ForumsGamesPossible Colony Improvements?

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goldenrhino
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goldenrhino
16 posts
Farmer

Much as I love this game, I feel that Colony could use some revamping to make the game funner. If you feel the same way, post here!

BTW, please don't include "get rid of the hackers/glitchers!" We all know that hacking is stupid. This is for gameplay issues ONLY.

Here is a list of possible suggestions:

Units:

Marines: Better attack and hp
Chronite Tank: Faster attack rate, speed
Sniper: Better anti-air
Black Queens: Faster ground missile repeat rate, weaker damage
Sakata MK-II: Improve repeat rate, decrease health
Sakata Spiders (Mod Sakata included): Increase HP as to be able to survive one missile
Sphinx: Remove from game. Crappy unit. Replace with something else
Other: It seems to me that whenever I play Dogfight mode it becomes a battle of Scouts. While that's nice and simple, I think there might need to be another air-to-air unit.

Gameplay

Influence: In general, influence is never gained easily, besides by the Communists and Monarchy governments. Perhaps a slight increase is needed.
Governments: The Communists gain too little energy, the Fascists gain too little supply, the Capitalists gain so much money between waves it's not even funny, and the Monarchy is too FRIGGING SLOW TO BUILD THINGS. Yes, the government system is nice, but also a little too unbalanced.

Feel free to write your own suggestions below.

  • 57 Replies
goldenrhino
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goldenrhino
16 posts
Farmer

@Anguhank, the sphinx is practically worthless, unless you use the influence glitch. I have never seen it have any benefit in any game. Besides, a moderately sized group of romans can take out any sphinx even if there are like 20 medics behind it. I scared the crap out of a guy when I did that (and myself too, ). Also, for Sakatas, as long as it has the same HP as a Sakata MK2, I'll be happy.

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

the sphinx is practically worthless, unless you use the influence glitch. I have never seen it have any benefit in any game


Sphinx/chronite tank in early game as mon or comm can be good if you did an outpost rush.
goldenrhino
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goldenrhino
16 posts
Farmer

I'd like to see that done

Fasty
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Fasty
300 posts
Nomad

Much as I love this game, I feel that Colony could use some revamping to make the game funner. If you feel the same way, post here!

BTW, please don't include "get rid of the hackers/glitchers!" We all know that hacking is stupid. This is for gameplay issues ONLY.

Here is a list of possible suggestions:

Marines: Better attack and hp


You kidding my friend. Marines are great. Id just give them more range that scouts wouldnt be able to outmicro em (MICRO DODGING FTW, just that you know)

Chronite Tank: Faster attack rate, speed


Man omfg you suck bitch, chronite tanks are awesome as they are. Some chron tanks micro + marines and your unstoppable, modikatas cant heal because all attacks take place at the same time etc, even romans dont help because tanks have giant splash. Generally, Tanks have ultra high attack due splash ._.

Sniper: Better anti-air


STFU micro Snipers kill also air shit

Black Queens: Faster ground missile repeat rate, weaker damage


IMHO your kidding again, BQs are genius. They dont allow any more non-special armor units MUHAHAHAHAHA.

Sakata MK-II: Improve repeat rate, decrease health


Shut up bitch thats nonsense, they are overpowered anyway, why modifiying stats bitch?

Sakata Spiders (Mod Sakata included): Increase HP as to be able to survive one missile


That sounds not that bad.

Sphinx: Remove from game. Crappy unit. Replace with something else


MY FAVORITE UNIT, wtf are you talking here you bitch!? You know what sphinxes do to hovers, snipers and generally outpost units? I love sphinx, they are the last way to break through hover / sniper micro.

Other: It seems to me that whenever I play Dogfight mode it becomes a battle of Scouts. While that's nice and simple, I think there might need to be another air-to-air unit.


Yeah you little bitch, thats why df is my favorite game mode: Only scouts. Everyone has the same amount of scouts, you can only win if you have best micro- and macromanagement. Dogfight with only scouts in the 1v1 format is the real colony, IMO.

Influence: In general, influence is never gained easily, besides by the Communists and Monarchy governments. Perhaps a slight increase is needed.


Shut up, Influ is fine as it is.

Governments: The Communists gain too little energy, the Fascists gain too little supply, the Capitalists gain so much money between waves it's not even funny, and the Monarchy is too FRIGGING SLOW TO BUILD THINGS. Yes, the government system is nice, but also a little too unbalanced.


ROFL you want that the mightiest government gets quicklier, you noob, you never played monarchy correctly omfg gtfo from colony.

