Yes, another essay from me, I’m sorry, but I honestly feel like the insane number of unbalances in the game ender stage is one of largest gameplay problems we currently have in this game.
The Novax problem:
I thought about not mentioning this at first, but then I reconsidered, as this problem is one of the greatest ones in this post. As we all know, air units (or the falling wrecks of those) can block nukes and then make them explode, often killing the nuke and the entire base as well. This is also possible with the Novax, you simply need to ctrl k it when it is over the yolo while it launches. This results in the yolo basically killing itself and the entire base with it if timed correctly.
Now one might say, that this is probably very hard to do and requires a lot of experience. And well, it doesn’t. It took me about 5 minutes of sandboxing to get proficient in it and I am not joking when I am saying, that anyone can do it. For me this is clearly a broken mechanic, and someone should look into it.
The scout problem?
To a lesser extent this also applies to dying scout planes and such. While I also personally disagree with the fact that LIVING t3 scouts can block nukes, as there is simply no reason why a 200-mass unit should be able to kill a 187000-mass unit like a yolo + your entire base, this won’t be the main point of this post. I believe that unit wrecks should not be able to block nukes, as you simply have no control over it and their behaviour is unpredictable. I know this is a rare case, but I personally see no reason why dead units, especially Novaxes should be able to do it.
Of course, there will again be people who complain, that this will take away from the depth of the game. While this is true, I believe, that gameplay should be more important. Gameplay wise the above-mentioned mechanics do not add anything to the game and just make it unpredictable and unbalanced.
The teleport problem:
Yes, another dude complaining about how overpowered teleport is. But this time I want to shed some light on a mechanic, which I haven’t seen discussed about yet.
I think it happened to most of us at least once, that someone tries to tele snipe your 200k+ mass game ender with cybran telemazer. Because most of us already have experience with it, we will of course shield it in a way that the teleporting player fails miserably and doesn’t kill your precious game ender. He dies, and all is well and good, right?
Well, no. You can build as many shields as you want, his com explosion will still kill every single engie and drone in your base, making you unable to assist your shields, or to build new ones. So, the damage is done either way, and if your opponent has arties you will probably die. If there is a fix for this problem, I would strongly suggest thinking about implementing it because it both does not add anything to the game and is a major annoyance.
My suggestion would be to disable the acu explosion for 30 seconds after teleporting, if that is possible.
The tele sacu problem:
I know, they aren’t used much outside of gap games, but let’s face it. Sera tele sacus are too strong. They have a very high amount of hp and with enough e, you can spam them rather easily. I personally believe they are not a major problem but consider this. It is possible to combine both the teleport and the tml upgrade. This basically results in you being able to teleport almost anywhere and tml a lot of mexes and other structures. Now of course, tml is countered by tmd but when you have to build 10000 tmd just as a reaction to an upgrade like that, the damage is done nonetheless.