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Why nerf nanocoms so bad?

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13 years ago
Why carrepaired got nerfed so hard its useless now? Now my com is just a suicidal builder...
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13 years ago
Because you're not suppose to be able to build at such long range, nanorange module was flawed. With range you can plop LLTs etc...

Long range reclaim should be hard to get as ninja reclaiming no-mans-land is very powerful. The only other source of ranged reclaim is nano turret, it is immobile and very weak which is much much worse than reclaim comm.
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13 years ago
Then just delete carrepairer its useless now. Make other modules useless too pls....
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13 years ago
Oh and com cost alot more than nanoturret and now its worse than nanoturret...
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13 years ago
Yeah my epic com is no longer epic!
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13 years ago
plop a nano turret and let it reclaim for you

reclaim it if not needed anymore
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13 years ago
The power of the nano com was its high range and ability to ress wrecks. With this nerf its range is completely removed making the nanocom unplayable. Its a 4k metal builder so it should be powerful. But now its worse than a caretaker which cost only 220 metal.
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13 years ago
Why when you make some changes they are in the extreme? why not just half the range instead? or just take 1-2m range off?
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13 years ago
Can we make it less efficient at a high range?

ratio = distance / maxDistance
efficience = BP * ( 1 - ratio )
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13 years ago
Well I think coms are getting nerfed in general, they cost too much for what they are capable to, they are always target nr1(nor that they does much but it just harms mentally when it gots kileld :D coms cost easily 4000m+ think u can have dante which is superior in every way for 3500m )

Builder com was the only one which was still left worth its cost( long range reclaim heal etc) now well... it is almost useless :) lvl1 probably is still good enough. Dunno about arty coms but they were nerfed too. So default strike com is probably the best choice now.
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Skasi
13 years ago
That would add immense stupid micro requirement, IonStorm.

Now stop crying everyone, modules are meant to be used wise, not randomly. You can put a dozen different things into a commander, making it an allrounder. Not many regular units are much of an allrounder, you get to create a "perfect" unit, it just needs fine tuning by you.

One example: Bob the cloaked ninja-builder. Jump your cloaked commander into the enemy base, plop a quick stardust to kill the nano-farm and fusion, then use the commander to reclaim the units constructed by the enemy factory. If it's getting dangerous you've got the jump and cloak to flee!
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13 years ago
um...

I don't see complaining about commander would be wise, seems everything surround how to win with that big mech.
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13 years ago
there was nothing wrong with builder com :( it was my fav kind

don't even have a good reason for nerfing it either, "you're not suppose to be able to build at such long range" why not ? it was just something cool and different and was hardly OP
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13 years ago
"you're not supposed to be able to build at such long range" is because the commander can do things that no unit can do.

I recall that the rationale behind modular commanders was to allow some customization but not allow commanders to do anything that units couldn't do.

8x nanolathe commanders with 64 bp allow you to use static defence offensively which is something no unit can do. It also allows long-range reclaim and ressurect from relative safety behind a wreckage field.

Also recall that static defence is 2.5x more effective than units of same cost. Allowing "mobile" static defence through high-bp, long range builders turn a push into an unstoppable avalanche.
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13 years ago
Builder comm would plop LLTs and HLTs at long range fast enough to effectively push with defence. I feel it contributed strongly to the very porcy games that some people complained about elsewhere.
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13 years ago
i think I was watching google one game quite a while ago. He sent an army of builders forward and built static defenses faster then the other team could destroy them.

Back to my earlier comment, why completely remove the range bonus and just shorten it first?
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13 years ago
Any other module could be stacked in this way and we get to the same point "this is not meant to be played this way". Well nanocom was slightly OP, but for stacking comes the price of course (easy to assasinate). Range could have been shortened, not removed imo.
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13 years ago
I see recently that the dev nerf are some things that no one was complaining that it was OP in the game, or making the game so hard to the point of unbalance, and i do not belive in "This Is Not Meant to be played this way" if it is not OP, let's play the way we want if we are not hurting the team.
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13 years ago
Problem is that most ppl dont know how to deal with upgraded coms or heavies. Its very effective to use artilery, skuttles, bombers, shockleys, racketeers etc vs nanocoms (4500 hp? Its dead when you sneeze on it). But i almost never see someone using them against them. Most noobs just keep sending units 1 by 1 which die and then i ressurect them 1 by 1. Thats not nanocom being op thats just a crappy player feeding the nanocom which then get used against him.

And what about other com setups? Rocket com gets over 1k range i havent seen a skirmisher getting that so far.

Or what about a autorepair com? Havent seen a unit that regens at 160/sec.

I think the very point of morphing coms is that they do the same but they perform way above what other units can do. This comes at a price ofc (4k-6k metal).
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Skasi
13 years ago
Oww, you really call a 1k range weapon that requires free loss op? And 160hp repair speed much? A single nanomodule repairing a unit with average hp/cost repairs just as fast as a repair module, it works on more than a single unit, it reclaims, ressurects and builds. I'd like to see repair modules improved if anything. Nanolathes more than make up for their cost.
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