MayallCommunion MayallCommunion

Red Button/Repulse both need a nerf. [Devs Watch this replay]

Red Button/Repulse both need a nerf. [Devs Watch this replay]

Yup.

http://www.sendspace.com/file/1wl1bm

Dont fall for the fake adds, the replay is the button in the center of the screen, not top center.

p.s: Repulsion outranges sabatoge reactor(I believe so)

Edit: Granted both my opponents played poorly and both reacted poorly even though they had been Red Button'd many times. The imbalance however still shows, you should not ever be able to 1 hit kill a whole fleet unless you have limitations. Wail is based on planet pop, and Barrage is based on if you can disable the abilities in time.

483,880 views 154 replies
Reply #51 Top

I really dont like the reset physics state on ANY ability. a disabled ship should drift... not drop anchor.

Reply #52 Top

Quoting Seleuceia, reply 50
If you really think repulsion is OP, I'd advocate removing the "reset physics state" modifier...this is what forces ships to re-accelerate after being hit by repulse...it is this modifier that really makes this ability a cap killer...

 

It is the best part--absolutely puts ships in a state of confusion, completely aimless and disoriented has if they've just been hit by a bomb blast. Ofcourse lets not also forget that  majestic sound repulsion makes that just screams heavenly.

Reply #53 Top

Quoting SpardaSon21, reply 37
I don't play MP so nobody here will listen to me at all and I'll just be called a noob, but it seems to be something's broken if a ship is countering its counter.

 

Don't think that at all, people listen to my opinion all the time and I'm still learning against my son.  I'd love to play other noobs that are learning, add me on Steam as Fyrstar2002 and Fyrstar.  One of them is me, not sure which, and the other is my son,  We're both noobs!

Reply #54 Top

Quoting Ryat, reply 21
Javelis' out range repulsion at base level (per game code Javelis's range 9800, Repulsion 7500).

That said, Repulsion has been an issue for a while so I agree with you MayallCommunion.

Interesting discussion, altho RiddleKung is so biased you can't trust anything he says, but like Ryat, I also agree with MayallCommunion. 

Pertinent ranges (these r old numbers, I hope they r right): 

Repulsion..... 7500 vs:
Javelis......... 9800
Assailant...... 7820
Illuminator... 5520

All LFs.......... 3500
All HCs......... 3150

LF's Specials ????
Sabatoge...... 5000 Cobalt
Steal AM....... 6000 Disciple
Interference.. 5000 Skirmisher

Support Abils ????
Designate T.. 8000 Cielo
Suppression.. 6000 Domina
Grav Distort... 8000 Subverter


RedButton Lvl 1..... 9000
RedButton Lvl 2.... 14000 vs:
Ogrov.................. 12000
Solanus................ 12000

So the range for Sabatoge Reactor, Steal Antimatter & Interference is less than Repulse.  SpardaSon hits the nail on the head: something is broken if a counter can't reach its counter!  [Edit: So I guess you need to look to the other support Abilities]. 

Quoting Seleuceia, reply 50
If you really think repulsion is OP, I'd advocate removing the "reset physics state" modifier

Good point as well.

[Edit:  Updated for additional ranges, thankx to Riddle.]

Reply #55 Top

Quoting RiddleKing, reply 47
Ragnarovs snipe and exposive shot all out-range repulsion..

Ion bolts from multiple akkans only have to get within 500km from there 7000km range

Akkans Armistice disables abilities with 12,000 km from the repulsions 7500 range which means you can micro you fleet in the middle of threat and let all your sabotage reactor, ion bolts, hoshikos disable guardians and kill them off. 

 

 

Assumptions being made:

A tec player doesn't have its favoured javelis fleet with a Akkan targeting uplink from the start of the game to the point of facing eradica guardian combos. Which means there not playing how people should play tec to win games more efficiently.

Fleet is better than titan ...only when in the hands of a pro with ability and strike craft micromanagement. 

You don't need you own titan-which you do against the advent. 

