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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)

TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)

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DracoTheDragon
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DracoTheDragon
102 posts
Nomad

back to the first point. bank, forge, gen...might do the job in 2v2...but its not that facist is realy bad... but it limets you to forge and in that case, the option of going forge-opps as mon for most is alot stronger.... mon+mon should win every battle were it is not playing another mon+mon. beacause even agest fas-cap it will probably win, unless the players on the cap+fac team are stronger.


isnt that a bit contradictory.

from experience monarchy is only a good 2vs2 gov because it allows you to adapt to your partner easily. due to the resource lack wouldnt Fascist and capitalist be able to hold them off for a pin cprrect? Once the pin is set i dont think monarchs would be able to counter pin well. Probably the best pinbreak i could think of would have to be a sphinx, saint,modphantoms, scouts, and tanks. However i would think capitalist would have a missile, tanks, marines, and maybe snipers. And the fascist probably has scouts, anti air, phantoms/mod phantoms, romans, and maybe a mod sakata. i also think that by the time that type of pinbreak would be set the capitalist would be ready to upgrade. BQ probably wouldnt be fast enough so maybe 2 hovers could protect ground while partner gets anti airs and phantoms.

or even just if mod sacata cost 70 influ and had missile armor


that takes away from the identity of forge. A fast flexible building.
However, if we increased the speed of mod sakata even more so missile dodge is open to more individuals, then that would still keep its identity.

range grew over time


now thats an interesting concept. Range growth may work but i dont think it should happen steadily. I think if certain buildings are built like tier 3 post/forge from any person, thats when range should increase. Like a switch. However we could look at the opposite. when a building is created range decreases. It will take alot of experiementing but it may work.

This is an example of meta-gaming. Not to be confused with meta-game.

ok???....


Its a compliment. Hes saying your thinking like a pro. However his definition is a bit off.

Since you know whats gonna happen and your doing what you can to stop it, thats anti-meta gaming


I am very happy you
A: know enough to debate everything that's been said since your last post
B: Read everything since your last post and
C: Care enough about this community to share your thoughts, which are never bad and are usually helpful.


lol thanks... and your welcome

anyway if the energy tank was made the fascist WOULD RISE UP AND NOOB ROMAN RUSH US ALL TO DEATH....


XD i believe this would play like the popular 1on1 and 2vs1 build dual fascist. Since generator costs more then an outpost then i believe it would be slower. Not to mention since its energy, that would mean less scouts. We also need to devise a way to prevent it from being too spammable. 2 money 10 energy 5 influence anyone? I would think snipers would counter the E tank easily. Maybe we should make it like the sphinx, composite armor.

not to mention roman rush... i dont think the E tank would be rushable if some influence is needed.

be horrible to go against 1v1


Like you mentioned this should play like dual fascist. However if we add influence and money it should prevent it from being spamable. I have a feeling monarchy could still survive. however i do have a feeling this further handicaps communist.

But if this doesnt work then maybe an energy groditz would do. attacks ground only so speed hovers cant retaliate to much against forgers

oh my, do i hear and underpowered reference coming on?_? i dont 1v1 often, im terrible at it, and you know this.. mannnn(friday refference:P)


i dont understand the friday reference lol.......

I could be blunt like yos and say it leads to underpowered reference. However its not as major as he says it. There is macro involved however its much more micro intensive against fascist. You are after all, are facing the most aggressive government. If your micro is good enough to make your units survive till your medics come out then post has the advantage. Fascist could still hold off but if that saint comes out before they pin again its over for them. Communist you could say is much more trickier. Even expert capitalists have issues finding the difference between communist and monarchy. If you believe its monarchy and focus on macro, your numbers will simply overwhelm them. However if you do realize its communist then the battle becomes so much easier and you could just win with your early pin/snipers.

(2 or 3 scouts one 1, or 4 roms 1 scout, costing around 15-35 influ)


maybe influence isnt our best shot. Why not just add the cost of how much they would normally cost. Like scramble 5 scouts to be 15 money 35 energy. It kinda limits fascists ability to increasing building speed but this style prevents mon forge from increasing, and actually assists in fascism's pinbreaks.

