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Old 2013-03-25, 06:42 AM   [Ignore Me] #16
Rothnang
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Re: MAX Units and resurrection


Originally Posted by Gatekeeper View Post
I can see where you're coming from, but most people seem to feel that it works well as it is currently.

Honestly your big problem seems to be with how powerful Burster MAXs are, especially compared to Skyguards - which seems like a fair point. Nerfing Bursters a bit and buffing Skyguards a bit seems like a good solution to me, no need to mess around with the game mechanics.
The reason why the problem isn't so huge with anything other than Bursters is because those MAX Units have short range, so if you beat them in a fight chances are you'll be around to stop them from getting revived.

With Bursters however they have extremely long range, and can operate from well behind their own lines. That creates a situation where anyone who manages to take them out really can't secure the location in a meaningful way until the battle is already won anyways.

On top of that you can easily just deploy your bursters next to a spawnroom and get near perfect coverage of the base due to their extreme range, which makes it completely impossible for anyone to get them before the base flips.


The problem here isn't that the unit itself is too strong, but just all the cheesy ways it has to get out of a deserved death. You can't really take it out without pretty much taking the whole base.
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Old 2013-03-25, 06:58 AM   [Ignore Me] #17
Gatekeeper
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Re: MAX Units and resurrection


Originally Posted by Rothnang View Post
The reason why the problem isn't so huge with anything other than Bursters is because those MAX Units have short range, so if you beat them in a fight chances are you'll be around to stop them from getting revived.

With Bursters however they have extremely long range, and can operate from well behind their own lines. That creates a situation where anyone who manages to take them out really can't secure the location in a meaningful way until the battle is already won anyways.

On top of that you can easily just deploy your bursters next to a spawnroom and get near perfect coverage of the base due to their extreme range, which makes it completely impossible for anyone to get them before the base flips.


The problem here isn't that the unit itself is too strong, but just all the cheesy ways it has to get out of a deserved death. You can't really take it out without pretty much taking the whole base.
Yeah, I agree with most of that - but if there isn't really a problem with other MAXs then it's simpler to adjust the balance of the Burster itself, rather than to try and change MAXs in general.

And honestly, the 'cheesy ways it has to get out of a deserved death' are part of the overall strength of the unit and part of what makes it unique (rather than just a Skyguard with legs) - so I'd say it's better and simpler to keep that the same, but nerf its offensive power (and buff the Skyguard a bit to keep overall AA strength the same).
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Old 2013-03-29, 08:59 AM   [Ignore Me] #18
CasualCat
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Re: MAX Units and resurrection


Originally Posted by Gatekeeper View Post
I can see where you're coming from, but most people seem to feel that it works well as it is currently.

Honestly your big problem seems to be with how powerful Burster MAXs are, especially compared to Skyguards - which seems like a fair point. Nerfing Bursters a bit and buffing Skyguards a bit seems like a good solution to me, no need to mess around with the game mechanics.
This. Bursters have positioning, render distance, size, cost, and fire distance advantages over the Skyguard. They have magazine size upgrades plus flak armor without the big vulnerable rear end. They can also be pulled quickly and easily from just about anywhere. Totally ass backwards.

Add in the new ESRLs and they act as an effective cover for the bursters because to get into render range of the bursters means you're in range of the ESRLs.

The only real advantages I see with the skyguard are: you can repair yourself (assuming you're not gibbed from behind), you can park by ammo towers, and you can move with tank columns easier. Scales definitely seem to favor the MAX though by a huge margin imho.

Last edited by CasualCat; 2013-03-29 at 09:21 AM. Reason: forgot some addition MAX vs Skyguard benefits
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