You don't need Akkans which do need to be a pro tec player

 

Did i watch your replay: Yes i did with my Intel HD graphics 3000 with turbo cache memory. (sad but very efficient laptop tbh-smooth gameplay)

 

Problem with this discussion:

Mayalls ultimate goal is to get repulsion nerfed because he simply finds planning ahead too difficult of a task and very tedious. No matter what answer is given he just ignores it and makes it meaningless and an interuption to his official goal. 

He/she believes that Push,Repulsion and titan is the ultimate weapon in the game: It is the ultimate weapon-esp with a race with a bad economy and strong military..out spam them with lrm with uplink with additional carriers or face death at the hands of just a small advent fleet..( is vasari the strongest late game or is advent..think very closely about this when considering this topic and remember advent only get by because of their technlogies and hardly survive late game).

We have had repulsion for years now but why are advent said to be weak late game? Because theres a counter for it and you just need experience to deal with it. Please bare in mind no matter what situation you are in there is always a counter..

Solution

You should change the title of this post and topic to just discuss the RB. It is more important. 

Riddleking its almost as though you do not play rebellion. The Advent are NO longer weak early game. They are on par with all the other races. No planning ahead is not difficult you are not understanding what I am saying at all. If a unit only has one counter it needs a nerf. Ragnarovs snipe has a huge cooldown. Explosive Shots has a cooldown and there is no way it will actually even kill the guardians. Multiple akkans is a huge investment and again could fuck you in the end, Armistice is a level 6 upgrade there is no guarantee that you will get it.

You're wrong. Just deal with it RiddleKing. I am not making assumptions you're making unrealistic counters that pigeonhole TEC into a bend over position. You clearly speak Starcraft so lets talk about it. early on before Zerg got a line of buffs the Zerg had trouble dealing with terran units(my memory on the situation is a bit foggy but the point remains the same). As Zerglings were countered by marines, and the only way to actually counter the marines was through roaches. However when you built roaches to counter marines the Terran would build Marauders. This resulted in the zerg being pigeonholed into being unable to counter terran, there was virtually no way a Zerg could be a terran. Until Zerg got buffed and Fruit Dealer(the Zerg Tourney player) won one of the first Tournaments with the Zerg after the buffs.

Now im going to level with you, but before I do let me say. Building Javelis is the TEC's favorite strategy? In Diplomacy yes, but Javelis in Rebellion is a death sentence. Which is one of the reasons why I do not believe you actually own rebellion, but were not going to go into that. You expect the TEC to build javelis, when

  1. You cannot actually get a critical mass of them because they are no longer a viable opener due to Corvettes.
  2. To counter Corvettes you build Flak which also counter Javelis
  3. To counter Flak you can do two things, which are build LF's. Which would then allow you to build Javelis OR rush straight for heavies which have a better payoff because.
    1. They are not easily killed by Titans and will not feed it. Also en masse of around 20 they melt titans.
    2. Javelis on the other hand are squishy, feed the titan and dont actually counter Guardians.
  4. So riddleking, here is a small lesson for you and what you have assumed. The TEC no longer favors the javelis design, to be honest they are now in the same position as diplomacy LF's are.
  5. The suggestions you are suggesting to actually counter Guardians is stupid. A titan cost 9500/1200/750. A guardian is dirt cheap. The same goes for Capital ships, sure maybe I could get muiltiple akkan, now hes going to destroy my fleet because those resources were not put into Heavies.

Enjoy that logic.

 

Quoting bilun, reply 49

Quoting MayallCommunion, reply 46
Quoting Ryat, reply 45
Quoting bilun, reply 43That said if repulse were to be nerfed it would have to be handled very carefully. It's one of the advent fleet's most important tools.

This I agree with.

I do agree as well, I never said it needed a hard nerf. Personally I think if they nerf the range to where they can be hit by most units they would be fine. Merely because this spell should not be a 10 second immunity to everything but javelis and bombers. It should be used for its utility in being able to stop fleets from phase jumping and pushing enemies back to help in a retreat.

 

I have to disagree.  Much of the point of repulse is to knock enemies out of attack range.  if "most units" aren't knocked out of attack range it doesn't really fufill what is likely it's core purpose.

