Author Topic: Balance: Teleporter Platforms may be too strong  (Read 1687 times)

Offline Haagenti

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Balance: Teleporter Platforms may be too strong
« on: August 05, 2009, 02:47:26 pm »
In my current 8.3 game, the 100 or so Teleporter Platforms I managed to parasite, dominate all battlefields.

1) They can be on any planet in seconds, and in action 1 second later
2) They teleport in, shoot, teleport out, wait a few seconds and repeat
3) Shots follow them across the map (and keep following them) but these are easy to evade by teleporting yet again
4) Once too many shots are there, they teleport to another planet and return 30 seconds later

Basically: they are omnipresent and invulnerable.
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Offline eRe4s3r

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Re: Balance: Teleporter Platforms may be too strong
« Reply #1 on: August 05, 2009, 03:16:55 pm »
Can confirm this ;)

Teleport needs generally a nerf, also for the AI which abuses it as well (can insta spawn 300+ MKIV teleport stations next to your command centers)

Maybe some delay between teleports would be enough
Though eventually something more drastic - Less HP - some huge penalty after teleport ... not sure...

OR - Teleport inhibitors
« Last Edit: August 05, 2009, 03:20:30 pm by eRe4s3r »
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Offline Pandemic

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Re: Balance: Teleporter Platforms may be too strong
« Reply #2 on: August 05, 2009, 10:39:40 pm »
I personally think the best way to do this would be to emulate the Chronotroopers from RA2.

If you haven't played the game, they're troops that are able to teleport anywhere they want to on the map; however, once they get there, they are completely vulnerable (not able to move, not able to fire) for X amount of time, X being directly proportionate to the distance they traveled to get from Y to Z.


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Offline x4000

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Re: Balance: Teleporter Platforms may be too strong
« Reply #3 on: August 05, 2009, 11:44:26 pm »
I personally think the best way to do this would be to emulate the Chronotroopers from RA2.

If you haven't played the game, they're troops that are able to teleport anywhere they want to on the map; however, once they get there, they are completely vulnerable (not able to move, not able to fire) for X amount of time, X being directly proportionate to the distance they traveled to get from Y to Z.

I played the original RA a bit, but never was much into the C&C series in general.  That's a cool way to solve that, though -- I've added a nerf in just this style.  We'll see if the timing on it needs to be tweaked or what.
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Offline MorphingJar

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Re: Balance: Teleporter Platforms may be too strong
« Reply #4 on: August 07, 2009, 11:11:08 pm »
I've got to agree with the op.  Currently Teleport Battlestations are my favorite ship.  When you have them all grouped together they can be in, do their damage, and get out before even taking a scratch.  The Damage they do in groups is just mindblowing.

Offline x4000

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Re: Balance: Teleporter Platforms may be too strong
« Reply #5 on: August 10, 2009, 10:36:52 am »
I've got to agree with the op.  Currently Teleport Battlestations are my favorite ship.  When you have them all grouped together they can be in, do their damage, and get out before even taking a scratch.  The Damage they do in groups is just mindblowing.

Have you tried 1.013 yet?  They are nerfed quite a bit there, in the RA fashion mentioned by Pandemic, but they may still need to be nerfed more.  I just didn't want to go overboard all in one go, you know?
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