Vulcan does more damage the closer the enemy is to the Vulcan. It could be a good buff to improve it vs crawler without disrupt the balance or make it too much strong.
Good idea, worth exploring! Although it's very beneficial to clear chaff when they are not in close range. Wastes a lot of time when the crawlers have to walk to the vulcan and maybe it would make the vulcan too strong vs balls/rhinos.
@@SurreyEZ Another idea: Vulcans are useless if they lock onto the wrong target (it locks the Fort or Rhino and the Crawlers run right by). One of the reasons Badgers are better is because they have three flamethrowers firing independently. Maybe make each arm of the Vulcan independent, so if one of them locks a high-HP unit, the other could still target chaff--meaning it actually does its job.
@@Lorrin81 That kind of creative thinking where you're not just adjusting numbers is probably what this game needs. A lot of the issues it has seem more fundamental than just too strong/too weak.
Acid Doubleshot Scorpions absolutely delete Sandworms. The fact they just made Doubleshot cheaper seems pretty silly to me, but it could also be them acknowledging that Giants need a proper counter other than another giant. IMHO people use it wrong by giving it Siege mode, leave it as the direct fire mode and just give it range.
Well, that's the end of carry arclights. I never thought it was all that good of a strategy to begin with, but it's certainly not going to be a thing anymore.
@@SurreyEZ I play carry archlight without charged shot all the time :S Armor / Range / Elite / AA Sometime I drop Armor for Electro Armor give soo much value vs thing like Fang / Wasp / Mustang
Im not sure how I feel about these balance adjustments. I would prefer they rework some of the units entirely instead of giving +/- 5% whatever, or making tech a bit cheaper.
I feel the war factory is doomed to always be either too good, or too bad. Its simply too expensive for people to want to use it if it’s merely an average performing unit. That unit maintenance mechanic attached to it is interesting, but I feel it is also the culprit of why war factory is so terrible to balance; it makes sense if war factory is op, but if its not then simply paying extra credits every round x the # of those units on your board is quite unbearable (and the tech to reduce this counter acts itself by inflating all the other techs prices)
yep that's exactly how it is. If one unit counters it, it's a bad trade to build the factory. If the factory requires a certain type of board to counter it, you are always vulnerable if you don't have the exact said pieces on your board.
@@michaelbarnard8529 yea could fit the theme better. I think it also needs some kind of delay. Like maybe you assemble it from units on your board so the enemy knows its coming or you build it one turn earlier and then it goes into a assembly state and you get it the turn after or something
@@SurreyEZ Have it start out cheap, weak, and vulnerable, with no upkeep cost. Each 'tech' you unlock has a big cost, upkeep per round, increases HP, number of weapons, and gives you unit production. After you unlock say 2 or 3 techs, then it's like the war factory is now when you buy it.
I think there are too many options for chaff clearing so reducing overlord and adding the tradeoff for arclight seem reasonable. but im only 12-1300 mmr. Totally agree on the triple badger drop being too strong also.
I expect that they tried something new with the Sandworm, where they set all the tech prices to 250, and then waited to see how strong they would be, and how often they would be used, and this patch is just taking that information and rebalancing the prices to reflect their usage/strength.
Feels interesting they decided to keep MP HP the same, but also didn't alter tech costs for things like degen beam. I'll probably keep seeing it at the higher mmrs. Degen replicate for dayssssssss.
Since Crawler pushes are really strong right now I often went carry arcs even in 1900 elo with good success, this nerf completely kills that possibility sadly.
The war factory should be a capstone of your build, built in the final few rounds. That's just from the upkeep mechanic. I'd love it to be the capstone to a tanky rhino type build that just needs the extra firepower. Really focus on the unit production, have it spit out tons. I like threes, so three rounds - first round it is in play it can produce a type of light unit, second round it can produce a medium unit, third it can produce a heavy. Staggered timers, so like 40 seconds on heavy, 20 on medium, 10 on light (start with timers half finished) might feel good. Nerf the weapons down, make them more like the antirocket stuff, let it basically be a final boss unit. Maybe they even have to up the cost to make this work, but right now it doesn't play well in rock paper scissors. Either it flips the table, or it doesn't, and that's not possible to balance.
The marksman got the nerfbat from all the spam. Same for the Phoenix. I totally get the melter nerf. 4 melters with 3 storm callers in the middle of them will get you to #2 or even #1 in 4 way brawl. The crawler nerf is weird.
Marksman spam strong around 1k. Get a bunch early and level them up, then once they get elite marksmen you one shot everything from half the board away. Don’t think nerf will make a difference
I have to agree with you, crawlers are too strong. Too much hp, mustang HE ammo doesn’t really work ever since and all the other chaff clears are just not enough anymore. With elite spec, you can really snowball using crawlers. Like whose idea was it to make lvl2 crawlers survive a sledge shot?!!
Strange to keep buffing vulcan but then nerfing arclight chaff clear in the charged shot tech. If they identify an issue with chaff clear not being strong enough currently, then nerfing a chaff clear unit tech seems weird. At the end of the day idk how much it actually matters, since most of the time unless you are going carry arclight, you just tech range. Maybe the idea is that if opponent techs charged shot too early, then fangs are an even bigger counter.
Charged shot was really good with cost control specialist for example because of the crawler break points. Or against leveled crawlers in general. I think it was a pretty useful technology and even having it available prevented the enemy from building medium units into them early game
I think Scorpion can be good, if they tweaked the attack rate, right now it just shoots so god damned slow. What I want to see is a change to fire, it should not linger so long on the ground.
the scorpion would do everything with a better fire rate. Because of their attack splash, they kill giants, medium units and chaff. Could buff the firing rate and reduce the splash though i guess
@@SurreyEZ It could be locked behind an upgrade, and balance it with cost. Other units are good from the get go, so it still have to compete with them. Right now it is decent with 2 upgrades but nothing crazy, cost wise it just does not add up...
Currently it's a melting point meta. But why are things nerfed at the melting point that nobody played anyway? Like crawler production. Don't understand that.
I'm still disappointed about the Sandworm. Beside the shape, animation and battle effects which don't fit to the other Mechabellum units, it feels like being intended for a very small niche. Looking to the matches I played and watched, it is more often a loss than a win when Sandworms appear. This means that beginners or average players are not able to play this unit!