Hello,
I am really concerned about the Avatar: Without the Fury in the last state we don't have a cheap weapon against it. Sentries are not strong enough and they are slow. Nemesis is too slow and cannot be on different parts of the map. Incursion is too expensive. Fury and Hades are not really able to kill it.
If I compare that to an Incursion from PHC: The Incursion force is slow and has no AA so Punisher can handle it in comparsion to PHC Air against the Avatar. A group of units can kill it because the Incursion force has a low speed and can't run. If the nemesis is able to get to the place where the Avatar is there are maybe turrets ready so you maybe lose your nemesis so you mostly need a whole force and an small maps in which substrate can attack you really fast its not acceptable to need so many units to get rid of such a small investment (small maps are imbalanced by that mechanic!)
On maps where deposites were widely spaced: In order to get rid of that you cannot build defense everywhere especially by the start of the game but the drop possibility is everywhere and the Nemesis can not be everywhere and because of this we can lose nearly all income by that Avatar. In the lategame I can waste an Incursion but not at the start of the game. I made a lot of games vs Never to test that. It is correctly handeld really problematic if you consider the investment of the Avatar. You can nearly kill all extractors with the Avatar!
Small maps are really imbalanced: I lost a game with 2xZeus Medics 1xIncursion 1xAthena and a few T1 against 2x Annihilator turrets and a few t1 units. Over time the ratio of the fights will be better but by the start phc is not able to handle the substrate. Why is Substrate able to run into defense and win the game by both players having the same ammount of minerals.
PHC is more prone than SUB by the start of the game against Sentry Air or Air rushes because of the way they tech following in lower winrate.
I think you see a huge rise in winrate in PHC vs SUB with the Fury in the last patch and that is because of that powerfull Avatar but know it will fall again under the 50% I am really sure.
Different things for the end:
Capping bases or not depending too much on network lags or pc lags.
Why does some units focus enemy targets in a strange way: for example the carving turret was dropped against sentinel turrets and the carving does focus a not fully build sentinel instead of the ready one. Sometimes in a fight the carving focus an AA first without me having air units and I cannot manually give them a target and because of that losing 4-6 T2 units isn´t nice.
Dear Neinhalt,
i m trying to be gentle. please play some mp game substrate. you played about ZERO substrate games in MM and call a lot of substrate players noobs. It seems you are a nice guy. Its really easy to play against a substrate like Danial lose und after that... I played against Danial and this is imba because i SAW that... that not a argument. You never played it....
I have played vs Grandor and he is v good with phc. Beat him with little problems without using overcharge spending half of my reading tooltips. I dont see any reason to play sub and from my feedback, i can bet alot of players can now abuse substrate in a proper way.
All I need to know I have learned from high ranked sub players. From my games vs.danail I have learned that if I cant force a fight in a chokepoint, in the first 10 min with an emp and to follow that.up with a kill, he will choke mewith 8 assemblies while I strugle keeping two armories and 1 quanta fabricator in queue with deficit rads.
If sub play his card right he will kill you with cruiser spam or follow.that up with dreads. Phc only card in high lvl is to turtle like no tomorrow untill his refineries will allow.to mass field hyperion.
@Neinhalt_Sieger,It might come as a shock but I have never ever used Overcharge. Just reading that it is a temporary boost I skip and don't bother. Same reason I am rather rarely using avatars and mostly 1 or 2. I do boost frequently though. People are over-estimating the value of abilities that expire or have set value and under-estimating small % increases that last game long.
Yea overcharge is worth maybe 1 cruiser for a fair bit of quanta
So many cool stories in this thread...
