diplomat and merl
Moderator: Content Developer
diplomat and merl
Diplomat and merl are still very useless, and silentwings reverted them to old values, making then even crapier, too slow, not enought damage, they are really expensive too, comparing a diplomat with a dominator for esample, dominator is mutch better for the speed and price than diplomat
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: diplomat and merl
I haven't made a change to them, ever.
Also "reverted to old values" by anyone is wrong, they haven't changed in over a year.
Also "reverted to old values" by anyone is wrong, they haven't changed in over a year.
Re: diplomat and merl
did or not, u can make a change on them now making them having more useSilentwings wrote:I haven't made a change to them, ever.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: diplomat and merl
How about "sorry" ?
Units firing missiles were discussed recently in another thread; seemed no big call for change.
Units firing missiles were discussed recently in another thread; seemed no big call for change.
Re: diplomat and merl
+1 for a speed increase.
Not only do they take ages to get to the front, but they also cannot escape a single unit.
Not only do they take ages to get to the front, but they also cannot escape a single unit.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: diplomat and merl
They are not very good atm but I don't think they really need a boost. They have a purpose against really porced up stuff. In fact, the possibility of the enemy building diplomat/merl probably prevents alot of porc being made.
Re: diplomat and merl
imo, that is more a dynamic kind of thing. I use mobil t2 core rocket kbot cause it can kite easily, can climb mountain, and they are faster (afaik) and cheaper than their veh equivalent.
The time you buil 4 merl/diplomat, they arrive to enemy base and make some damage, it is usually faster to make a fusion, 2 MM and spam Air, plus you got extra eco. Difficult to do some balance things, without overpowering them on small maps.
The time you buil 4 merl/diplomat, they arrive to enemy base and make some damage, it is usually faster to make a fusion, 2 MM and spam Air, plus you got extra eco. Difficult to do some balance things, without overpowering them on small maps.
Re: diplomat and merl
Ok, why should they be better? When you think about buffing some (relatively) unused unit, you have to think a bit more than just whether X is worth building if it's given Y change. You have to think how it affects the game at large, that you introduce a new powerful unit to it.
And making it faster is really a boring way to go around buffing this... Its most major weakness as is, a major differentiator from other artillery units, is its sucky speed. That for a big part defines when and how it can be used, compared to other artillery. You need Diplo/Merl somewhere? You better have a lab near, or build it well in advance, or use a trans. Make it faster and it gets a step more samey with every other piece of artillery in the game.
And they do have their niche already, being able to shoot on cliffs where Pillager/luger cannot reach for instance.
And making it faster is really a boring way to go around buffing this... Its most major weakness as is, a major differentiator from other artillery units, is its sucky speed. That for a big part defines when and how it can be used, compared to other artillery. You need Diplo/Merl somewhere? You better have a lab near, or build it well in advance, or use a trans. Make it faster and it gets a step more samey with every other piece of artillery in the game.
And they do have their niche already, being able to shoot on cliffs where Pillager/luger cannot reach for instance.
Re: diplomat and merl
Johannes wrote:Ok, why should they be better? When you think about buffing some (relatively) unused unit, you have to think a bit more than just whether X is worth building if it's given Y change. You have to think how it affects the game at large, that you introduce a new powerful unit to it.
And making it faster is really a boring way to go around buffing this... Its most major weakness as is, a major differentiator from other artillery units, is its sucky speed. That for a big part defines when and how it can be used, compared to other artillery. You need Diplo/Merl somewhere? You better have a lab near, or build it well in advance, or use a trans. Make it faster and it gets a step more samey with every other piece of artillery in the game.
And they do have their niche already, being able to shoot on cliffs where Pillager/luger cannot reach for instance.
they absolutely can not shoot at moving targets. and the slow destruction of the defense is not seen.
Re: diplomat and merl
What are you trying to point out?
Re: diplomat and merl
I think they are good enough as they are. Units that are ugly tend to be less popular, and these units are quite dull looking. The explosions from their projectiles are not impressive either. They are simply underwhelming when compared to what you would expect from a real life missile truck..
Re: diplomat and merl
You _really_ believe BA players care about the look of units???
Re: diplomat and merl
You believe current BA players are all that matters? :pdansan wrote:You _really_ believe BA players care about the look of units???
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: diplomat and merl
I believe that no one is going to bother re-making BA units whilst BAR is coming along
Re: diplomat and merl
I suggest to increase damage radius for these units.
Big and slow missile riches land and units near not take damage. It's frustrating when you are trying to attack defence units and they just moved a little and not damaged.
Big and slow missile riches land and units near not take damage. It's frustrating when you are trying to attack defence units and they just moved a little and not damaged.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: diplomat and merl
Mobile tacnukes!jamerlan wrote:I suggest to increase damage radius for these units.
Big and slow missile riches land and units near not take damage. It's frustrating when you are trying to attack defence units and they just moved a little and not damaged.
I don't think change is needed.
Re: diplomat and merl
I second the underwhelmed feeling, but I believe that a slow, clumsy TEL with powerful missiles for laying siege to mountaintop strongpoints and fortified bases is a well balanced niche... So maybe making the projectile explosion slightly larger (I mean the graphical effect - not the actual damage inflicted) is all that is needed to make that unit feel right.Cheesecan wrote:I think they are good enough as they are. Units that are ugly tend to be less popular, and these units are quite dull looking. The explosions from their projectiles are not impressive either. They are simply underwhelming when compared to what you would expect from a real life missile truck..