Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
Sorry for the wait, I wanted to experiment further.
An active operation from Harkonnen gives +1 armour to all units, in combination with the 30% bonus from C-Drugs. 5 CP per Executioner. Combine with Adrenaline Addiction and attack speed buffs, wouldn't matter. If attacking with Arrakis' Butchers and dealing 50% extra to militia by other factions, still in a crazy level of capability.
Not to mention their main base gets two full tier-three districts which, if militarily applied; give +1 extra more armour and 20% HP, with an extra 10% involving a barracks.
Insane.
EDIT: Harkonnen with their eco can easily get CHOAM on 30% and get an extra 15% power.
EDIT 2: 20% more with a military factory, globally with the -20% damage sustained scaled with a military base locally.
Given that if you have a massive swarm of those soldiers with the meat armour with the -10% damage sustained again, it wouldn't matter. All of them are martydom soldiers with the capability of killing and being killed, only to rise back from the dead and murder their foes without problems.
There's absolutely no gameplay loop that involves the Harkonnen being weak to ranged units in this regard. Get a better argument and with valid proof, thanks.
but we will just hit one of the easy ones: Harkonnen is pretty weak with ranged. You're looking at the Gunner and saying "Low health, big damage" and when you run Red Fluid with that, it all seems pretty honky dory... but that's against A.I.
Human players have many different options:
1. Priortizing low health targets is the simplest one... which doesn't work well with melee heavy armies, but with more ranged options, crushes.
2. Humans can also wait until you're in the middle of crushing a precious rebellion to attack you and slam you hard for your high health cost tactics. While no faction is strong to being Ambushed, the Harkonnen are particularly weak to it and have more occassion for it to actually happen if they use Oppression.
3. Hit and Run, particularly when you are out of your territory. Even if you are inside your territory, your units have to have their out of combat cool down proc to even begin healing, so someone can continually harass you from the edges if they want. I doubt you will sit there and take it, but Red Fluid only makes you attack faster. Harkonnen Units are still some of the slowest, particularly their Gunner Units.... who only are a threat when they are most at risk of dying. There are enemy units that have "first Hit" mechanics that reward firing a shot, running away, getting "out of combat", then coming back and shooting again. It's a micromanagement intensive technique, so you won't see the A.I. doing it well at all. Many humans will disdain to do this as well, because done poorly, you can easily get wiped out taking fleeing damage.
By the way, how's your manpower? Your Water Levels? Both easily sabotaged resources that Harkonnen is heavily reliant on. Nevermind sabotage, it's difficult to get up and running because you generally have to choose one or the other early game. Other factions don't need to heal as much early game because their soldiers have more endurance, so they can focus on water and have high mobility and loot recovery. Harkonnen aren't taking territories as quickly between healing up, hiring militia, and dealing with rebellions.... nevermind that other factions have shortcuts to gaining territory that Harkonnen does not.
There is more I could get into, but I suspect you aren't going to be receptive to these points. The thing is, the Devs specifically designed the Harkonnen with a weakness to ranged combat tactics.... so even if you don't acknowledge it, it's understood by most who play the game based on design principles that went into the game. What do you consider valid proof?
To my eyes factions are relative balanced. You just have toknow their strong points and weakneses. And as i said… we need a lot of multiplayer results to see if there is any balance issues and to what direction.
Do we have any staitstic about winning rates of different houses Against certain other houses? I mean thousends and thousends of them? If not…
For the first thing to state - I thank you for one: Providing a good handful of points to this and two, taking the time to write it. The first thing you wouldn't need to put into question in regards to my retort would be thinking I'd not be receptive or open to it. *Maybe you are* right when it comes to ranged tactics and I'll have to experiment on why it is. While I may just lay my hands down at the ranged combat weaknesses, especially with units being primarily good in that regard from Atreides & Ecaz, the rest I'm fully solidified in.
However, what I do consider valid proof is statements the devs made themselves like people keep saying (Where are these statements? What are they?), streams or videos that prove these points, or guides that specifically outline said weaknesses to the faction. Seems to be very limited in this regard to what's actually available, information wise.
Every time I've seen the Harks they mega-expand quickly with next to no problems in both multi (other players) and single player. This is not an understatement. My experiences far differ from yours. There's a specific meta involved with them where water and manpower become physical non-issues even early game, especially very early in research & base development.
So even if they are problems, which I admit there will be - that's applied for any house, just it's more an obstacle for Harks than anyone else which can easily be moved.
Ir-regardless, that still doesn't elucidate on what I've described with the rest of this post as somewhat game-breaking yet despite them being mentioned as a bit much to get into: the Landsraad Corruption for one being the worst. One vote makes or breaks a playthrough and it only costs 20 intel. That's hyper-cheap and intel is supremely easy to get. In contrast, Corrino needs to use *influence* to shift around their *own* Imperial Resolution and can get heavily punished by either the Fremen with rebellions, or the Harks with that Corruption play, one of these being a non-issue and the other having ever lasting effects. That's my biggest problem that, for a militaristic faction based on aggressive action, somehow manages to obliterate LR standing of any faction, while primarily holding one S+ Tier ability in politics with it being risky enough to be a permanent effect (barring you have treaties but still a large net loss). That's what I would consider unbalanced that needs direct change to something else.
Also Hark military is fun, but in no way is the best, and the flagship is, once again, not even the best flagship of the bunch. It got better now, which is nice, but it's not an overpowering monstrosity. I'd much rather have a ship that is a flying airstrip as well as deals solid damage, as well as heals itself.