 

Honestly I think if it were to be nerfed it would need to be a nerf to the duration/cooldown rather then the area.  Make it a shorter "immunity to short-range ships" then it is now.

Frankly I think it needs to be able to keep short range ships away- for a time.  the knobs I think would be reasonable to turn to balance it would be adjusting how long and how often it can keep enemies away rather then it's ability to do so at all.

When I said this sort of nerf should be handled very carefully I chiefly meant that entire uses of the ability shouldn't be removed- just how efficient it is at that use should be reduced a bit.

 

Another potential nerf I could see being reasonable is just make titans immune(or even just resistant to) to repulse.  But reducing the range to the point where it can't knock most frigates out of attack range more or less defeats one of the chief purposes of the ability(especially since doing so would require something like a 30% reduction in area radius- that's a huge nerf).

I see your point, perhaps keep the range, and have repulsion push them back. But then have the ability disable after the push back. Through proper micro you could keep the enemy fleet at bay like you can now but it will actually take effort and will give the enemy more windows to attack you.

Reply #56 Top

Well, there's always DesConnor's suggestion of putting repulse on the Revelation, and giving the Guardian something else...then you could go crazy with the power of Repulsion since it'd be a cap ability...

Of course, for better or worse, the devs are never going to make that happen...

I like the power of repulse, but I can see a strong argument for making it more counterable...however, I don't think LF abilities should be the counter...repulse is AM intensive and requires more microing than pretty much any other support ship (a fleet lock down with subverters is about the only comparable thing)...while it should be counterable, it shouldn't be too counterable....

As such, one possibility is to make some of the capital ability interrupts have enough range to hit repulse...these abilities (with their ranges) are:

  • Ion Bolt (7000)
  • Magnetize (5000)
  • Detonate AM (4500)
  • Reverie (8000)
  • Disruptive Strikes (5000)
  • Phase Out Hull (7000)

If changing these ranges is indeed the best solution, I would suggest making one ability interrupt for each faction have the necessary range (>7500)...

Out of fairness, I would argue this range increase should go to either the "complete" disrupts (ion bolt, reverie, phase out hull) or the weaker disrupts (disruptive strikes, magnetize, detonate AM), but not both sets...

Seeing as reverie already exceeds 7500 (not that it matters being a mirror match) and ion bolt and phase out hull are already very close, I would suggest boosting the range of ion bolt and phase out hull from 7000 to 8000...

Should these abilities be changed to help counter one ability?  I don't know...but the change is very easy to implement, would definitely make it easier to counter repulsion directly (instead of having to snipe the ship with bombers/LRMs/Kanraks), and wouldn't change the effectiveness of ion bolt or POH that much in other situations...

If you are concerned with making ion bolt or POH too powerful by this range increase, just keep in mind that Reverie (which lasts far longer than ion bolt or POH) already is at this range of 8000...

 

Reply #57 Top

Capital Ships is not the way because if you watch the replay all he had was a titan and around 18 or so guardians. Capital ships cannot spam enough to make it a difference. It needs to be a spammable solution or it really will not make a difference.

Reply #58 Top

Just going to bump this to make sure the devs keep this in their sights.

Reply #59 Top

I can experiment with Particle Effects and ability buff indicators that denote when an Argonev has the BRB active if that will be helpful to you, Mayall...

I'm not so sure how helpful the indicator will be since if I want cheap damage, I'll just level it once while the SB is in battle and pop it right after the upgrade is complete and the SB is close to failing...

Reply #60 Top

Should orgov had been able to kill the foundry from afar while is fleet is taking out the guardians as they spawn?

 

If you had him by the balls so much why did you let him pump? Where was your Hot drop SB, you know the thinf the players says I can either kill is fleet and die or I can kill is SB and die...?

 

cheers

Reply #61 Top

Quoting crisaron, reply 60
Should orgov had been able to kill the foundry from afar while is fleet is taking out the guardians as they spawn?

 

If you had him by the balls so much why did you let him pump? Where was your Hot drop SB, you know the thinf the players says I can either kill is fleet and die or I can kill is SB and die...?

 

cheers

Because it only takes on guardian toa ctually stop a fleet...

