12/30/2023 0 Comments Ra3 pricingalternatively lower the price of tsunami tanks to 900. Raise the price of riptides to 800 and guardian tanks to 1000, these units have no place having a discount. on the same note I would love to reduce the price of anti-infantry vehicles (including sickles) to 700 but I'm not sure about tengus costing 700, but I'm not sure how that would affect the air meta. they are not a tank, they are not as good as a tank. lets NOT see ten peacekeepers slaughter three sickles, or tengus, ever. Reduce the amount of damage basic infantry can do to vehicles and structures. they could deal with the problem and an allies player wastes no money. also makes peacekeepers the least cost effective and the most barracks time effective, meaning peacekeepers can be produced when needed. in addition this would make infantry more spam-able for all factions, and infantry need to be spammed. this give cost effectiveness to the conscript, while they are still the least effective use of barracks time. Reduce the price on all basic infantry (conscript, imperial warrior, peacekeeper) by 25. if you need to be doing more damage, get more javelin troopers. laser lock can't add more than 1.5 times dps at that price. I'm looking at the numbers XYHC gave me and I don't even want to start calculating the increase in DPS. allowing them to be able to take out a base from a safe distance is not something that can be priced at 300, and as I mentioned before, a infantryman cant cost more than 300 without losing all ability to be infantry. I'm looking at you, whoever the ♥♥♥♥ raised the price on flak troopers if their ability is too much then replace it with a "weapon swap" where they shoot arcing shots at a slower projectile speed with additional range. I'm not gonna claim to be good with numbers, I don't even know if they would need to be nerfed down to match the new cost. what I'm getting at is the empire needs an anti air infantry unit to help with early anti air, and any infantry relies on being able to take casualties while still having someone next to them. at 500 each THEY ARE NOT EXPENDABLE and still one-shot-able. however ARCHER MAIDENS COST TOO MUCH TO BE EFFECTIVE. splitting the anti-air and anti-armor infantry unit makes it more difficult to counter your opponents composition, making such a tactic harder to pull off. the archer maiden is necessary to "nerf" Empire infantry, and their ability to drop barracks behind enemy lines. allies are overpowered "but they need to be because empire can three refinery!"ĭitch uprising, with the exception of the archer maiden. with no one able to gain a real early advantage in resources we could start to balance this game. fix this and the game becomes balanceable. Changing the Empire's building build speed from 4 seconds to normal build times, maybe a little less.
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