An overpowered unit is a unit whose pick-rate is too high compared to other units, when benchmarked for specific roles against other units.
It was the case in MLR for the following roles :
- Anti-infantry long range support
- Anti-armord long range support (nerfed in current update)
- Secondary HP buffer for assault (nerfed in current update)
- Assault artillery
- Anti-Naval choke point defender (nerfed in current update)
There are some things that do not really miss the eyes of the people who fight : it's when, day 50, 16 players over 16 players did their research in their corner, and ended with the conclusion the most efficient ground combo was MLR-Mobile anti-air-mech inf.
Did you know that in late game, 4 mech inf + 1 mobile anti-air + 5 MLR will passively win agasint 5 Gunships and 5 attack helicopters (merged or not)
Did you know that in late game, 3 mobile anti-air + 7 MLR will passively win againt 8 strike fighters
Did you know that a stack of 4 mech inf + 1 mobilea anti-air + 5 MLR in plains will passively win against a charge of 4 MBT + 3 mech inf (To be honest, it was winning. But as soon as the mobile anti air died, the group was nuked)
Did you know that MLRs had low priority when it comes to damage calculation, meaning they always die last in a stack
You can trust the warriors of Nelva on this. We did try extensively to counter the MLR properly, and we ended to use MLR + 24/24 connectivity to counter the MLR of the opposing side (with a bit of nuclear nuke for stack wipe. Used from both sides). it became pretty much what you have on Supremacy1914, with pure artillery fighting.
The nerf of the MLR mainly concerned its late game capacities as well as global anti-naval capacity. It doesn't kill his role, and shouldn't reduce its desirability in the early-mid game.
however, in late, MLR is the meta, as much as artillery is the meta on supremacy ( aka the cake of your composition).
It's a style. But CoN has the ambition of having less "meta" than other games, and so, to have "each" unit fitting a role in a huge strategical shifumi. If after this update, i still use MLR as 50% of my troops, as it was the case until now, well, i will take as a conclusion the unit is still too desirable. The feedback of experienced fighter is great because they always choose for the optimal most unbalanced solution (aka the meta)
I precise all my observations are "pre nerf data". New balancing, new data to be recorded, new conclusions to be made. New game planned for experimentation in large scale wars (~400-500 units on each side). This is just a part of why i advocate for this nerf, in regard to the general balancing of units amongst themselves. I'm eager for good arguments in favor of a rebuff or a expanded nerf, especially if maths and design intelligence.
It was the case in MLR for the following roles :
- Anti-infantry long range support
- Anti-armord long range support (nerfed in current update)
- Secondary HP buffer for assault (nerfed in current update)
- Assault artillery
- Anti-Naval choke point defender (nerfed in current update)
There are some things that do not really miss the eyes of the people who fight : it's when, day 50, 16 players over 16 players did their research in their corner, and ended with the conclusion the most efficient ground combo was MLR-Mobile anti-air-mech inf.
Did you know that in late game, 4 mech inf + 1 mobile anti-air + 5 MLR will passively win agasint 5 Gunships and 5 attack helicopters (merged or not)
Did you know that in late game, 3 mobile anti-air + 7 MLR will passively win againt 8 strike fighters
Did you know that a stack of 4 mech inf + 1 mobilea anti-air + 5 MLR in plains will passively win against a charge of 4 MBT + 3 mech inf (To be honest, it was winning. But as soon as the mobile anti air died, the group was nuked)
Did you know that MLRs had low priority when it comes to damage calculation, meaning they always die last in a stack
You can trust the warriors of Nelva on this. We did try extensively to counter the MLR properly, and we ended to use MLR + 24/24 connectivity to counter the MLR of the opposing side (with a bit of nuclear nuke for stack wipe. Used from both sides). it became pretty much what you have on Supremacy1914, with pure artillery fighting.
The nerf of the MLR mainly concerned its late game capacities as well as global anti-naval capacity. It doesn't kill his role, and shouldn't reduce its desirability in the early-mid game.
however, in late, MLR is the meta, as much as artillery is the meta on supremacy ( aka the cake of your composition).
It's a style. But CoN has the ambition of having less "meta" than other games, and so, to have "each" unit fitting a role in a huge strategical shifumi. If after this update, i still use MLR as 50% of my troops, as it was the case until now, well, i will take as a conclusion the unit is still too desirable. The feedback of experienced fighter is great because they always choose for the optimal most unbalanced solution (aka the meta)
I precise all my observations are "pre nerf data". New balancing, new data to be recorded, new conclusions to be made. New game planned for experimentation in large scale wars (~400-500 units on each side). This is just a part of why i advocate for this nerf, in regard to the general balancing of units amongst themselves. I'm eager for good arguments in favor of a rebuff or a expanded nerf, especially if maths and design intelligence.
Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.