Anuken / Mindustry-Suggestions

Repository for Mindustry suggestions and feedback
130 stars 58 forks source link

Nerf atrax and buff mace #3160

Closed Ilya246 closed 2 years ago

Ilya246 commented 3 years ago

Describe what you would like changed, and why.

Compared to mace, atrax has a way higher range, has more health, inflicts and is immune to melting, is considerably faster, and can go over blocks Meanwhile, mace has the problem of never actually getting to the enemy defenses - way too slow, the range is too small, and is not tanky enough, which is very bad, since past t2 the importance of range already becomes extremely high - even if mace actually gets to the enemy defenses, it often just gets instantly incinerated by close-range turrets

Describe the changes you want to propose. Include possible alternatives.

Nerf atrax health and maybe range/speed Buff mace (in order of most important to least important) range, health, and speed

Eclipse-04 commented 3 years ago

Eputor and TItans

OnyxFinger commented 3 years ago

ATRAX DOESN'T NEED A NERF AAAAHH just because atrax is stronger than mace doesn't mean it's too powerful.

Somka000 commented 3 years ago

Desktopone hate maces

LixieWulf commented 3 years ago

This would make mace even more painful to deal with earlygame - we don't need another crawler caused by PvP balancing.

Ilya246 commented 3 years ago

Mace is too weak earlygame too, unlike atrax - also, speaking of crawler, yeah it may need a damage(/speed?) nerf

OnyxFinger commented 3 years ago

This would make mace even more painful to deal with earlygame - we don't need another crawler caused by PvP balancing.

whaaahh-- so you seriously think that this would be a problem ? The only two sectors that would need a bare nerf would be Stained Mounatins and Frozen Forest As for custom maps, I do not think that this change would affect their difficulty by much, as most of them start with a dagger.

MEEPofFaith commented 3 years ago

yes range short image

OnyxFinger commented 3 years ago

yes range short image

lmao I didn't know

IxGamerXL commented 3 years ago

Since I know quite a bit of Javascript, I'll try to make a mod that adds these balance changes as much as I know I can. I'll comment again with the mod rep when I have it ready.

the-red-soul commented 3 years ago

atrax cannot hit air

IxGamerXL commented 2 years ago

After some testing: Yes, Atrax does walk over defenses and deal more damage overall, and during a test I found out that Atrax does more property damage than Mace ever will. This was founded out by making a test map and spawning three sets of 100 units of the type needed.

Mace went through copper and touched titanium after 3 sets, but after a separate test with the Atraxes, DEAR JESUS CHRIST ALMIGHTY THESE WENT FAR. The atraxes went past copper AND titanium, and dented thorium, the very last stage before plastanium.

It is certainly true that Atraxes bypass defenses, and in one Attack map in particular (DDNS) Atraxes are a common enemy in the waves. One pack of them and an improper defense leads suffering and suffering only. To make it worse (as you said before), these Atraxes are immune to Melting, and guess what that map's selection of turrets are? Tsunamis and Waves.

Thats right, the map only allowed four ammo variants, the four liquids.

Anyways, enough of my partially-irrelevant rant. The mod I suggested before is not doable without some confusing work arounds, so leave that to Anuke to handle the balances. Also, Mace got buffed in V7 BE, so your balance issue is already partially finished.

notrealn commented 2 years ago

Just changing health and damage will not fix the fundamental problem with mace and atrax. They will still be used much less compared to air units or the nova tree in pvp. The problem with them is horrible mobility and range (even 8 tiles is not enough). Horizons are infinitely more useful because they can actually go to their target in a decent amount of time. Additionally, mace/atrax are both hilariously counterable with very cheap turrets. A few hails make both of them relatively useless. Unless they get some insane hp and damage buffs, other units will generally be preferred.

However, this is only for 1v1 pvp. Campaign/attack are very different, and having maces and atraxes be that strong would be too difficult to deal with. You encounter maces when you barely have any graphite, meaning maces must be able to be beaten with copper walls and duos. There is really no easy solution that involves only changing a few numbers.

acoaco commented 2 years ago

atrax>mace no matter in v6 or v7 and no matter pvp or survive(pve) mode,both can cause fire 600HP>540HP, moving speed 4.27>3.37 and can cross wall and building,range 13>6,and different attack routes if they can cross wall armor okay..mace win 1 but HP lost so it's can't called advantage mace has pierce but range is 6 and slower moving speed when mace pierce/touch building atrax already walk stand on core or they both got killed lol

the only reason why this happened is ground unit is out of meta in most server,only work in assimilation(no logic no unit control),but still need attack range so people spawn dagger,and it's obvious anuken know it that why when he design a similar short range unit in v6 and give it better ability,but poor mace got forgotten

fortress already got buff in v7 it's a okay unit now,but mace..at least give him faster moving speed 4.5 and fair 600HP

buff mace won't increased the difficulty of campaign cause anuken already put atrax in v6 campaign,even buff mace to 600hp and 4.5speed,10 atrax still more deadly than 10 mace,they cross wall if newbie player miss 3-4 atrax they probably dead so I don't think buff mace will affect campaign difficulty

I don't vote nerf atrax,cause anuken think a short range ground unit need 600HP in v6v7's environment the only fault is mace got forgotten

github-actions[bot] commented 2 years ago

This suggestion is now stale, and will be automatically closed.