Reply #62 Top

(disguises voice)  We are the devz.  Weez seen da video and agree.... red button bad and repulse will go away in favor of an ability that throws large bouquets of flowers at the enemy in large circles instead of repulsing in large circles.  The new ability will be calledz Rainbow Bright.

 

Pleaze stops bumping now=D

Reply #63 Top

You are a strange one Fyrstar. But my thread will remain open until I see that something will or will not be done about both of these abilities.

 

Quoting KrdaxDrkrun, reply 59
I can experiment with Particle Effects and ability buff indicators that denote when an Argonev has the BRB active if that will be helpful to you, Mayall...

I'm not so sure how helpful the indicator will be since if I want cheap damage, I'll just level it once while the SB is in battle and pop it right after the upgrade is complete and the SB is close to failing...

 

As interesting as this is I feel as though testing this in a multiplayer environment would be difficult.

Reply #64 Top

I love this.  Two threads going side by side, one for nerfing red button, one for buffing it.  

For the record I support this thread, not the other.

Reply #65 Top

Quoting AseOfSpadez, reply 64
I love this.  Two threads going side by side, one for nerfing red button, one for buffing it.  

For the record I support this thread, not the other.

I think you misread the other thread ase it actually is talking about the buff that red button received and how it was unneeded

Reply #66 Top

I love you Mayall!  Don't kill me online:) Somedau soon after my son and I think we're ready well try online, and you are gonna goRODLsrompsFLstomosps both of us!  :D

 

 

Reply #67 Top

^ epic iPhone autocorrect fail

Reply #68 Top

This all depends as I do not actually have access to a computer right now that can handle it. But you are quiet the chracter Fyrstar:)

Reply #69 Top

Quoting MayallCommunion, reply 68
This all depends as I do not actually have access to a computer right now that can handle it. But you are quiet the chracter Fyrstar:)
Yes, he sure it quiet the chracter. :grin:

What kind of phone do you use? :(O

Reply #70 Top

Shhhh teun. Shhhh I am tired my grammar is now at 95% instead of 100% efficiency.

Reply #71 Top

Quoting MayallCommunion, reply 55

Quoting RiddleKing, reply 47Ragnarovs snipe and exposive shot all out-range repulsion..

Ion bolts from multiple akkans only have to get within 500km from there 7000km range

Akkans Armistice disables abilities with 12,000 km from the repulsions 7500 range which means you can micro you fleet in the middle of threat and let all your sabotage reactor, ion bolts, hoshikos disable guardians and kill them off. 

 

 

Assumptions being made:

A tec player doesn't have its favoured javelis fleet with a Akkan targeting uplink from the start of the game to the point of facing eradica guardian combos. Which means there not playing how people should play tec to win games more efficiently.

Fleet is better than titan ...only when in the hands of a pro with ability and strike craft micromanagement. 

You don't need you own titan-which you do against the advent. 

You don't need Akkans which do need to be a pro tec player

 

Did i watch your replay: Yes i did with my Intel HD graphics 3000 with turbo cache memory. (sad but very efficient laptop tbh-smooth gameplay)

 

Problem with this discussion:

Mayalls ultimate goal is to get repulsion nerfed because he simply finds planning ahead too difficult of a task and very tedious. No matter what answer is given he just ignores it and makes it meaningless and an interuption to his official goal. 

He/she believes that Push,Repulsion and titan is the ultimate weapon in the game: It is the ultimate weapon-esp with a race with a bad economy and strong military..out spam them with lrm with uplink with additional carriers or face death at the hands of just a small advent fleet..( is vasari the strongest late game or is advent..think very closely about this when considering this topic and remember advent only get by because of their technlogies and hardly survive late game).

We have had repulsion for years now but why are advent said to be weak late game? Because theres a counter for it and you just need experience to deal with it. Please bare in mind no matter what situation you are in there is always a counter..

Solution

You should change the title of this post and topic to just discuss the RB. It is more important. 

