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View Full Version : Cult Confuse Spell w/e its called


IntoTheRain
17 Feb 2008, 01:18
That thing is just simply way Over Powered. That alone kills 70% of my units. With 6 Hellfires after that has been used on them ill maybe have 2 left after my Hellfires have killed eachother.

on a second note, the Hellfires CD (cool down) is pretty much useless unless I want to suicide all my Hellfires from the mass AOE ( area of effect) cuase just sending one Hellfire in to use it's CD is pretty much a waste seeing it dies before it even get's in range to use it.

I play mostly 1v1's in DM (death match) and by far have the most battle points on the server almost 50. and no matter what I cannot beat a deacent cult player who spams that confuse thing on my units.

Frujin
17 Feb 2008, 10:20
Do you mean "Horrify"? The Cult global action?

DanteOne
17 Feb 2008, 11:48
I think he means the ability of Arbiters... I played against you and easily kill you, BUT not because this is OP. its just cause you dont know to adept your gameplay to the enemy. You doing always the same without trying anything else. Mass Hellfires with Constructors to repair and all together on one place.

First of all Hellfires are pretty cheap. Dont know by myself but someone told me only 60 !!!... its sooo cheap. my overseer/shifter cost 80 and does 19/12 dmg and doesnt got that much of hp.

And 2nd and most important. You need to adapt. If you see the enemy with 4 Arbiters, then he has no healing and no real tanks. And now you with all units on one place... its easy get all your units scared. Solution: Dont put all units on one place. Seperate them. So its pretty hard to horrify all your units. Moreover you should play different tactics. Dont just spam Hellfires. They are so slow and can be easily killed with horrify. Maybe you should mix your units better. This isnt C&C3 where u can win through massing. There are so many tactics you dont use...

BTW when i saw humans began to spam Hellfires in DM i thought they are pretty OP with constructor at their back. But i played long enough Dawn of War, almost 2 years, so i know how to use units weakness. Hellfires are slow and mostly moving together so needed something with AOE. Arbiters are perfect.

Maybe you should try something of the following:
- Asassins do pretty much dmg on high range -> they wont be horrified together with your hellfires + they can focus & kill arbiters easily
- Make 2 or 3 groups hellfires -> attack from different sides
- use those little mechs, dunno what they called. they got pretty high range + aoe dmg
- use judges they can throw grenade which decreases units power in an area... i think it was about 160. 2 judges can take out over 300 power... thats awesome and ur enemy cant use it again.
- rippers are nice cause they move in close combat so there is another group the cult must focus on

You getting beaten by decent players? Battle Points mean nothing if you playing same strat over and over again. Maybe you need to get more used to your units, so you will be a decent player too...

ExiFox
22 Feb 2008, 10:16
I think the confusion/panic power is at least a little over powered as well. Any power that COMPLETELY removes control of your units is IMHO bad. A power that causes them to lose all defense ratings, makes them unable to attack and cannot use any powers, and maybe moves slower/faster would be more balanced i think.

The reason i think it is over powered is because i have just been panic juggled by the ai trying to get into espereanza 7 times now. What is panic juggling? one arbiter casts panic on my troop and as soon as it wears off another one casts it on my troops. Now I agree that splitting up your forces can partially nullify the panic ability. That is a fact. The problem is we have no easy way of doin so. We do not have a "Loose formation order" for our troops (Which by the way I am sure alot of us would kill for a few simple pre-set formations.)

I will admit that this whole complaint here is baised as I absolutely HATE losing control of my units in EVERY way. It frustrates me to no end. I absolutely detest the cult now because of that.

One way I think could balance it out is if the area it affects were smaller. A power like that affecting 3~6 units is not nearly as over powered feeling as an ability that can affect the greater majority of your army. Another way to reduce its power would be to give it a chance to panic rather than a 100% (If it is a chance I apologise and retract this point but otherwise this point stands). One other thing I could think of to reduce its power without making it a completely different power would be to put it on the arbiters normal attack with a chance to panic something it hits.

Those are my 2 cents on the topic of the Cult Panic ability.

DanteOne
22 Feb 2008, 10:49
splitting troops is easy. even for pple like you who dont seem to know how to micro.

MAKE TWO GROUPS !! CTRL+1 & CTRL+2...

no need for loose formation order... it tooks out all micro

okitu
22 Feb 2008, 16:22
ITs not imba at all, because if u play against someone using arbiters u can use confuse/freeze/dimension chain on the arbiter, so he stops casting fear, because it has a casting time of about 1 or 2 seconds. The arbiter raises his hands if he starts the spell.

Just stop him from casting, and gg =)

DanteOne
22 Feb 2008, 17:23
yep cult got no hp at all