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 "
ro".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. ]:
WHHAAATTTTTwe 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?