Riddleking its almost as though you do not play rebellion. The Advent are NO longer weak early game. They are on par with all the other races. No planning ahead is not difficult you are not understanding what I am saying at all. If a unit only has one counter it needs a nerf. Ragnarovs snipe has a huge cooldown. Explosive Shots has a cooldown and there is no way it will actually even kill the guardians. Multiple akkans is a huge investment and again could fuck you in the end, Armistice is a level 6 upgrade there is no guarantee that you will get it.

You're wrong. Just deal with it RiddleKing. I am not making assumptions you're making unrealistic counters that pigeonhole TEC into a bend over position. You clearly speak Starcraft so lets talk about it. early on before Zerg got a line of buffs the Zerg had trouble dealing with terran units(my memory on the situation is a bit foggy but the point remains the same). As Zerglings were countered by marines, and the only way to actually counter the marines was through roaches. However when you built roaches to counter marines the Terran would build Marauders. This resulted in the zerg being pigeonholed into being unable to counter terran, there was virtually no way a Zerg could be a terran. Until Zerg got buffed and Fruit Dealer(the Zerg Tourney player) won one of the first Tournaments with the Zerg after the buffs.

Now im going to level with you, but before I do let me say. Building Javelis is the TEC's favorite strategy? In Diplomacy yes, but Javelis in Rebellion is a death sentence. Which is one of the reasons why I do not believe you actually own rebellion, but were not going to go into that. You expect the TEC to build javelis, when


You cannot actually get a critical mass of them because they are no longer a viable opener due to Corvettes.
To counter Corvettes you build Flak which also counter Javelis
To counter Flak you can do two things, which are build LF's. Which would then allow you to build Javelis OR rush straight for heavies which have a better payoff because.

They are not easily killed by Titans and will not feed it. Also en masse of around 20 they melt titans.
Javelis on the other hand are squishy, feed the titan and dont actually counter Guardians.

So riddleking, here is a small lesson for you and what you have assumed. The TEC no longer favors the javelis design, to be honest they are now in the same position as diplomacy LF's are.
The suggestions you are suggesting to actually counter Guardians is stupid. A titan cost 9500/1200/750. A guardian is dirt cheap. The same goes for Capital ships, sure maybe I could get muiltiple akkan, now hes going to destroy my fleet because those resources were not put into Heavies.

Enjoy that logic.

 


Quoting bilun, reply 49
Quoting MayallCommunion, reply 46
Quoting Ryat, reply 45
Quoting bilun, reply 43That said if repulse were to be nerfed it would have to be handled very carefully. It's one of the advent fleet's most important tools.

This I agree with.

I do agree as well, I never said it needed a hard nerf. Personally I think if they nerf the range to where they can be hit by most units they would be fine. Merely because this spell should not be a 10 second immunity to everything but javelis and bombers. It should be used for its utility in being able to stop fleets from phase jumping and pushing enemies back to help in a retreat.

 

I have to disagree.  Much of the point of repulse is to knock enemies out of attack range.  if "most units" aren't knocked out of attack range it doesn't really fufill what is likely it's core purpose.

 

Honestly I think if it were to be nerfed it would need to be a nerf to the duration/cooldown rather then the area.  Make it a shorter "immunity to short-range ships" then it is now.

Frankly I think it needs to be able to keep short range ships away- for a time.  the knobs I think would be reasonable to turn to balance it would be adjusting how long and how often it can keep enemies away rather then it's ability to do so at all.

When I said this sort of nerf should be handled very carefully I chiefly meant that entire uses of the ability shouldn't be removed- just how efficient it is at that use should be reduced a bit.

 

Another potential nerf I could see being reasonable is just make titans immune(or even just resistant to) to repulse.  But reducing the range to the point where it can't knock most frigates out of attack range more or less defeats one of the chief purposes of the ability(especially since doing so would require something like a 30% reduction in area radius- that's a huge nerf).

I see your point, perhaps keep the range, and have repulsion push them back. But then have the ability disable after the push back. Through proper micro you could keep the enemy fleet at bay like you can now but it will actually take effort and will give the enemy more windows to attack you.

