SEA as of now
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SEA as of now
Problems
Tech 1 torpedo launchers are OP somewhat, too effective at what they do.
viking vanguard rush swam is OP until air has been established.
Tech 1 attack subs, built by both tech 1 sea labs ugh, very hard to use.
No real mobile anti air for tech 1 sea, scouts missiles barely hit t1 bombers.
Amphib tanks suck at everything, just too slow, weak vs. air and land.
Sub hunters are terribly awesome.
Core Battle sub is more of a sniper, could be something far more fun.
Arms sub exterminator, invisible to sonar and with energy, be invisible to radar, is still not being used, due to sub hunters still being better and immune to surface attack.
The sea may have been the best it has ever been in any ta mod, but it still has some major kinks, what would you do hmm?
Tech 1 torpedo launchers are OP somewhat, too effective at what they do.
viking vanguard rush swam is OP until air has been established.
Tech 1 attack subs, built by both tech 1 sea labs ugh, very hard to use.
No real mobile anti air for tech 1 sea, scouts missiles barely hit t1 bombers.
Amphib tanks suck at everything, just too slow, weak vs. air and land.
Sub hunters are terribly awesome.
Core Battle sub is more of a sniper, could be something far more fun.
Arms sub exterminator, invisible to sonar and with energy, be invisible to radar, is still not being used, due to sub hunters still being better and immune to surface attack.
The sea may have been the best it has ever been in any ta mod, but it still has some major kinks, what would you do hmm?
Re: SEA as of now
tbh i didnt like the reducing of the reload time of nearly all torpedos fired by ships in on of the last releases
- TheMightyOne
- Posts: 492
- Joined: 26 Feb 2007, 14:32
Re: SEA as of now
didnt you slow down their misslies? or was it reversed back again?Noruas wrote: scouts missiles barely hit t1 bombers.
+1 just give them a bit more dmg, the dmg they do now is patheticAmphib tanks suck at everything, just too slow, weak vs. air and land.
Re: SEA as of now
I dont know about rocket boats being OP. In open ocean I go for 5 scout boats 1 sub repeat, and chew thru vikings with very few problems (kite/rocket dodge). I would also argue t1 subs work fine as they are.
Sub hunters could benefit from being a bit more fragile maybe?
Arm used to have a sonar jammer sub in OTA, but this wouldn't really work out. There is always the option of dropping in that arm battle sub model that a lot of other mods use.
T1 torp launchers are v expensive, maybe a small range nerf, to make them more vunerable to destros? (not sure how this could break them vs subs).
Destro and crusader depth charge dps buff (maybe, damage bonus vs subs?) would go down well with me
Sub hunters could benefit from being a bit more fragile maybe?
Arm used to have a sonar jammer sub in OTA, but this wouldn't really work out. There is always the option of dropping in that arm battle sub model that a lot of other mods use.
T1 torp launchers are v expensive, maybe a small range nerf, to make them more vunerable to destros? (not sure how this could break them vs subs).
Destro and crusader depth charge dps buff (maybe, damage bonus vs subs?) would go down well with me
- FaerieWithBoots
- Posts: 149
- Joined: 17 Jun 2009, 13:21
Re: SEA as of now
I totally agree with noruas here.
I suggest a minor increase of scoutboats missiledamage and its metal cost (atm they have a massive dps of 8 with their missiles). They would still be spammable but at a slightly higher cost and higher damage.
I suggest a minor increase of scoutboats missiledamage and its metal cost (atm they have a massive dps of 8 with their missiles). They would still be spammable but at a slightly higher cost and higher damage.
Re: SEA as of now
The fibber, yeah, loved to use that, so sneaky. Why wouldn't this work? Because it can't be seen (other than by other subs), and people would build them and hide in commander continues games?pintle wrote:Arm used to have a sonar jammer sub in OTA, but this wouldn't really work out.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: SEA as of now
make them doesnotcount=1
but blocking sonar would make underwater units completely invisible, as need sonar to get LoS on subs
but blocking sonar would make underwater units completely invisible, as need sonar to get LoS on subs
Re: SEA as of now
Some ideas:
Maybe, make a T2 ship for sub hunting, make the Sub Killer as it is now just a T2 sub (nerf it a bit maybe?), and possibly take the depth charge from the Cruiser so it's only an artillery ship.
