View Full Version : Human perimeter defense.
TechMonk
21 Mar 2008, 16:30
I played a practice today with a friend of mine, where basiclly he ''owned'' me with tribes and me being human, but i had the fortune to get a second base just beside my first, so when i built the turrets they were pretty close one to another getting a part of the other base in range of eachother, plus i was getting enough resources to rebuild my army, even though he still had about 4 or 5 bases in comparative to my 2 still it was practicly impossible for him to destroy my base with the defenses i had put up, he tryed all possible builds, and I was just massing mechs so they wouldnt get affected by tribes aoe spells, at one point it got a bit ridiculous, cause if i left my base i would lose, and if he attacked me he would lose.
I Have thought of 2 solutions for this, either increase the defense building time a bit and lower its damage, or lower their hp. Discuss :P
CriTTeR
21 Mar 2008, 19:23
i would suggest lowering their damage. infact i would suggest lowerding the damage of everything because units just die too fast. towers should be an aid, and not something that completely destroy armies. as well as, there should be a clear unit to counter towers as well. so while an enemy is at your doorstep he could be fighting with his army and have a unit or two attack the towers.
I made a near identical post the other day, basically saying how I've had games where my opponent has had one base left with turrets and I just can't find a way to penetrate it.
At least as cult, I haven't found a good way to take them down at all. At best, I can take one or two down before I'm wiped, but the problem is that they'll be rebuilt by the time I get back.
The best strategy I've found so far is simply harvesters backed up by the master's feed, and as many tritechs as I can afford sitting in the back. This still goes to heck if the turrets ignore the harvesters and the enemy player has a few units. I'm aware that I'm a noob at this game by any measurable account, so I'm open for suggestions on strategy.
I also feel they outperform other races' base defenses. As cult, I'm guessing my base defense is the global ability that let's me teleport my units anywhere on the map, but this ability is only as powerful as my army, whereas humans can have turrets in addition to their army.
If it was up to me, I'd maybe play around with lowering the turret's accuracy when it's struck by melee, or lower their armor, or decreasing their repair rate.
Hm but i think that that turrets are not effective any one can easy kill that defence .... and it cots 200 ... for that efectivity that is very much , for they damage they cost must be are above 100-150,
and if oponent have only one base left easy can kill him , have he turrets ore have not ( noot need to kill turrets simply destroy control) tower
i agree, that (human) defense is to strong
also the "too" strong base is dependant on terrain -so you can outrange 2 of the turrets and costs a shitload of resources.
Ofcourse if the enemy has 6 bases and keeps spamming army and you have 1 and attack the fortified base that is really not a ballance issue.
Hint: if you suspect a defence is going to appear the moment you attack - hit a secondary base. If he starts bulding defences retreat to primary target happy because the enemy just wasted 200 resources for nothng.
Spellguy
22 Apr 2008, 01:24
More HP, less DMG.
More HP, less DMG.
I think this goes for PvP in general. As fast as the units die right now there are now tactical maneuvres possible and Cround Control is just too strong.
I really hope they will play around with the formula until release to test things out a little.
yeah, the units should have more HP to allow better micro
yeah, the units should have more HP to allow better micro
This would be really nice. Something like +10% hp -10% damage.
Right now the game is very punishing on micro/macro mistakes since you can lose your army in the blink of an eye (personally I like it ,but whatever). A balnket nerf of dmg and buff of HP.. probably could fix that to some degree. What about abilities and artifacts? Should they be affected as well?
noone comes up with my little baby... THE FUCKING SLOW WALKINGSPEED!
Hit+Run is impossible
Harrassing also
Oh, this wasn't about the game in general? More about the cannons? ... Yes in certain mappositions, I think the human base is overpowered.