 

 

Corvettes are not a problem--they will continue to receive nerfs and if not then how do you expect things to turn out --as you have already said-you will end up building Javelis anyway

 

Quoting SageWon, reply 54

Quoting Ryat, reply 21Javelis' out range repulsion at base level (per game code Javelis's range 9800, Repulsion 7500).

That said, Repulsion has been an issue for a while so I agree with you MayallCommunion.



Interesting discussion, altho RiddleKung is so biased you can't trust anything he says, but like Ryat, I also agree with MayallCommunion. 

Pertinent ranges (these r old numbers, I hope they r right): 

Repulsion..... 7500 vs:
Javelis......... 9800
Assailant...... 7820
Illuminator... 5520

All LFs.......... 3500
All HCs......... 3150

LF's Specials.. ????


RedButton Lvl 1..... 9000
RedButton Lvl 2.... 14000 vs:
Ogrov.................. 12000
Solanus................ 12000

So what is the range for Sabatoge Reactor, Steal Antimatter & Interference?  SpardaSon hits the nail on the head: something is broken if a counter can't reach its counter!


Quoting Seleuceia, reply 50If you really think repulsion is OP, I'd advocate removing the "reset physics state" modifier

Good point as well.

 

Sabotage: 5000km

Steal AM : 6000km

Interference: 5000km

 

===

You can't increase these values simply because you can instantly disable abilities and render utility cruisers useless. The lower values balance the game

 

Sage im not biased--i just don't play tec simply because i played them too much to care.. the only  races i play are vasari and advent.

 

Anyway reason i say what i say is because i've always found solutions for my problems by bombers and ability disables to the point its a no brainer.

Suppose im playing vasari and your advent and you come charging at me with your guardians and level 1 titan..i have no titan whatsoever because i invested in fleet and technology first.

 

1st Game

 

for 1 i will have corvettes , flak, assailant and carriers/carrier caps--but also SUBVERTERS to help the assailants crack open the guardians when in range--but that not enough- i also use  gravity distortion field with a 8000km range that will disable your so called immunity field so you end up loosing as i bust your titan up.


2nd game


....but also Command Cruisers with designate target with a 8000km range to deal 40% extra dps for the javelis against guardian which has to go through shield mitigation and armor to around 15%-20%. So thats right now the javelis have 100% effective dps against the guardians..so you end up loosing as i bust your titan up...


3rd game

Advent fails because suppression from the domina  is 6000km--so i just hope and spam bombers and repulsion while at the same time send a message to Yarlen all utility2 cruisers need 1 ability with 8000km to be able to counter repulse. but just when the fail has both opposing fleets repulsing and pushing bombers away i set up a starbase with metor and disorientation and type " hahaha im now trolling"

 



Reply #72 Top

I'm offended that you think I'm a character.  I'm a real life person....  Or maybe I'm really an AI programmed to carry on random conversations and bump threads for people that tickle my circuits?:)

Reply #73 Top

tickle tickle

Reply #74 Top

@Riddleking: I actually did not say you will end up building Javelis I said you will to try to counter LF's but the actual amount will always be a small number. Or you could go the superior path which is directly to heavies. Also if you solve all your problems with Bombers does that not make bombers imbalanced because they beat everything. of course it does and everyone knows bombers need a nerf. My main point is right now the only 'effective' counter to repulsion is as you said bombers, but that can be negated by Telekinetic Push and Flak. Repulsion has no counter.

 

Also I dont see why you keep pointing to Vasari, this is a TEC problem.

As for your game two suggested as I said before any frigate is food for chastic burst. Javelis ARE NOT a viable solution to guardian/Eradica

 

Tl;dr: Javelis suck now, and I doubt corvettes will be receiving anymore nerfs.

Reply #75 Top

Quoting MayallCommunion, reply 74
. My main point is right now the only 'effective' counter to repulsion is as you said bombers, but that can be negated by Telekinetic Push and Flak. Repulsion has no counter.

 

 

Not until they fix push!  Muaaaaahahahahahha!  

 

I'm also offended that my obligatory bumping of your post has not resulted in:

 

+Karma

Acknowledging my awesomeness in helping

+Love

+Hugs

+friends list on Steam

+baked cookies