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05.12.2013 - 11:21
Terrain Juggernaut


So i deleted the last post because i'm reshaping the strategy a bit and the comments were based on the other one so people would look with pre determined bias. What i want to accomplish is boost it slightly from each ground strategy and then nerf the other units. Here it is:

Since we have strategies that boost only air or only navy i thought we would have a strat to boost only ground and nerf air and navy. I know ground units are the main units so that's why i put heavy nerfs. This is supposed to be a strategy mix between GC,RA,PD, and GW. So basically, all the ground strategies. This actually makes AA a viable unit.


Militia: +2 Range - 1 Defense
Infantry: +1 Defense -1 attaack
Tanks: +1 Range - 10 cost
Marines: -20 cost +1 Defense
Anti-Aircraft: -40 cost +2 Range
Ground Transports (in ancient world or so): -2 Range +20 cost
Submarine: -2 Attack -1 Defense -1 Range
Destroyer: -2 Attack -1 Defense -1 Range
Transport: +100 cost -2 Range
Bombers: -2 Attack -2 Defense -1 Range +10 cost
Helicopters: - 2 Attack - 2 Defense - 1 Range
Stealth: -2 Attack -1 Defense -3 Range
Air Transport: +150 cost
Land units get -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units) and (excluding Infantry and Militia from helicopters).


open to tweaks and critique!

Name by Gardevoir
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05.12.2013 - 11:30
 Soul
+2 range to militia
+1 defense -1 attack to infantry
+1 attack -1 defense to tanks
+1 range -10 cost to marines
+1 range +1 def -30 cost to AA
+50 cost -1 range to sea transports
+100 cost -1 range to air transports
-1 attack -1 def -1 range +10 cost to Bombers, Destroyers, Helicopters, Stealths, Submarines, etc.
Land units -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units).
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Tarafından yazıldı Amok, 12.03.2012 at 07:05

Why? It's much easier with the popup thingie buttons...


Tarafından yazıldı Amok, 15.05.2013 at 06:51

Wow man, you're so wrong, I don't even know where to begin with
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05.12.2013 - 11:32
Thx soul added the -1 def to air and naval units, ill take of militia crits.
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05.12.2013 - 11:33
 Soul
Smelling like a combination of GC/GW with a weakness to specific units like DS (Helis weak to other air). Just saying.
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Tarafından yazıldı Amok, 12.03.2012 at 07:05

Why? It's much easier with the popup thingie buttons...


Tarafından yazıldı Amok, 15.05.2013 at 06:51

Wow man, you're so wrong, I don't even know where to begin with
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05.12.2013 - 13:03
Looks like GC.
maybe if you add def to tanks and take away attack and add attack to infantry and take away def
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05.12.2013 - 13:39
DS, SM and MoS would rape this. How would you counter that?

I propose AA available, regardless if the guy is premium or not.
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Tarafından yazıldı Mahdi, 23.11.2013 at 20:30

I don't consider the phrase "massive fag" to be an insult. Mods did.
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05.12.2013 - 13:44
Tarafından yazıldı notserral, 05.12.2013 at 13:39

DS, SM and MoS would rape this. How would you counter that?

I propose AA available, regardless if the guy is premium or not.
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05.12.2013 - 13:48
OK, i will boost AA's more.
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We are not the same - I am a... divided constellation?


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05.12.2013 - 13:50
Actually I propose these changes to AA:

-90 cost
-4 defense against aircraft.

This way they would be like this

$100
Attack 1
Defense 3 (7 against aircraft)

Basically their role would change to a more active defense position.
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Tarafından yazıldı Mahdi, 23.11.2013 at 20:30

I don't consider the phrase "massive fag" to be an insult. Mods did.
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05.12.2013 - 13:50
It reminds me very similar to hybrid warfare
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05.12.2013 - 13:51
And Tact:

Tarafından yazıldı Cthulhu, 05.12.2013 at 13:50

It reminds me very similar to hybrid warfare
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Tarafından yazıldı Mahdi, 23.11.2013 at 20:30

I don't consider the phrase "massive fag" to be an insult. Mods did.
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05.12.2013 - 13:53
O i seem to have strayed that way, will tweak to be different for HW.