Woah woah woah.....Our knowledge is diffrent? Its a well known fact that with the right teamwork you could beat alot of pros yes its true. What you cant say is that you know more and that you used tdh in 2v2 as a measuring tool. Obviously you know very little to say that makes you diffrent.


chill XD. that was just an example. i believe hes just using his fame as a common example to define a &quotro".tdh's 2vs2s arent that bad... Hes a bit rusty but he knows how it works. Tdh and i were able to compete with wpn bawse and smock. But you are still true in a way. A better example would of been endscape or zing and zachh.

Overkill


Ah overkill... thats an interesting concept. However doesnt post tend to have more issues with overkill than forge?

I think I can figure out how to perfect eliminating the overkill mechanic.


Im interested ;D

I quit colony. ]:


WHHAAATTTTT

we are losing more pros T_T

Why would you do such a thing as this Eddie?


hes general edward? o.O


Ok so current ideas on board

-energy tank/groditz
-Scramble forge
-different resource values
-lower upgrades on forge
-range changes
-different mon perk(banishing)
-removal of money missile
-swapping resource values for communist and fascist

New ideas

Another idea i have is instead of the energy perk for mon or banishing. Maybe they should have the power to store units inside base, and let them all out at once. Of course this should mean its harder to spot hackers

Another idea I have was inspired by inflicts range changes. Maybe units should have different attacks when they get closer to other units. Ex. gladiators at close range swap from their blue lazers to sphinx style bullets. Or due to bqs massive size, any air that comes in contact with bqs receives damage. This opens more micro options and potentially means its harder to pin

Ive also heard there was once a time medics had pistols. How did that go?
SoymasterYos
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SoymasterYos
971 posts
Nomad

Okay, I said I was going to make a post about "Tiers", but I have to post about the government role theory first. I can still going over Unit and Structure Tiers, but there is no point in doing so if I don't explain the third System of Tiers.

I know many people know Structure Tiers because the game tells you what they are, but Unit Tiers are different because they have 3 to 7 Tiers depending on how you think. I am in the population that uses 7 Unit Tiers.

You know, this sucks. I wanted to give you guys a preview of something I am going to post when AG3 gets it's forums, but I can't because you don't know the information needed to understand the third Tier System. I guess a can give you a teaser of the preview. I am really upset that I didn't think about this before.

This is going to be very simple information.

Structure Tiers

Tier 1
Bank
Generator
Hospital
Outpost
Forge

Tier 2
Armory
Barracks
Manufactory

Tier 3
Treasury
Solar Gird
War Sanctum
Arsenal
Mechanics Terminal
Special Operations

Unit Tiers

Tier 1
Marine
A25-Roman
Scout
Far Sniper

Tier 2
Chronite Tank
Sniper
Grodtiz
Meditec

Tier 3
Sakata Spider
Phantom
Mod. Phantom
Sphinx

Tier 4
Sakata Mk-II
A28-Gladiator
S-Marine
Mod. Sakata
A27-Pride

Tier 5
Hover Tank
Black Queen
Saint

Now your probably thinking, why did I tell you about the Tier Systems. Well, I wonder the same thing because you can't understand this information without knowing about the third Tier System.

The third Tier System isn't really stated, which is why very few know it exist, but it explains how Structure Tiers and Unit Tier are sorted. Your not making any sense right now. What is the super secret Tier System? First of all, it isn't a secret, but it is a collection of Tier-List.

See, the third Tier system is Strategy. Oh, like the Foxer! Yes, and no. I said it is a collection of Tier-List. The Foxer is a Tier-List. I really can't explain this without telling you about the Theory of Government Roles, so don't stress over trying to understand this concept.

I don't want to post this with a loose-end. Ugh! Well, it is a teaser for stuff to come.

Just to let you know this post took 2 hours and 36 minutes to make. I didn't want to talk about the more advanced concepts related to this topic. I guess I can tell you why this information is important.

The Tier Systems are one of the foundations of the evolving meta-game.

That is all with this topic. I will post my suggestions to balance Colony really soon, like in the next hours. This post took longer than I thought it would.

DracoTheDragon
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DracoTheDragon
102 posts
Nomad

DTD SPARKNOTES


Just in case anyone had issues with understanding yos's post...... here are my notes of yos's 2 hour post.... here is the "needed" info

Tiers- rankings used to show quality of something. there are 3 tier systems. structure, unit, and strategy

struchture tiers- Varies from 1 to 3.
tier 1- buildings which can be build immediatly on ground zero
tier 2- buildings upgraded from tier 1 excluding armory
tier 3- buildings upgraded from tier 2 excluding treasury, solar panel, and war sanctum

Unit tiers- A way of classifying units. Lower the number worse the unit. Official classification varies by user.