I want to have a solution for the early airfight and the AA problem which destroys gameplay on widely separated maps therefor:
We need an opening possibilitie in which PHC does not suffer like being in hell.
i think you guys are jumping a bit to fast one thing, there is one thing the substrate always have to pay a lot more of, that is radioactive and metal both in fact. orbital buildings are lot more pricy in terms of radioactive. second thing is the subs units do take full damage but they also dish a lot of dps from their units.
not to mention most of the income comes from beign aggresive expansionist so the subs have to rob phc of their metal income.
the phc are meant to build their armys up behind turteling defences the sub destructors have to scrap that wall, layer for layer while the phc artimeis is a big crane with a big ball of metal just cruhsing any defences in their path.
you got to use the factions strenght to your best instead of saying a few things are unblalanced and the subs are op, you got to counter them before they make their move and have insurance in case of air dread orbitals and so on, any weaknesses in your infrastructure will give options for the phc and subs alike.
You got to protect and predicte where your opponent will strike as well go on the agrro once their is a lack of defences in a certain area or that the two main armies are in combat, beign inflexible will just reduce your chances of beign victories
also the avatar is pretty easy to counter with tier 2 you just have to have counter mesures before it happens and see what the sub player will see as an ideal target for disruption of eco.
but i also agree on the fact the phc air bomber needs to be buffed it dies off to quickly and has to fly over armys in order to be effective is so make them more durable since hp and turteling is their faction strenght.
the subs on the other hand needs to tech up dps so they can deal damage to phc if they over focuse on hp and shields they will fall behind in terms of long combats. not to mention as a sub player i cant allow myself to inflexible, i have to pick my battles carefully and target undefended or weak spots in your infrastructure, i basicly have to outsmart you. if i clash in an army battle without thinking ahead of what can happen next, i will lose the match.
also change you basic strat, there are many x factors such as map distance, speeding up production, information, nothing stands still in a rts game and dont think everything is gonna play out as you pictured in your head, you got to secure your part of the insurance.
also yes the fury did behave a bit weird, but one thing dont move the fury once the combat begins, once they fire against each other, you are in a combat state, if you move in during that time, you are letting the enemy have a one side combat, your fighters will not fight back as a priority but they will focus on getting to where you clicked.
Watched the above video. There is definitely something wrong with the PHC fighter.
I wanna ask you a few question:
#1
-Are you able to turtle on a totally open map?
-Are you able to hold an air attack with phc vs sub without suffering brutal in income even if you know that he makes aircraft?
-Are you able to hold an avatar with one nemesis on a widely seperated map?
#2
-Are you able to find a hole in a phc defense on totally open map?
-did u watch my video above?
-Are you able to control a generator while the nemesis defends de importent infrastructure?
for the first one yes and no: The map decides the hard points and also the hq will always be a target in the game i have to adjust my turteling but carefully.
the second, yes: i have to speed up things with aa and building production and create a zone where he wont fight me and secure the region tightly, i take its as the first priority, never second, by then its to late and he will have won the second step.
with one nemesies, No: but there are options to cut him off guard, (such as when the avatar is trying to capture a node and wiche one the player deems as a favorable target) but you need to act quick enough and see what he wants to do with the one avatar also nemesies is not a good choice for the avatar countering, you will need athena. or build a sentinel at the next target the avatar will make. one worker wont be able to build it quick enought unless you start with it early.
yes, but i have to be carefull where to strike and some times be paticent for the defences to crumble, rushing wont give me good results. also i need to ensure my options are not limited to one strat
yes i did watch it: the map is not favorable to any player, dramatic/fast actions are requird any thing that can speed up the counter options is must do.
if you mean if i am on the offensivly: then yes but it will take some time due to hp of the defensive structures so i will have to be clever picking out weak spots and make an opening for orbital, air, and building counter units, they are defences but that dosent mean it is impenetrable.
You said yes or no and you are able to finde a hole. Can you simply ignore the defense on such a map?
Can sub speed up things as well? Is your zone able to protect the most infrastructure?
Can you simply do a runner with the avatar? Is subs scouting ability expensive? If you did the runner can you simply go to another infrastructure? If I need so much stuff to get rid of the possibiltie of avatarss and your are able to find a hole can I win such a game without making significant mistakes by both players?
