Resources/Patch are a joke

Just had a 1.5 hour match because this patch -Yoinked!- up the game.

4 bases, 1 generator, blue supply pads everywhere. I could not get enough resources. How do I have 4 bases and zero blue resources all match long. 2 bases had nothing but blue supply pads and all match I was short.

And thanks to the turret buff, these 2 -Yoinks!- had 2 bases each all game and every time went in to fight ended up losing all troops because turrets are now insane.

Turrets have now become perfect for those who want to hide in there base. And I’m sorry, if I actually expand and control 3/4 of the map, you should eventually run out of resources. Makes no sense to me.

Diminishing return kicks in at about 7 upgraded supply pads. You spent more money than what you were getting back from them it sounds like.

I tried all air. I tried a mix of air and anti air. I tried all infantry. Infantry with air and anti vehicle.

And eradication, what a joke. That power was ready every 10 seconds it seemed and all u have to do is fly 1 plane in and boom, base is 95% dead.

And healing planes and drones need to be nerfed. I’m sorry but building 1 scarab or 1 condor and ND having 20 healing planes is ridiculous. None of your troops target the healing. And when you do the other healers heal that one. You need a whole -Yoinking!- army to take out 1 scarab and 20 healing units. Healing needs to be either turned down or make them have virtually no health.

No reason for a 1.5 hour match where the other teams sit in their base and build super units. And then after you kill super unit all your troops are dead. And with 4 bases you would think building army again, no problem. Nope, never had resources all match long.

> 2533274792014876;2:
> Diminishing return kicks in at about 7 upgraded supply pads. You spent more money than what you were getting back from them it sounds like.

So I’m penalized for expanding? And I actually get LESS resources with the more supply pads I build?

> 2541316932588271;1:
> Just had a 1.5 hour match because this patch -Yoinked!- up the game.
>
> 4 bases, 1 generator, blue supply pads everywhere. I could not get enough resources. How do I have 4 bases and zero blue resources all match long. 2 bases had nothing but blue supply pads and all match I was short.
>
> And thanks to the turret buff, these 2 -Yoinks!- had 2 bases each all game and every time went in to fight ended up losing all troops because turrets are now insane.
>
> Turrets have now become perfect for those who want to hide in there base. And I’m sorry, if I actually expand and control 3/4 of the map, you should eventually run out of resources. Makes no sense to me.

Prior to the update, I would have agreed with you, but ever since the patch, diminishing returns is a bit better. Although they made turrets a bit stronger (which any good player would tell you was dumb because turrets where already too strong), they gave us more tools to be able to kill through turrets more effectively and I have had no trouble since the update. Before the update I could break turrets with specific armies but it take a while to build up to it, but now I can win in the mid game. Nightingale smoke if you’re unsc makes things pretty easy and if you are banished, there are strong mid game brutes and locust strategies, but if you aren’t in position to use those you could always build the never fail scarab. There is literally nothing they can do stop a scarab if you are good.

I just feel that if you build bases and expand you shouldn’t be hurt/penalized. That makes no sense at all to me. So if you build 6 supply pads and 3 generators…but I have 15 supply pads and 10 generators, I’m really not destroying you in resources.

I guess that explains why every time I would kill all his troops and most of mine were dead, he would have another army right when I got mine build back up.

To me that is the stupidest thing. I should eventually out resource him.

> 2541316932588271;6:
> I just feel that if you build bases and expand you shouldn’t be hurt/penalized. That makes no sense at all to me. So if you build 6 supply pads and 3 generators…but I have 15 supply pads and 10 generators, I’m really not destroying you in resources.
>
> I guess that explains why every time I would kill all his troops and most of mine were dead, he would have another army right when I got mine build back up.
>
> To me that is the stupidest thing. I should eventually out resource him.

Nope. You should invest in more unit production buildings on bases beyond 2. I think it’s like 5 generators and 7 supply pads is where diminishing returns kicks into place. Otherwise people who infinitely expand would destroy all hope for a non-expanding player to stay in the game.

Maybe build some more units and stop dying so much?

