the game.
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Brotherhood of Nod Infantry 100 Credit Infantry Why do they even cost money? May as well be free for how useless they are. Grenadiers can abuse corridors and splash damage ignoring walls to camp hallways. 200 Credit Infantry Rocket soldiers can 1 hit kill infantry. Barely scratch tanks. Anti-Tank rifleman is actually completely overtuned for its price range. I have never seen anyone pick a Flamethrower. Ever. I’m not sure people even know he exists. 300 Credit Infantry Chem Trooper can walk in tib fields. Okay for tunnels, I guess. Fanatic is probably fine given their suicide role even with them being on the cheap side for how they can one shot Mobius Suit infantry. Others aren’t even worth mentioning by name. 500 Credit Infantry Snipers feel reeeeeeally useless in a game where every other weapon is either hitscan, or has a large enough blast radius for aiming not to matter. Petrova is probably too cheap. Melta feels useless, just doesn’t do enough damage. 600 Credit Infantry Wow slightly better versions of bad infantry for four times the price! 400 Credit Infantry Stealth Black Hand are extremely underpriced because of their alt fire, but mostly because you can pick up weapons in this game. You don’t need to have any skill to wait invisible for someone to stop moving if you found a sniper rifle. AA Specialist used to provide a vital role when ORCAs were overpowered but now ORCAs are useless so nobody buys these anymore. 1000 Credit Infantry Sakura is a hitscan sniper. As good or as bad as the person using her, but she’s mostly useless because people rarely use infantry in the open. Raveshaw is pretty bad, objectively worse than Sydney, but still Nod’s best anti-tank infantry. Mutant Raveshaw is good if you abuse tib field regen and pick up a weapon that doesn’t suck. Side rant about how Visceroids are three times as durable as they need to be. Mendoza is decent, but extremely fragile. Again, just can’t match up to the durability of Mobius Suit infantry. Technicians are technicians. Critical. Pioneers are a great way to waste 10k and have it all get destroyed by one 1500 credit tank. Sappers can spam MG turrets.