That did look frustrating. Maybe Falcon AA right after the air factory would've helped? You didn't need to build all the rad extractors that early in the game. I was surprised at the fight of the dominator vs fury though - stats-wise, the fury should win - seemed like there was some unlucky randomness there. You can see the autocannon firing but no damage being done.
-if you made 2 falcon AA you are late with units and tech so you cannot take metal fast because no AA ... on the metal point ...
-you can click stop with your dominators and your fury die because of the main gun does not fire if they were close together...
-in my opinion the best opening is going for t2 and medics but you suffer in minerals and tech signifanct only by the possibilitie of aircraft -> I dont see it by the sub player...
-I see sub handling air with low cost and sub can even hold that if the subplayer is not prepared...
mhhh running with the avatar will mean i have to keep a good eye on it, also the subs scouting ablity is the same price as the phc (i think 25 quanta at the start) also dont forget units can give you information, lets say the avatar can scout you out like, what are you building, what units have you build, that info is gold for the sub players, i means i can match my production with yours, also dont forget the avatar can build factories on their own and resort to early suppresion i nearby territory, but this cuts both ways the phc can also do this, (if you havent tried it out yet then do so)
and there is one way you can deal with the avatar problem (aggresivly) kill the orbital building using incursion or other methodes, ensure your attack have two layers to it such as incrusion and two air bombers or other x factors.
Defensivly i reccomend to have a tier 2 factory a bit away from the Hq area of action and build up the counter units, if the main production is stalled by avatars. if he keeps on doing this while he is expanding build a factory hidden but close to his production and wreck them before his army can respond, use trickery to misguide your opponents.
most top players tends to focuse more on expanding and defending these areas, but their base is where their guard is thinnest as long as the main army is not there and this give the oppertunity to punish him.
also i noticed a lot of people tends to stream their units in a line, this opens another window for thinning the main army. (you can try to set up a small turtle base as long as you can provide it with support and have options to lead the opponetns main army to that location (orbital strike, air anytyhing you can think about)
Notice the sustained dps that dominators have air to ground. killed the worker just by looking at it... if a fury tried that it would have died of boredom "i think you guys are jumping a bit to fast one thing, there is one thing the substrate always have to pay a lot more of, that is radioactive and metal both in fact. orbital buildings are lot more pricy in terms of radioactive."
Cool story bro. please do try to explain to devs how sub is expensive on rad and metal, especially the rads since their assemblies only cost metal and they only unit that has almost the same cost as nemesis, hasw better hp andd damage.
the subs do pay a lot more for their units, but then again what does the phc invest into ? defences is one thing that takes away metal, engineers is another thing, factories. also how much does the phc unit production drain ? i tend to see that the phc drains a lot more of their eco per sec than the substrate does, maybe they just need longer build time in exchange for less drain per sec.
not to mention the substrate does invest very little into defences early one and are not as expensive as the phc, but are not close in terms of durability and longevity so for the substrate the army is everything for them thats why they invest more into it since its top priority on their list.
also what do you mean same cost as nemisies ? (are you refering to the mauler or the eradicator?) also if you are refering to the eradicator it does cost a lot of radioactives and metal combined. the mauler is a tier 2 counter unit the nemisies is not a tier 2 counter unit by design its meant to destroy dreads, and thats why you only build them if you know, you are gonna face a dread.
if you think its to expensive then dont produce it, after all you got the Athena, that counter tier 2 units and can destroy a dread in decent amount of number.
Against the mauler you will need to out tech the player and have a bit support to help you gain the upper hand, also number is an x factor, not to mention the Athena is new (so we the players will have to see where it stands balancewise.)
also do not forget the mauler cant be healed by support units, the Athena can be healed by medics (few exception x factors sub support dread, and orbitals on both sides.
the phc have less costly orbitals building they are cheap in comparsion to the substrate ones, however their infrastructure is a lot more pricy thus many phc players tend to play economicly, in the start of the game, the substrate have have less pricy factories and spend less income on the production infrastructure, so they will gain a faster hand on that term (early production) but in order to beat the phc, teching up early is vital for them and getting the orbital counters against the phc such as emp or plasma storm, the phc has the advantege of getting there much quicker due to the fact their orbital buildings cost less, so your early orbital game options is a lot bigger than the substrate.
so i suggest to try sometihng different for a strat change, tech up early for the units instead of going the eco route. and go for more quanta focused build and have the orbitals support early alonge the tech uppgrade for units. (take advantege of the faction strenght that they have early on before the substrate is allowed to gain the initiative of deciding the time and when a battle happens.