> 2533274792014876;7:
> …Otherwise people who infinitely expand would destroy all hope for a non-expanding player to stay in the game…

Just looking at this point specifically. If you are able to expand “infinitely”, meaning your enemy is letting you or they don’t have map control, then you should inherently have a significant upper hand. That’s the entire point of expanding; the increased advantage that it allows.

I’m not against a measure of diminishing returns, just your one point on it.

Well you will inevitably out resource them, but if you continuously lose your army - then that they will stack up resources against you having to constantly spend them. It sounds like what you did is spend a lot of resources building more buildings while they only focused on units. Granted, on 1 base - you should win every time if you are expanding.

I would have to see what you did.

What was your team mate doing? Sounds to me like your team was either not there or a bad team mate. 2v1 your always going to lose the resource Battle. I believe this is the reason for the diminishing returns. If a single player could produce more resources than two players that would be broken. Also with out diminishing Eco, eliminating another player would only provide a population advantage, I believe you should be get both the Eco and pop advantage for player elimination.

I mean this was late game. Every troop was maxed out. But the fact you can just sit in your 1 or 2 bases playing with yourself while I expand and build an economy and don’t attack any of them shouldn’t reward the player who isn’t leaving his base. Every supply pad and generator should produce idk, let’s say 100 resources every minute (I’m making numbers up) then an upgraded makes 200. Every supply pad you build should do those numbers. Not more, not less. You can supply pad upgraded? 200 resources per min each one. Again, fictional numbers but hopefully you see my logic/point. That way the game forces you to expand and actually venture out into the the big scary world.

> 2541316932588271;11:
> I mean this was late game. Every troop was maxed out. But the fact you can just sit in your 1 or 2 bases playing with yourself while I expand and build an economy and don’t attack any of them shouldn’t reward the player who isn’t leaving his base. Every supply pad and generator should produce idk, let’s say 100 resources every minute (I’m making numbers up) then an upgraded makes 200. Every supply pad you build should do those numbers. Not more, not less. You can supply pad upgraded? 200 resources per min each one. Again, fictional numbers but hopefully you see my logic/point. That way the game forces you to expand and actually venture out into the the big scary world.

I would say they should keep the lesser return on more pads, as I like that better than trying to make a system balanced where the map just runs out of resources like some have suggested. But they need to have it bottom out somewhere to still give you the edge. Like have the drop stop at like 7 supply pads and every pad after that gives you the same period minute as that 7th pad.

The maps and the whole game is designed and balanced around team play. The maps are designed so that each player will have his peak income if all bases and expasion slots are evenly distributed among all players. If a player takes more than his supposed share, in kicks the diminishing returns. The point is to make 1v2s, while not totally impossible, extremely hard.

Having more bases let’s you pump out units faster by having multiple unit building buildings

> 2541316932588271;1:
> Just had a 1.5 hour match because this patch -Yoinked!- up the game.
>
> 4 bases, 1 generator, blue supply pads everywhere. I could not get enough resources. How do I have 4 bases and zero blue resources all match long. 2 bases had nothing but blue supply pads and all match I was short.
>
> And thanks to the turret buff, these 2 -Yoinks!- had 2 bases each all game and every time went in to fight ended up losing all troops because turrets are now insane.
>
> Turrets have now become perfect for those who want to hide in there base. And I’m sorry, if I actually expand and control 3/4 of the map, you should eventually run out of resources. Makes no sense to me.

I agree, that diminishing returns needs to be adjusted again, not enough reward for expanding.

> 2541316932588271;3:
> I tried all air. I tried a mix of air and anti air. I tried all infantry. Infantry with air and anti vehicle.
>
> And eradication, what a joke. That power was ready every 10 seconds it seemed and all u have to do is fly 1 plane in and boom, base is 95% dead.
>
> And healing planes and drones need to be nerfed. I’m sorry but building 1 scarab or 1 condor and ND having 20 healing planes is ridiculous. None of your troops target the healing. And when you do the other healers heal that one. You need a whole -Yoinking!- army to take out 1 scarab and 20 healing units. Healing needs to be either turned down or make them have virtually no health.
>
> No reason for a 1.5 hour match where the other teams sit in their base and build super units. And then after you kill super unit all your troops are dead. And with 4 bases you would think building army again, no problem. Nope, never had resources all match long.