It might make subs seem OP still as they would still destroy most T2 stuff, but when you think really only Leviathan/Sub Killer/Ship Killer of the current T2 sea are actually meant for sea to sea combat (AA for air, missle frigate/Cruiser/Battleship meant for land targets and Fibber for eco).
Another suggestion, maybe 2 types of T1 combat sub? Only one of them in Shipyard, the current one, and a faster, more accurate but fragile and low DPS one in Sub Lab as well? I say that 'cos only way to beat Kamikazes as sub is Kamikazes/sacrifce own units, nano blocking, mines or Torp Launcher as the current combat sub just gets owned for its cost because of inaccuracy/slow reload. It may also mean people do something else rather than mass kami spam when using subs
Oh and radar ship for T1? Just an idea.
Maybe Shipyard version of Kbot mineclearer to combat the rarity that is sea mines?
Bugs I can think of:
Ranger rocket doesn't go as high as core missle frigate, a game on Folsom Flooded meant their frigate could fire over bridge while my Ranger couldn't.
Take DGun command button off Cruisers/Destroyers?
Pelicans don't get hit by torpedos (at least not T1 torp launcher).
Torpedo Gunships don't seem "broken".
Construction Subs can't make Hoverplatform?
Maybe, make a T2 ship for sub hunting, make the Sub Killer as it is now just a T2 sub (nerf it a bit maybe?), and possibly take the depth charge from the Cruiser so it's only an artillery ship.
It might make subs seem OP still as they would still destroy most T2 stuff, but when you think really only Leviathan/Sub Killer/Ship Killer of the current T2 sea are actually meant for sea to sea combat (AA for air, missle frigate/Cruiser/Battleship meant for land targets and Fibber for eco).
Another suggestion, maybe 2 types of T1 combat sub? Only one of them in Shipyard, the current one, and a faster, more accurate but fragile and low DPS one in Sub Lab as well? I say that 'cos only way to beat Kamikazes as sub is Kamikazes/sacrifce own units, nano blocking, mines or Torp Launcher as the current combat sub just gets owned for its cost because of inaccuracy/slow reload. It may also mean people do something else rather than mass kami spam when using subs

Oh and radar ship for T1? Just an idea.
Maybe Shipyard version of Kbot mineclearer to combat the rarity that is sea mines?
Bugs I can think of:
Ranger rocket doesn't go as high as core missle frigate, a game on Folsom Flooded meant their frigate could fire over bridge while my Ranger couldn't.
Take DGun command button off Cruisers/Destroyers?
Pelicans don't get hit by torpedos (at least not T1 torp launcher).
Torpedo Gunships don't seem "broken".
Construction Subs can't make Hoverplatform?
Re: SEA as of now
also: patrol boat torpedos only hit underwater units?
Re: SEA as of now
its ment as underwater sniperMaybe, make a T2 ship for sub hunting, make the Sub Killer as it is now just a T2 sub (nerf it a bit maybe?), and possibly take the depth charge from the Cruiser so it's only an artillery ship.
+1Another suggestion, maybe 2 types of T1 combat sub? Only one of them in Shipyard, the current one, and a faster, more accurate but fragile and low DPS one in Sub Lab as well?
Code: Select all
Oh and radar ship for T1? Just an idea.
kamikazee-subs? they have to be modified anywayMaybe Shipyard version of Kbot mineclearer to combat the rarity that is sea mines?
alos the status of the sea-air-lab should be modified to "over the water" if it produces, its quit confusing if its over the water, but not hitable
also tag the air-transporter-ship to something like support ship (coz of radar and E-production)
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: SEA as of now
sea is pretty crap compared to land - units are expensive and micro less responsive (not to mention alot less depth due to lack of commander, terrain etc)
might be worth trying to combine the hover and sea labs
might be worth trying to combine the hover and sea labs
- TheMightyOne
- Posts: 492
- Joined: 26 Feb 2007, 14:32
Re: SEA as of now
i feel offended by your posts lately1v0ry_k1ng wrote:sea is pretty crap compared to land - units are expensive and micro less responsive (not to mention alot less depth due to lack of commander, terrain etc)
might be worth trying to combine the hover and sea labs

Re: SEA as of now
Pleaase that's hardly offensive. I've seen alot of more offensive things like Ca developers.