Strategy tiers- Strategy tiers are classified by a combination of structure, unit, and government tiers. The combination of structures, units, and governments is what ranks popular builds such as dual fascist, tdh build, mon toolbox, and commi farm.

As updates occur and values change. Tiers change as well

2 hours and 36 minutes


lol instead of spending 2 hours to hide info why didnt you just say everything bluntly. this post took less than 20 minutes.
SoymasterYos
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SoymasterYos
971 posts
Nomad

You didn't really explain Strategy Tier right. There are no Government Tiers. Well right now there are because of imbalances, but there shouldn't be.

Pacmanateyou
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Pacmanateyou
255 posts
Nomad

This post took less then a minute!

You trolls get over it and geton Colony!
... and beef burgers.... mmmmmmm


-Pac

inflict
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inflict
381 posts
Shepherd

Woah woah woah.....Our knowledge is diffrent? Its a well known fact that with the right teamwork you could beat alot of pros yes its true. What you cant say is that you know more and that you used tdh in 2v2 as a measuring tool. Obviously you know very little to say that makes you diffrent.


no...not our knowledge is different... our IDEA of knowledge is different, i wansnt even speaking to you anyway.

and yes i used tdh and clause as a mesuring toll, had u been online i might have used you. i also used mule and draco as a mesuring toll, as i did yos and a geust..but yos ran away...
********

now to draco...
from experience monarchy is only a good 2vs2 gov because it allows you to adapt to your partner easily. due to the resource lack wouldnt Fascist and capitalist be able to hold them off for a pin cprrect? Once the pin is set i dont think monarchs would be able to counter pin well. Probably the best pinbreak i could think of would have to be a sphinx, saint,modphantoms, scouts, and tanks. However i would think capitalist would have a missile, tanks, marines, and maybe snipers. And the fascist probably has scouts, anti air, phantoms/mod phantoms, romans, and maybe a mod sakata. i also think that by the time that type of pinbreak would be set the capitalist would be ready to upgrade. BQ probably wouldnt be fast enough so maybe 2 hovers could protect ground while partner gets anti airs and phantoms.


correct... but the way mon is being played at the momment, you should never be in a pin, exept from 1v1.

that takes away from the identity of forge. A fast flexible building.
However, if we increased the speed of mod sakata even more so missile dodge is open to more individuals, then that would still keep its identity.

plz explain how missile dodge would work? case the way im thinking this sounds a lil hard..

now thats an interesting concept. Range growth may work but i dont think it should happen steadily. I think if certain buildings are built like tier 3 post/forge from any person, thats when range should increase. Like a switch. However we could look at the opposite. when a building is created range decreases. It will take alot of experiementing but it may work.


agreed...or we could give it 2 life regain technologys..... the first one stays the same and id used when damage is taken and the other is when it is stationary, it should be the same as a saints. and has no limit. however when it takes a lot damage the first of the 2 life regains will only take it to 350 and the slower one will have to start from scratch. this would increace its usefulness over time. as would the range increace, i think it should stop at the range of a sniper.. but only when a very high level of structure is obtained.

Another idea i have is instead of the energy perk for mon or banishing. Maybe they should have the power to store units inside base, and let them all out at once. Of course this should mean its harder to spot hackers

i dont think realy that we need to kill mon, bringing other govs up would be better. i think this perk would be better for cap or something. i think the biggest problem with fac is that has lil money. instead of switching the recourse gains with commie. just add some money to its gain. this is a faster tech up. tier 2 and 3 forge is ideal for stopping a spec rush. while geting acsess to aa fast can be a strong counter to saints.

commie. right, first things first fix the influ cap glitch. second gain from splash needs to be added. being an attacking gov, they should gain +20% resource with field control as well as extra influ.

and when a commie does not have field control units gain 50% speed meaning they can rush way more affectively and micro becomes vital. this would make commie a pro gov/ which would only really step into its own when in the right hands.
or commie could be come a 2v2s weapon. if for every kill they got there partner money and influ as well as then, this might also be very good...and considering communist means everybody shares, giving your ally resources would fit it nicely.
DaoLei
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DaoLei
8 posts
Peasant

HOLY COW! look at what community that have come to life

It was ages ago I last played Colony, and now when I by random chance comes back all forums of colony have x4 the number of posts and the number of hackers are really low! and its more then a handful of REAL people playing the game! This is so amazing! all that is needed now is maybe one more update fixing some balance issues and glitches/bugs and a better anti-hack system

I have some game-changing changes that comes to mind :P
(it's a hobby of mine, figuring out and making up stuff in games)

Maybe I'll post them in the future just for fun.