(you have to take on them before they are rdy to strike)
athena and mauler are equal strong... just athena can get healt and less expensive and can bulid faster (TAKE CARE IMBA)...
Athena: bulidtime 48; Metal: 350; Rad: 30 ;
Mauler: bulidtime 50; Metal: 380; Rad: 40 ;
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Nemesis: bulidtime 60; Metal: 500; Rad: 50 ;
Eridacator: bulidtime 120; Metal: 720; Rad: 240 ;
https://en.wikipedia.org/wiki/The_Boy_Who_Cried_Wolf
Notice the sustained dps that dominators have air to ground. killed the worker just by looking at it... if a fury tried that it would have died of boredom
in fact:
Dominator : 5 dps* 3(units)= 15 dps
Fury : 3 dps * 3(units) = 9 dps
15 dps - 9 dps= 6 dps ... that is a big different in dps
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there are porblems the complete air is ridiculous:
-you never know where are your units, they spring the hole time
-you never know will they attack or just flying over the antiair units...
- not firing furies; not firing punisher
that makes the game for me imbalance.. when this is fixed we can talk about e.g. give this unit a longer building time or it should be more expensive....
Numbers are one part and the numbers we had are not precise but you wrote that in fact in your last sentences.
For example:
2x Athena 2x Brute 4x Archer 2x Medics can be killed by 2x Athena 1x Brute 2x Archer 1x Medic. How is that possible? If the second Athena is maybe a bit behind (I am talking about a little bit) it is possible that you lost your 2x Athena and there is one Athena left.
To be more precise:
Start:
#1=2Athena +2Brute+4Archer+2Medics
#2=2Athena +1Brute+2Archer+1Medic
After a few sec.
#1=0Athena +2Brute+4Archer+2Medics
#2=1Athena +1Brute+2Archer+1Medic
->#2 will win the fight now (I have a video which can show that)
That happens because the dmg output of the Athena and similar units is so high that other units like medics brute archer cannot deliver their dmg healing over the time that they are less significant and the game is more depending from where your units are at that point in time. Even if you think your units are well placed and you had a lot more, there exist the possibility that you lose the fight. -> This is in fact not stable. The outcome could be one time in favour of #1 and some other time in favour of #2 -> I don't like that. I dont like to lose if I have more -you maybe as well.
The difference betwen 15 and 9 is significant: and the numbers of the dmg are not even true if you consider that your aircraft is faster there and you have the second one faster. To get a conclusion you have to consider more numbers.
I repeat it:
in fact:there are porblems the complete air is ridiculous:-you never know where are your units, they spring the hole time-you never know will they attack or just flying over the antiair units...- not firing furies; not firing punisher that makes the game for me imbalance.. when this is fixed we can talk about e.g. give this unit a longer building time or it should be more expensive....
This is very true. Land units are more predictable and controllable here than air units though so I feel like the player still has a lot of input and control re: positioning, focus firing, timing, use of terrain and line of sight, etc.
The Air unit mechanic is both interesting to play with and kind of tedious. Air to Air:I dont really care about stats comparisons. If I manage to be behind your fighters I win simply by mine being able to fire and yours not.Air to Ground:Once you get the hang of weapon cooldown, turn speed and fire angle it is somewhat entertaining to controlGround to Air:The hit & miss is a questionable design solution. If at a point somebody gets really good with their aircraft control he can theoretically ignore large portion of ground to Air defenses.All combined - best case it is micro intensive => which kind of goes against this game's concept.
The question for me is: Do they patch the air problem and when they do that.
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