Team 1
Make it so humans have to reload when using Ammo. This will require the player switch to the ammo pack, instead of the ammo automatically being in the gun off spawn. Using the ammo will take 1 second and give the player 75% of the gun’s original amount, then it will be deleted from your inventory meaning you will have to buy it again after use. This is similar to mana crystal but you don’t have to throw it on the floor. This is too slow down rate of fire or shot spam. -
Increase speed on Adrenaline Buff. +
Chemical Weapons do more damage to buildings. Incin does more player damage too. +
Electric Buff takes 1 second to charge meaning this should prevent block/elecing. -
Relocator can’t be used whilst snared, price is also increased to 1K gold. Snare yes, increase price no.
Human Siege loses the ability to eject and bali now costs 5.5k gold which is the same as summ. Bali is also given a forward sprint to try and promote aggression. lose eject - NO
Shielded outpost has an option to either shield itself, or surrounding buildings and not both. Similar to how a commander can choose what guardian is used for. Shielded outpost also needs a 1k health reduction. - NO
Team 2
Give Entropy buff use for 150. Gates rarely succeed and this gives commanders a choice. A shield like buff that stops shots. Melee and items can still damage the unit. - NO
Entropy weapons do more damage to buildings. Chaos bolt does more player damage too. Remove rupture’s splash damage effect because you can’t see shit. +
Ophelia’s 5 is pretty much unused. I suggest her making a gate like structure, can be different in colour to stop confusion, which acts as a one way gate back to her base. 5 second construction time, 2 minute cooldown, 100 health and her not being able to use it herself should keep it balanced. NO
Ophelia’s orb heals other units for a small amount on direct hit. Her 4 should also require mana use which gradually builds up after she spawns, like summ. This stops people from spawning for 1 second, debuffing then going back to a normal unit. NO
Snares are reduced to 2 and have a long cast time, however they now have the ability to block relocs. YES
Frost bolts have reduced building damage. NO
Summoners are given a small sprint to promote attacking gameplay. YES
Behemoths are unable to capture spawn flags. They also have a mana use which gradually builds up after spawn to behe spawning. YES
Commanders and General
Self buffs are 100 per use, Comm buffs are 75 per use. YES
Longer cast on immob/snare or the ability to allow team-mates to shoot the immob/snare off. They’re far too easy to land.
Countdown on Demo and Sac. Easier to time, meaning less stalemates. YES
Human weapons to stop affecting the beast's movement. Flux often grounds people. NO
Ideally a New Building in order for you to get heroes. This means you have a way of disabling them as an opponent. (Like Sanctuary) NO
Allow commanders to see sensor range. (Circle around item, like shield) YES
Allow commanders to disallow items/units. MMB hinders the team. YES
Get rid of corpses quicker. Behe bodies stay on the floor for way too long. YES YES YES
Remove restrictions and spam from two players playing from same IP. YES
Allow commanders to get awards. YES
Increase in gold when siege hits buildings YES
Gold is automatically given to the player on kill. Siege kills don’t award gold for kill and ranged kills are given 50% gold on kill. YES
Remove Guardian from giving +100 Entro to balance the new entro buff YES
Remove Behemoth grounding human players. YES
Siege nerfs to both sides prevent them from capturing a spawn point. YES
Spawn protection is lost when a player melees/fires YES
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