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Geht auch nicht weil der apollo die Libellen runterschießen kann!
Last edited:
;1649581 said:
Game Title
C&C: Red Alert 3
Version
1.03
Classification
Balance
Problem Title
Empire Balance issues
Problem Details
Basically, these are the major concerns regarding empire against both allies and empire and in general, i will list them out accordingly.
Empire General concerns:
- Refineries costing 2500, compared to 2000 to everyone else:
This is a HUGE disadvantage at the start (and a huge advantage later on) but regardless, thats basically a 9000 empire start and 10000 to everyone else. I dont think the price should be reduced on the refineries, but prehaps something else along in t0 can have their cost reduced in order to make up for the 1000 loss in money. Maybe reduced cost in power plants or war factory or something... or maybe buffed up ore colelctors.
- Empire Ore collectors:
I believe that they should have a longer range with their machine gun turret... not alot but a little buff would be nice. I think all collectors however need to be substantially stronger, OR the cost of them reduced (at least for soviets and allies, considering their ones are expansion units). it also takes FOREVER to build them, and at the start of the game, that is a HUGE delay.
- No Anti Air Infantry:
To me, this is not a big concern (unlike everyone elses complaints, but if you read down below, prehaps you will consider my suggestion inregards to the apollo vs tengu, that will be fair, and i believe i can counter them with enough warning, its just that apollos ruins the counter big time).
- Rocket Angel T2:
Rocket Angels to be reduced to T2. This will also be a good counter against apollos and migs not to mention a decent fighting unit which the empire lacks early to mid game (tsumanis just dont cut it against hammers... they are alright against guardians... just not against hammers) so angels would be an effective way to help stem the flow of hammers
- Defence Towers:
Take WAY too long to build, and are too expensive compared to other towers
Against Allies:
- Apollo:
At T1 is way too powerful against Tengu's. Easily 3 to 1 ratio. considering how much tengu's cost, and the fact that they are empires ONLY form of anti air at the beginning stages of the game, apollos rape them too quickly. Apollos should be nerfed or taken up to T2. Just like MiG fighters.
- Peacekeepers vs Samuari:
When peacekeepers put on their shield, my samuari's cant melee them? (might be a bug) i witnessed this first hand when my meleed infantry couldnt or wouldnt attack them. At least they should be doing reduced damage towards them. (which is fair... like half damage)
Against Soviets: Main (and only) Issue - Hammer Tank fast tech...
Hammer Tanks are way too powerful and soviets can get access to them very quickly. Tsunamis do not fare well at all against hammers, and tengus are just useless. Vx Choppers work well, but then a bullfrog rips into them like no tommorrow. When i assist with tengus and land them to kill the bullfrogs or flak troopers, the hammers rip them apart like paper. I think Tsunamis would be alright against them, if the leech secondary was nerfed somehow... or if the nano shield was actually more effective (which it isnt really, because i never really see it protect my tanks at all, they ahve the nano shield on, and yet they still take the same amount of damage and die).
This is the only major issue i see with empire vs soviets. People complain about sickle harrassment and stuff, but in all hoensty, they are easily counterable, but its just the fast tech to hammers which really effects empire. Tankbusters just dont cut it (even tho they do massive damage) but sickles will just easily rape them. even microed TB's cant fare well against them as they will just camp where they burrowed.
Rocket Angels at T2 would be the BEST effective way to help counter hammers.
Another issue is, if the empire wants to tech up to counter hammers, they have to upgrade their factory. I find that if i upgrade my factory, i dont have the ability to keep producing units against harrassment or defence, which means i need to build another war factory to keep pumping out tengus... which means another 2000$ spent on building tengus to survive.
This just makes it even more of a good idea to make Rocket Angels T2, so that we have something to counter hammers in the mean time while we're teching up to T2 on our war factories, and they are easily counterable by t1 units, so its not an imbalance. i would also make the rocket angels a bit cheaper by like 100 dollars)
also maybe king onis a little bit more health. they take forever to target and shoot, so i think they need a bit more of a buff.
ein ally spieler könnte sich mal bei mir melden um das zu testen!
icq 315331151 und xfire steht in meiner sig
€dit:
Auf Infinity Isle hauts recht gut hin mit:
pp, pp, raf, raf, waf ->t2, raf
4-6 vx bauen und danach je nach gegner tengus oder tsunamis.
die frühe exe dürfte sehr wichtig sein, da man maximal einen miner verliert und dann trotzdem noch gleichviel geld wie der ally hat. allerdings hat man schon konter zu seinen bombern und inf/ifvs.
werd das ganze in nächster zeit noch öfter testen aber hat letztes mal perfekt funktioniert