But now I'll go and play some Colony

Peggster
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Peggster
483 posts
Nomad

Unit Tiers

Tier 1
Marine
A25-Roman
Scout
Far Sniper

Tier 2
Chronite Tank
Sniper
Grodtiz
Meditec

Tier 3
Sakata Spider
Phantom
Mod. Phantom
Sphinx

Tier 4
Sakata Mk-II
A28-Gladiator
S-Marine
Mod. Sakata
A27-Pride

Tier 5
Hover Tank
Black Queen
Saint


I think this unit tier system is pretty absurd, S-marine shouldn't be tier 4, they get owned by two cronite tank, romans and loads of other units. A27-Pride/A28-Glads shouldn't be in the same tier as they are no where near equal in capabilities. Could you explain how this tier system is measured to help me understand why it is the way it is?
SoymasterYos
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SoymasterYos
971 posts
Nomad

http://i1136.photobucket.com/albums/n500/SoymasterYos/nulled.png'


There you go pac. It was a tie, since g3t saw both of us null.

Pacmanateyou
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Pacmanateyou
255 posts
Nomad

Lmao XD Yos that's not a tie, it's you nulling
and wanting some semblance of winning,

I can't believe you actually said you're the best!
I got it in a screen shot "I have been the best for quite some time now" XD really dude? Lol


-Pac

SoymasterYos
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SoymasterYos
971 posts
Nomad

Pac, you nulled too. g3tsome saw us both null. That is why it was a tie. We were both evenly match anyway before the nulls happened.

You just can't get over how I can make Communist look so good. Unlike you I don't use imbalances to win, well I stay away from using certain tactics. You will never see me play Monarchy or Capitalist in a pro game. I don't use post based strategies, unless I decide to for 2v2.

It's sad that a Communist Forge 1st strategy tied with you.

Pacmanateyou
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Pacmanateyou
255 posts
Nomad

Oh no he made it clear he beat me not tied with me XD

He's the best! Only reason he doesn't win is because he plays handi capped!

He even almost beat tdh! (The finally score was 4-0 but that's just cause tdh used OP'd capi of course)

No one can match his skill at all!

Does anyone else think YOS is a complete and utter moron?

-Pac

inflict
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inflict
381 posts
Shepherd

Does anyone else think YOS is a complete and utter moron

agreed

ok yos the real imbalance in the game is that some people refuse to acknowledge it. as it happens the communist strat u use works very well along side me... but im sure you could do better if only you were look at the imbalances at use them to your advantage.... for not doing so you are now not as good as you could be.

why not use the equipment available to you? why turn a blind eye to a way of playing that destroys your own?
SoymasterYos
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SoymasterYos
971 posts
Nomad

Inflict, your okay with a meta-game that revolves around 10% of the game. You may not even know that you said this, but you did.

Unlike you, tdh, Bankhead, or 80% of the other decent population, I find new builds with the parts of the game people throw away due to how weak they are. Being able to combine the weaker 37% of the game to play at equal terms with 100% of the game is something I am proud of.

My current goal is to plan a list of changes that need to be done to make the imbalances smaller, or non existent.

The some of the Colony community thinks I'm trying to make the game my own creation, or something that fits my style. This is false. I understand the Foxer (tdh/Ultimus) opener is one of the few optimal Capitalist strategies because it fundamentally makes sense. The problem is the certain factors form the imbalances that prevent many other strategies from beating it. One of these factors is the cost of the Marine and Chronite Tank. I still haven't made a conclusion if marines costing 3 Manpower is the best thing, Chronite tanks cost a little Energy. I realize now the latter would nerf the tank too much if the Weapon suggestions are made, but something needs to be done about it. Marines on the other hand are too strong in the early game for Scouts. I also understand that the change in the Chronite Tank would even out the early game. Maybe the Chronite Tank's weapon needs to be the only nerf.

