I think it is possible to find a balance between "useless suicide" and "nuke scale attack power." C&C Zero Hour has a similiar weapon on the big China Helicopter btw.ddabadabb wrote:For that kind of weapon cruisers would need to be made practically immune to AA since land units supported with a few jeeps(say 5) would kill the cruiser before they get in range, it would be effectively suiciding your cruiser and would not be worth it unless the weapon is extremely powerful(nuke scale attack power) or the cruiser could simply tank that amount of damage and make it back after dropping a few high damage bombs.knorke wrote: You could also give Cruisers a weapon with basically zero range. For example bombs, a downwards firing turret or a Independance Day style laser.
long reload time does not matter if it has a "powerfull long range attack with lots of splash": one shot will be enough to kill a depot with all miners working on it.It would probably better to make a cruiser have a far more powerful long range(900) laser or plasma type weapon with a lot of splash(20-50) but a long reload(1minute) so it can just work as a slow heavy fire support cannon.
With long range it will be even easier for cruisers to stay outside AA range (stay over hills or water where jeeps can not go), this would be more op than the "bombs idea."
Also, even if you kill the Cruiser, it will already have fired.
I think it would be also annoying gameplay if the cruiser wastes that big attack on a single tank or something.
sounds cumbersome tbh.Or make it a weapon that reloads only after cruiser has morphed in to lab and back since long reloads would be circumvented this way in any case.
IÔÇÖm sorry if IÔÇÖm just bashing down ideas but IÔÇÖm just trying to make a way to make cruisers work without killing them completely.(anyone remember how commandos used to be in BA 7.15 before the nerfs, I donÔÇÖt want the same thing to happen to cruisers(resigned to the scrapheap of unusable units)) personally I think theyÔÇÖre pretty good as they are with some minor tweaks here and there to make them more balanced(reload mainly[donÔÇÖt want to have the range nerfed because of reasons stated above])
With its high speed, good mobility and long range attacks it will be used offensive. Reload time does not matter so much if it can go near the enemy, shot and disappear. On defense long reload time sucks, because you want the damage _now_ before your base gets killed:The goal here is not to remove cruiser's abilities to attack. It is to not make people use their cruiser's offensively.
"Oh, the cruiser just missed again. Well, wait 10 seconds until it reloads. Wops, you are already dead."
Wombat:
I dont understand what you mean. Imo tanks, mechs etc. should be a players main army and Cruisers only used sometimes. (ie in a full out attack)