Warlords and Merchants Discussion

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Ricky_Honejasi
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Re: Warlords and Merchants Discussion

Post by Ricky_Honejasi »

Mucky wrote:What's everybody complaining about? The changes to the carriers aren't bad, except for the 300% rebuild times.
I think most overfocused on "4 max interceptors" then basically underestimated every other change except the 300% rebuild times.

While I feel it might be "overbuffing", I guess ill accept 200% rebuild times for interceptors. 16 seconds is still a considerable recovery time in mid-battle even if it's a "double interceptor".

As for a 4 max (while having the power of 8), it's with the intentions of minimizing lag while having changes to keep the same power and relative feeling that 8 had.

Usually if W&M slowed down horribly it's either mass zerglings or mass carriers with interceptors. In addition, if you consider that a mothership is ideal with mass carriers and mass cloaking/decloaking generate a lot of slowdown due to interceptors going in/out of cloaking range all the time.

Also double HP/SP have the side bonus of making them more resistant to AoE from turrets.
Vetraeus wrote:Give Carrier Interceptors immortal shields with 1 HP and make them cost money and have 8 again, Done, GG!
That won't fix much in the grand scheme of things. Usually what really kills interceptors are mass marines/hydralisks which deals fairly low damage per hit (thus 10 dmg max immortal shields + 1 HP is at their advantage). Most other units are usually better off focusing fire on the carrier itself.
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Re: Warlords and Merchants Discussion

Post by Vetraeus »

With scourge being as easy to buy as a shift click I don't think Carrier nerfs are in any order.
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Re: Warlords and Merchants Discussion

Post by Ricky_Honejasi »

So extra changes I did but aren't uploaded yet.

Latest Changes :
1) Elite - Atomic Crusader overall nerfed.
2) The minor blimps from exploded Atomic Crusaders are more likely to attract foes.
3) Siege Barrage now generates an alert.

Specifics about AC :

BEFORE
600 HP, 2 armor, is Light & Massive
Weapon 1 : Both vs Ground/Air, 7 range, 30+6 armored damage, 0.75 attack speed.
Weapon 2 : Both vs Ground/Air, 5 range, 8 damage, 0.25 attack speed

NOW
600 HP, 1 armor, Is Light & Massive
Weapon 1 : Both vs Ground/Air, 5 range, 24+6 armored damage, 0.75 attack speed.
Weapon 2 : Only vs Air, 4 range, 2+1 Light damage, 0.06 attack speed

Other details :
- Due to the armor reduction, AC becomes more vulnerable (especially to Valkyries and Corsairs).
- Due to modifications on its 2nd weapon, it is now much more able to flee and fire incoming scourges.
- Blimps from a dead AC no longer deals damage and are even more likely to attract foes to them (attacked priority and such)
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IskatuMesk
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Re: Warlords and Merchants Discussion

Post by IskatuMesk »

Did you nerf marines yet? They are way too good.

buff drones
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Re: Warlords and Merchants Discussion

Post by Krazy »

Nerf missile turrets.

:D
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Re: Warlords and Merchants Discussion

Post by Ricky_Honejasi »

Did you nerf marines yet? They are way too good.
Nope.
Nerf missile turrets.
Nope.
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Re: Warlords and Merchants Discussion

Post by IskatuMesk »

Care to give an analysis on why not? I'll need some pie charts (mmm pie), graphs, statistical number crunching, goatse, and Efficient Quotient (EQ) vs Zeus'. Some French history wouldn't hurt.
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Re: Warlords and Merchants Discussion

Post by Ricky_Honejasi »

In all French History (real and fictional), over 10000 marines died to a few Zeus!
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Re: Warlords and Merchants Discussion

Post by Vetraeus »

The french lost their front in WW2 because they A-moved all their tanks & infantry into the german artillery.
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Re: Warlords and Merchants Discussion

Post by IskatuMesk »

I'm not seeing any bloody pie charts.
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Re: Warlords and Merchants Discussion

Post by Mucky »

This is probably the best explanation I've seen so far for Ricky's fondness of selling Marines.

They are a representation of his people.
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Re: Warlords and Merchants Discussion

Post by mark_009_vn »

Vetraeus wrote:The french lost their front in WW2 because they A-moved all their tanks & infantry into the german artillery.
All Allies commanders A-moves all their tanks & infantry into Battle Cruiser in WW2 anyway. See Normandy.

:D
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Re: Warlords and Merchants Discussion

Post by Ricky_Honejasi »

Latest Changes for FFS :

1) Firebat now have 25 build time.
2) Attempted a fix to prevent some units to fire from Nydus Worms.
3) Warlords should now no leftover units when becoming a Merchant in any scenario.
4) Combo - AA Strafing Hellions now Combo Lv4 (from Lv5).
5) Elite - Atomic Crusader's main weapon somewhat buffed.
6) Combo - Armed Workers no longer fly by accident.
7) Added Adv.R Yamato Gun Refinement (Lv4)
8) Spore Crawlers 2x/3x upgrades now properly cost right.
9) Merchants can now properly retrain Predators.
10) Starting Landzones can finally teleport once again.
11) Sandbox Mode : Attempted a semi-fix for ground units to stop moving oddly.
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Re: Warlords and Merchants Discussion

Post by Krazy »

Wait, did we get through last week without any needed changes coming up?

:o
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Re: Warlords and Merchants Discussion

Post by IskatuMesk »

Sorry, I wasn't there to complain about how overpowered marines are. Too burned out. :(
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