Hello,
I really does not like to have a unit which has 10.000hp and can be instantly repaired 2-3 times in a row... I dont see a benefit for that in the game. What I see is people exposing their Dreadnoughts and have not to pay for that mistake. The instant repair is game breaking in my opinion. Combined with regeneration it is not nice to watch.
Its bad in both ways: I dont like to click the button to repair it (because sometimes it does not work) and I dont like to nuke it and than be pissed-off 2-3 times in a row while losing units.
Plz think about this its not fun to play with such a mechanic. Plz simply get rid of it. Maybe introduce a orbital heal skill but it is far from being balanced (I remember a game having two SUB Dreads in a PHC Base with the PHC is not able to kill them with much more forces).
My solution [Update1]:
-I would prefer a heal for costs of quanta like regrow in WOW (burst heal and heal over time) with a couldown long enough to be not abused. (Maybe we have a circle to cast it. Within the circle the dread with the lowest hp will be healed (maybe drones searching the right dread(maybe named emergency drones)) in order to reduce precise clicking -> the ammount of clicking is 3 instead of 2 (what I say vs current system))
-Otherwise making them invulnerable for a period of time with heal over a period of time could help (in the same circle way).
(maybe u can use one for sub and one for phc (invulnerbility for phc and and heal for sub would make the most sense if you consider healing after fights but maybe not so much gamewise -> if we consider invulnerbility for sub maybe the name could be shield overload (maybe reloads shields over time and makes them invulnerable for a period of time)
I think its more predictable if you know that your opponent can only use it one time because of the long cooldown. I think this could be overall a nice improvement to get rid of "I cant click" and it "heals the third time" and you have a "new ability" and maybe a "new building" for advertising and now "you can scout if you opponent has the ability ready" and they are "slightly different" by "nearly the same effect" (what people want).
[Update2]:
Plz get rid of neutral AA we have less possibilites in the gameplay with it.
[Update3]:
Plz consider the mechanic of the opening.
See you
What would you recommend in its place to make Dreadnoughts more robust? Maybe a timed healing?
It certainly does add micro, having to hover over it to see if you need to activate it etc., and were it gone I wouldn't miss it at all. But you would indeed have to do something beyond just removing it as the Dreadnoughts would likely be too weak otherwise. Anything more than a minor buff would seem to have balancing and potential knock on issues, it would have to be thought through carefully. The problem with any kind of significant healing mechanic though, is that you think you can take the dreadnought out...and then suddenly you can't. That can add unpredictability which isn't always bad but in this case seems to be not so fun.
double post sorry
Get rid of the healing.
In that slot, you can introduce a brand new tech tree. Get creative.
Slot 1: Offensive tech tree (Please don't be generic, having the same techs across similar role Dreadnoughts)
Slot 2: Defensive tech tree (Please don't be generic and boring, such Adamantium tech across all Dreads. That is EXTREMELY boring. Make it unique, make it very specific to the Dread)
Slot 3: Utility / Dread specific tech tree (Cronus is a good example, the additional range bombardment techs are very cool and very unique to Cronus)
This is your chance to get creative with Dreads. Look at it like building MMO class talents. Make it unique (and make all tech trees viable). Good example of a non-viable tech tree is Hyperion. Hyperion defensive techs are too strong to not pick up. It's strong to the extent that if Hyperion is 1-2 level ahead, it can win 1v1 vs a Dreadnought-Destroyer Dread (sometimes even 2 level 1 Prometheus). That's quite bullshit.
True! Instant heals are stupid and not fun to play with, I never even use it, it may be a life saver for a dreadnought but its not fun or realistic....
I do recommend you to give the dreadnought more power per lvl to see a difference with its addons.
And yes I will love to see some kind of Tech Tree in the game (Maybe ala sins)
I would also prefer having 3 tech trees available for then. If more dreadnoughts going to be added they can be even more mixed than offensive/defensive/utility.
I actually like the dread healing.
Actual mechanics aside, I just see it as the dreads becoming tougher and more chewy.
It just makes the dreads more of a challenge.
It makes the prospect of taking down a dread seem more epic -- a real accomplishment.
You really need to beat them mercilessly into oblivion.
It makes the dreads more useful as stand-alones.
I mean, you certainly pay enough for them.
Problem is that it's no brain mechanic, having instant heal on dreadnought>upgrades simply because dread with full HP>dead dreadnought.Considering how easily first levels is achieved, opposing side have to kill same dread at least two times. It's not "more epic -- a real accomplishment" it's just stupid. You certainty not paying enough to have x2-x5 revives.
It is a nice gamble mechanic. Makes the player think - can I charge this army with my dread and hope to get lvl-up before I get killed or not. In my opinion the instant heal is one of the few notable advantages making it worthwhile to use dreadnoughts. Both PHC & Substrate have enough potential in their T2 units to wipe dreads rather quickly and effeciently and it should be either instant heal (as is) or increase in (doubling of) dread HP starting lvl 1.
I'm not looking at the 2x factor or 5x factor. I'm just looking at how fast dreads tend to exit the field.
A lvl 1 can take a beating, but it goes down without too much trouble.
Level 2 with insta-repair still goes down, just takes longer.
Higher levels... should stay on the field longer and be much tougher.
So if that takes 3x or 4x, so be it.
I'm not looking at mechanics in that regard.
However I do think there is problem with dreadnoughts sustain later in the game. Simply because Weapon Damage upgrade more effective on numerous units and overall more effective than Unit Health.Weapon Damage should be split between buildings and units. And both Weapon Damage and Unit Health should give higher boost to dreadnoughts.
"Hitting magical button"....
... wait...
You don't have to activate the heal by pressing a button, do you?
I thought you just select the ability, and then it goes off automatically when it needs to?
If I'm wrong... what am I missing?
... what do you need to press to heal?!
Have I totally overlooked a UI control?
Can you manually activate dread abilities????
I mean there is all this lvl upgrades and quantum upgrades... aren't you should be using them for that?
Uh.. those effect all units, right?
Not just dreads?
So dread abilities are above and beyond the normal?
When you press the heal all ability it activates it there and then. It is a one off and you sacrifice the permanent upgrades of the other two upgrade branches to do it.
Ohhh.... so you are just supposed to leave the upgrade opportunity active and unselected until you are ready to use it?
THIS definitely needs some clarification in the tutorial.
I've been hitting the wrench right away!!!
(also, note that in the other thread, you just told me that you didn't need to activate the abilities...)
https://forums.ashesofthesingularity.com/478806/page/1/#3644429
Quantum upgrades are for all, however there is also dreadnoughts level upgrades if you haven't noticed because well... why even notice them when you have this broken heal as option over them...
It says so in it description, and even more it's not just dreds HP
So I interpreted that otherwise.
I read as "select this, and the dreadnaught will gain a single use effect. Immediately restores health to the entire army."
I didn't necessarily think "single use effect" meant "one time ever."
I interpreted it more like "an effect that triggers instantly, all at once."
And I assumed the dread would be able to trigger it in the future, like the other auto effects.
Effect is clear, though.
I answered that before I saw your query in this thread. I answered interpreting your question as best I could, at that time I did not anticipate someone would not realise the heal was a one off use for that upgrade level.
So.. now back to point of OP...
Seems less powerful given that is the case.
Even though it keeps Dread on field.
Requires micro, watching, etc.
Hard to do with a lot of action happening.
ALSO...
Am curious... when nano cloud goes up, it seems to be a dome.
Does the heal effect only reach the dread's army, or all in proximity (all in dome)???
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