There are many suggestions I have about fixing the game balance wise, but just listing them without thoroughly thinking about the results won't help. What most of the community fails to understand is, I have been working on finding ways to balance Colony for a very long time. I know it has been over a year and a half.

Many of my suggestions have been implemented. Only few of the changes actaully effect the current meta-game.

The Deploy Pride cost increase from 35 Influence to 40 Influence was done because they were way to strong in the early game. People would rush them and deal significant damage to their opponents army, base, and economy. Right now they are perfect. Even if 2 pop out near the end of the early game, it's no big deal.

The Deploy Meditec time decrease from 8 to 6 was done because nobody used that Option. Even now I feel like I am the only person that uses it. I use it in EarthQuake.

The Sakata Spider has been changed so many times. You should have seen how useless it was when the game came out. The poor thing used to cost 26 Energy, and didn't shoot that far. On top of that it used to 2 shot Marines. Now it is a core unit in some conditions.

The Gladiator was the same as the Sakata Spider. Imagine a unit that cost 40 Money, 10 Manpower, and 40 Energy with no purpose. It still requires support, but it does do what it needs to now.

The Grodtiz was not as lucky as the units above. The only thing that has been buffed was the short range. This unit still needs a buff. Maybe a Health and Speed increase would do the trick. I still don't know.

The only thing that I suggested to be changed that I wonder if It wasn't necessary is the Chronite Tank. I suggested for it to have a range increase because it was really useless against hovers back in the early 1.X days. I guess it was a needed change now that I think about that. Now it is a problem, but it has nothing to do with its range.

There have been other changes that have happened but the whole community had a say in those. Many of them regards the influence units.

I will admit, I suggested those changes without really thinking about the effects. The suggestions I have collected have been thought about for months, and some even over a half a year.

That is all I have to say for now. It's been an hour and a half.

Note: The suggestions I have are almost ready for the public to know about.

inflict
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inflict
381 posts
Shepherd

Unlike you, tdh, Bankhead, or 80% of the other decent population, I find new builds with the parts of the game people throw away due to how weak they are. Being able to combine the weaker 37% of the game to play at equal terms with 100% of the game is something I am proud of.


ok, im not having a go at you. but i do remember even you admitting mon was strongest and that a mon should never lose. and that commie was weakest. so why turn a blind eye and start playing as weaker govs. you say that your forge first commie build is good but its only good because you r pro and have good micro.

The some of the Colony community thinks I'm trying to make the game my own creation, or something that fits my style. This is false. I understand the Foxer (tdh/Ultimus) opener is one of the few optimal Capitalist strategies because it fundamentally makes sense. The problem is the certain factors form the imbalances that prevent many other strategies from beating it. One of these factors is the cost of the Marine and Chronite Tank. I still haven't made a conclusion if marines costing 3 Manpower is the best thing, Chronite tanks cost a little Energy. I realize now the latter would nerf the tank too much if the Weapon suggestions are made, but something needs to be done about it. Marines on the other hand are too strong in the early game for Scouts. I also understand that the change in the Chronite Tank would even out the early game. Maybe the Chronite Tank's weapon needs to be the only nerf.


at least we agree on something.
The Sakata Spider has been changed so many times. You should have seen how useless it was when the game came out. The poor thing used to cost 26 Energy, and didn't shoot that far. On top of that it used to 2 shot Marines. Now it is a core unit in some conditions.

The Gladiator was the same as the Sakata Spider. Imagine a unit that cost 40 Money, 10 Manpower, and 40 Energy with no purpose. It still requires support, but it does do what it needs to now.


i remember both. and i still think both units are underpowered compared to there rivals in post, the simple fact that a cronite tank can destroy both easily, destroys them. and glads still cost to much, and r unnderpowered.
The Deploy Meditec time decrease from 8 to 6 was done because nobody used that Option. Even now I feel like I am the only person that uses it. I use it in EarthQuake


ok alot of people use medics, i use them as do most of the pros. meds+pin is kinda unbeatable.

The Grodtiz was not as lucky as the units above. The only thing that has been buffed was the short range. This unit still needs a buff. Maybe a Health and Speed increase would do the trick. I still don't know.


if its ground attak was the same as marien air atak but as a machine gun... this might become a good unit.
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