Feel free to write your own suggestions below.


Yeah I just did. You suck. And Anguuuuuuu (lol), why the f do you think marines are underpowered? ._.
goldenrhino
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goldenrhino
16 posts
Farmer

...i've played monarchy for a long time

your info is flawed. most of these strategies would work in certain situations, but not in all of them.

for example, a few snipers would make short work of your "chrono tanks micro marine" combination. snipers suck against air, you need backup support. I chose to decrease Sakata MK2's hp so maybe two missiles can take them out instead of three or more. Sphinxes SUCK because a group of romans can take them out, even with medic support.

Your suggestions against influence and the government system are fine, I'll let you have that much. Sure, you might play more Colony than I do. I may be only a rank 4 with a win ration of 1:3, but that doesn't mean I'm completely clueless on this game.

BTW, I enjoyed the parade of asterisks

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

Goldenrhino, I'm afraid you are teh wrongz.

Snipers can't do much to properly played tank/marine, since you'll have them pinned down before they'll even have a barracks. If they aren't, then you've failed at the build.

And if Sphinxes COULDN'T be owned by romans, they would be overpowered. You should never ever use sphinxes on their own. Always bring other units with them so that they don't get killed in two seconds from romans or ops teams.

Sakatas are fine the way they are in my opinion. Two missiles are a good number, since they're still just tier 2 units after all. If they had too much health, they would be stupid.

Microed snipers can work against scouts (unless there's far too many, but then again, you shouldn't be letting them get that many in the first place) in early game. Phantoms, MAYBE, but you'd need maybe a 4:1 or 5:1 ratio between your snipers and their phantoms. Phantoms are still good at countering snipers though in my opinion, since romans or scouts can be used as bait, and snipers have little or no splash.

I think monarchy takes less skill to use than the other governments :P

goldenrhino
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goldenrhino
16 posts
Farmer

Snipers can't do much to properly played tank/marine, since you'll have them pinned down before they'll even have a barracks. If they aren't, then you've failed at the build.


Can't the opponent just counter with other tanks? Don't forget mod phantoms as well...or your friend could launch a missile and KABOOM! your rush is gone

And if Sphinxes COULDN'T be owned by romans, they would be overpowered. You should never ever use sphinxes on their own. Always bring other units with them so that they don't get killed in two seconds from romans or ops teams.


The way I've seen it, this strategy gets crushed because the opponent used your sphinx-build time to raise another army.

I think monarchy takes less skill to use than the other governments :P


Ah, if only that worked in real life
PowerOfSauce
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PowerOfSauce
502 posts
Peasant

Ah, if only that worked in real life


haha, nice.

Anyways, if your opponent counters with tanks, then sure they might beat you, but with TANKS not SNIPERS, and my point was that snipers wouldn't help :P Mod phantoms can be dealt with by a lot of marines sometimes, but it's easy for your opponent to make that very, very difficult. Again, mod phantoms aren't snipers either. Neither are missiles. I never said that tank/marine is perfect, I just said that snipers won't help against it.

You make it sound like it takes 5 minutes to build a sphinx. It has a slow build time, but it's not THAT slow. Your opponent can make, what, three chronites or something.

Also, I forgot to mention, but sphinxes aren't usually the best war sanctum unit to get if there isn't an immediate air threat. Sphinxes are great counters against scouts, mod phantoms, and saints, but if your opponent isn't threatening you with any of those, then saints is probably a better idea.
CommanderDude7
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CommanderDude7
4,689 posts
Nomad

Im in favor of having phantoms being able to shoot air and ground targets.

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

Phantoms would be WAAYY too overpowered dude.

Shenko
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Shenko
1,059 posts
Treasurer

dude a few sakatas would pwn that mod so its not that big of a problem since everyone make tons of sakatas anyways

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

Phantoms can already counter every outpost unit except black queens. If a simple tier 2 unit can counter everything an outpost has, then... well, needless to say, that would be too much.

Mod phantoms would then be able to screw over forge rushes, making monarchy even MORE overpowered in 1v1 :P

CommanderDude7
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CommanderDude7
4,689 posts
Nomad

Phantoms would be WAAYY too overpowered dude.

I can dream cant I?
PowerOfSauce
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PowerOfSauce
502 posts
Peasant

lol, yeah


The day when romans can shoot air would be an interesting day for me. Very much so.

CommanderDude7
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CommanderDude7
4,689 posts
Nomad

The day when romans can shoot air would be an interesting day for me. Very much so.

That would make my roman rush a rape rush.
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