ur crying cause game didn’t auto-aim the healers for you, lol heres an idea manually press X against engineers and nightengales, i’m not sure but it might work :laughing:

> 2533274802858354;16:
> > 2541316932588271;3:
> > I tried all air. I tried a mix of air and anti air. I tried all infantry. Infantry with air and anti vehicle.
> >
> > And eradication, what a joke. That power was ready every 10 seconds it seemed and all u have to do is fly 1 plane in and boom, base is 95% dead.
> >
> > And healing planes and drones need to be nerfed. I’m sorry but building 1 scarab or 1 condor and ND having 20 healing planes is ridiculous. None of your troops target the healing. And when you do the other healers heal that one. You need a whole -Yoinking!- army to take out 1 scarab and 20 healing units. Healing needs to be either turned down or make them have virtually no health.
> >
> > No reason for a 1.5 hour match where the other teams sit in their base and build super units. And then after you kill super unit all your troops are dead. And with 4 bases you would think building army again, no problem. Nope, never had resources all match long.
>
> ur crying cause game didn’t auto-aim the healers for you, lol heres an idea manually press X against engineers and nightengales, i’m not sure but it might work :laughing:

Dude, troops don’t don’t what you say. I tell them to target 1 specific building and they shoot it for 1 sec and then start shooting other buildings. I target all the healers first and yet they are still shooting other targets. Not to mention healers just heal each other.

I love when someone mentions something and instantly they are “crying”.

Diminishing returns curve seems better than pre patch but it still needs work.

But turrets are hardly an issue, I swear is mostly placebo effect, everyone thinks they are OP, but the buff is not even 10%.

> 2541316932588271;1:
> Just had a 1.5 hour match because this patch -Yoinked!- up the game.
>
> 4 bases, 1 generator, blue supply pads everywhere. I could not get enough resources. How do I have 4 bases and zero blue resources all match long. 2 bases had nothing but blue supply pads and all match I was short.
>
> And thanks to the turret buff, these 2 -Yoinks!- had 2 bases each all game and every time went in to fight ended up losing all troops because turrets are now insane.
>
> Turrets have now become perfect for those who want to hide in there base. And I’m sorry, if I actually expand and control 3/4 of the map, you should eventually run out of resources. Makes no sense to me.

I have faced this, and I can attest to how frustrating it is. However, I think the biggest issue with facing these scarab-healer turtles isn’t the recources, but unit pathing.

You see, leading up to almost every main base in the game, there is a choke point. This severely limits players in their options- you can’t push up the point into the scarab (base turrets will -Yoink- on you), and if you stay in the choke point the ever-present artillery in the back coupled with the ultimate unit will shred your units one by one as they try to get through. On certain maps, this is so limiting in your abilites to push foreward that it becomes nearly impossible to break the turtle.

The reason you get screwed for resources isn’t the income curve, but because you are building units and rebuilding them to constantly get shredded. Meanwhile, the enemy sits there with a standard army, full population, taking minimal losses and amassing thousands of recourses as he just sits there. You will run out, and he can rebuild whenever.

I honestly think the post-update recourse curve is fine. However, the seeming inability for the unit’s borderline downs-syndrome handicapped AI to make logical decisions on where to path through makes these choke points very hard, or impossible, to break should the enemy know what they’re doing. Often, your troops will just sit there, not attacking, trying to move around one another like a group of Hellen Kellers. This can lead to hour long games where the opponent just sits on one base that can’t be destroyed until you get sick enough of it to quit. Should unit pathing, AI, and these points be patched, I think the game will be a lot better off.

> 2533274809541057;8:
> > 2533274792014876;7:
> > …Otherwise people who infinitely expand would destroy all hope for a non-expanding player to stay in the game…
>
> Just looking at this point specifically. If you are able to expand “infinitely”, meaning your enemy is letting you or they don’t have map control, then you should inherently have a significant upper hand. That’s the entire point of expanding; the increased advantage that it allows.
>
> I’m not against a measure of diminishing returns, just your one point on it.

I still think expansion is incredibly powerful, and the diminishing returns is actually okay. Having 3 bases means you only need 7 pads, and 3-4 generators, the rest of the slots can be filled with all the three types of unit buildings, to quickly adapt or change strategies all together.