EDIT: took away the inf and tank nerf that makes it overly GC, added another -1 to bomber defense to compensate.
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We are not the same - I am a... divided constellation?


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05.12.2013 - 14:52
Slayer of Autism
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Tarafından yazıldı The Tactician, 05.12.2013 at 13:53

O i seem to have strayed that way, will tweak to be different for HW.


EDIT: took away the inf and tank nerf that makes it overly GC, added another -1 to bomber defense to compensate.

Do you have any concept of balace?

I want a strategy that gives my infantry 10 attack and 10 defense, at the cost of having a bomber with 1 attack and 1 defense
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05.12.2013 - 16:53
This looks like it would be very powerful for EU+ and other predominantly land maps. Since most battles occur on land anyway, I'm not sure that this isn't just a bit OP in general.

Maybe give Inf +1 range instead of +1 def. And remove the extra +1 to city defense.
I would also consider giving all land units -2 defense against air/sea. Or at least -2 def against sea. Since AAs can compensate for the lack of air defense, the strat's real vulnerability would be coastal cities.
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05.12.2013 - 19:57
Death1812
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I like the <3
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05.12.2013 - 22:07
K i will take defense in out city for infantry and change it to range. And Grimm, they already have -1 defense against all air and sea units except AA's for air.
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We are not the same - I am a... divided constellation?


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05.12.2013 - 22:31
This is still too complicated,

Infantry: +1 Defense +1 Defense ioc (makes it +2 as +1 is standard except RA) - only difference with PD infanty, +20 cost. no tnk bonus

Tanks: +1 Range +1 Attack - only difference with RA tanks. just no -2 crit + 10 cost

these two alone are major flaws.Your intention for this was for small maps, Why would I pick PD in the west over this? RA is weak anyway but why would I pick RA when I can pick this and have the same attack with a bonus of buffed infantry that can also attack?

As I said before, keep it simple. Land buffs/sea.air nerfs. My suggestions.

Inf = +1 def
Tanks = +2 range -10 cost
Militia = + 2 range
Marines = +1 def - 20 cost

bombers = -2 attack - 1 def
Stealths = -2 attack
destroyers = -2 attack - 2 def
subs = -2 attack - 2 def
helis = -2 attack

ATs = +150 cost
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06.12.2013 - 02:36
Tarafından yazıldı b0nker2, 05.12.2013 at 22:31

This is still too complicated,

Infantry: +1 Defense +1 Defense ioc (makes it +2 as +1 is standard except RA) - only difference with PD infanty, +20 cost. no tnk bonus

Tanks: +1 Range +1 Attack - only difference with RA tanks. just no -2 crit + 10 cost

these two alone are major flaws.Your intention for this was for small maps, Why would I pick PD in the west over this? RA is weak anyway but why would I pick RA when I can pick this and have the same attack with a bonus of buffed infantry that can also attack?

As I said before, keep it simple. Land buffs/sea.air nerfs. My suggestions.

Inf = +1 def
Tanks = +2 range -10 cost
Militia = + 2 range
Marines = +1 def - 20 cost

bombers = -2 attack - 1 def
Stealths = -2 attack
destroyers = -2 attack - 2 def
subs = -2 attack - 2 def
helis = -2 attack

ATs = +150 cost


This
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06.12.2013 - 09:00
Ok i tweaked it a bit based on bonks suggestion.
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06.12.2013 - 10:24
Points.

1. No need to alter the cost of anything else, cost nerfs for things that have already had reduced stats is going overboard. Same to a degree with the range nerfs for other units.
2. No need to alter sentries, they are a support unit, no other 'specialised' strat changes their stats.
3. I wouldn't change both sea AND air trans, one needs to be an option to make it viable for larger maps.
4. Ground Transports (in ancient world or so): -2 Range +20 cost - not sure if these are affected by strats in same way as normal units?
5. Land units get -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units). is uneeded

The problem I see is that you want your land units to be strong, this is fine but you can't have them as strong as specialised strats. Because of this the nerfs are too strong in relation to the buffs, narrow it down you will still retain the uniqueness of having all 4 land units buffed and be discouraged to use naval and air forces.
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06.12.2013 - 10:52
Slayer of Autism
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Tarafından yazıldı b0nker2, 06.12.2013 at 10:24

Points.

