feels like its almost impossible to neutralize an outpost, thats a bit annoying for 1v1.
except for that i'm liking the update.
What are other people's thoughts on this? We changed the math on how much health each bulb/infantry has, and I'd definitely like input on it.
For sure it's harder to take an outpost than before, but think in the context of the big picture--this means it's harder for your enemy to take your outposts. Less defense is needed to keep them, and more offense is needed to take one.
We could have gone too far in that direction, but it's a change to try and find the sweet spot of not too hard, not too easy and the resulting combat around them feels "right".
I agree it's too hard to neutralize. Previous patch it was relatively easy, which made attacking and harassing better. Now it's too turtly. You cant even neutralize the post before the infantry inside the post kill you.. they hurt so much more than you would expect.
Also, I have noticed seekers being so overpowered since the v2/v1.5 changes. What kind of stealth changes have been happened to mech health and seeker damage/range? They suddenly have a ridiculous 28 range as well.
This combined with the fact that outpost can run out of energy encourages seeker spam A LOT. I have seen it in every 3v3 game so far this patch. It removes the entire mech aspect of the game. Can't do anything besides flying around pointlessly and waiting while the player with the most artys wins the boring turtle fight.
Just my opinion, I don't mean to sound mad or anything. Can't play the game anyways with all the desyncs