4. Ground Transports (in ancient world or so): -2 Range +20 cost - not sure if these are affected by strats in same way as normal units?
5. Land units get -1 def against Bombers, Destroyers, Helicopters, Stealths, Submarines, etc (excluding AA from air units). is uneeded.


Ground:other are not affected by any strat, therefore ground transports can't get nerfed.
This strategy needs a -1 attack to infantry or -2 defense to militia, this strat is overkill in any map without air units.
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06.12.2013 - 10:56
 Soul
Inf = +1 def
Tanks = +2 range -10 cost
Militia = + 2 range
Marines = +1 range - 20 cost
AA = +1 def +1 range -20 cost

bombers = -2 attack - 1 def -1 range
Stealths = -2 attack -1 def -1 range
destroyers = -2 attack - 1 def -1 range
subs = -2 attack - 1 def -1 range
helis = -2 attack -1 def -1 range

Sea trans +50 cost -1 range
AT +100 cost -1 range
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Tarafından yazıldı Amok, 12.03.2012 at 07:05

Why? It's much easier with the popup thingie buttons...


Tarafından yazıldı Amok, 15.05.2013 at 06:51

Wow man, you're so wrong, I don't even know where to begin with
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06.12.2013 - 10:58
Tweaked some more based on the last two suggestions. Also, just because nobody has thought of nerfing carriages doesn't mean it can't be done admins strong.
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06.12.2013 - 11:03
Slayer of Autism
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Inf = +1 def
Tanks = +2 range -10 cost
Militia = + 2 range -2 def
Marines = +1 range - 20 cost
AA = +1 def +1 range -20 cost

bombers = -2 attack - 1 def -1 range
Stealths = -2 attack -1 def -1 range
destroyers = -2 attack - 1 def -1 range
subs = -2 attack - 1 def -1 range

Sea trans +50 cost -1 range
AT +100 cost -1 range

(There is no need to nerf helicopters as the unit is expensive and weak without DS.)
(Nerfed militia with -2 defense, now when he caps cities he will have to use his high quality infantry to defend it, that -2 is the cost of range, since blitz had the same nerf).
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06.12.2013 - 11:05
K i will nerf militia with th - 1 Defense
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06.12.2013 - 11:49
 Soul
Inf = +1 def
Tanks = +2 range -10 cost
Militia = + 2 range -1 def
Marines = +1 range - 20 cost
AA = +1 def +1 range -20 cost

bombers = -2 attack - 1 def -1 range
Stealths = -2 attack -1 def -1 range
destroyers = -2 attack - 1 def -1 range
subs = -2 attack - 1 def -1 range
helis = -2 attack -1 def -1 range

Sea trans +50 cost -1 range
AT +100 cost -1 range

If you don't nerf helis it makes helis a usuable unit for this strat which imo isn't the idea, you should make it so other units outside of land units aren't usuable really. btw blitz was nerf was put down to -1 because -2 was too much, so I changed that militia def to -1 only.
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Tarafından yazıldı Amok, 12.03.2012 at 07:05

Why? It's much easier with the popup thingie buttons...


Tarafından yazıldı Amok, 15.05.2013 at 06:51

Wow man, you're so wrong, I don't even know where to begin with
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07.12.2013 - 00:16
K will nerf helis. I will add another range to tanks. I will make it - 2 Defense against air and sea to balance it out.
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We are not the same - I am a... divided constellation?


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07.12.2013 - 04:51
I like it
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07.12.2013 - 05:38
Just to mention that the +1 defence and the +1 in a city seems a bit of an excessive boost for infantry. This is giving the strat the defensive power of PD as well as all the other boosts. I would recommend either +1 defence or +1 defence in cities, not both.
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07.12.2013 - 09:24
AlexMeza
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Ground units are always used more often than others, in overall. I think this is still a bit OP.
Tarafından yazıldı notserral, 05.12.2013 at 13:50

$100
Attack 1
Defense 3 (7 against aircraft)

Basically their role would change to a more active defense position.


Attacking with AAs is really stupid, they're on a defense position already
Also, 7 def 100 cost..Meh, infantries are still much better. Cheaper and same defence: 6+1(def boost)+2(city boost) = 9, nerfed by -2 against air units. Also, keep in mind they need a big range improvement.
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