SEA as of now

SEA as of now

Hearken back to the days of yore and enjoy the first major Spring module!

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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

SEA as of now

Post by Noruas »

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?
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: SEA as of now

Post by manolo_ »

tbh i didnt like the reducing of the reload time of nearly all torpedos fired by ships in on of the last releases
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TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: SEA as of now

Post by TheMightyOne »

Noruas wrote: scouts missiles barely hit t1 bombers.
didnt you slow down their misslies? or was it reversed back again?
Amphib tanks suck at everything, just too slow, weak vs. air and land.
+1 just give them a bit more dmg, the dmg they do now is pathetic
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: SEA as of now

Post by pintle »

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
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FaerieWithBoots
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Joined: 17 Jun 2009, 13:21

Re: SEA as of now

Post by FaerieWithBoots »

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.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: SEA as of now

Post by Jools »

pintle wrote:Arm used to have a sonar jammer sub in OTA, but this wouldn't really work out.
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?
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: SEA as of now

Post by 1v0ry_k1ng »

make them doesnotcount=1

but blocking sonar would make underwater units completely invisible, as need sonar to get LoS on subs
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: SEA as of now

Post by babbles »

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 :P

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?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: SEA as of now

Post by babbles »

also: patrol boat torpedos only hit underwater units?
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: SEA as of now

Post by manolo_ »

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.
its ment as underwater sniper
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?
+1

Code: Select all

Oh and radar ship for T1? Just an idea.
maybe the destroyer should get a radar range like the normal lvl1 radar
Maybe Shipyard version of Kbot mineclearer to combat the rarity that is sea mines?
kamikazee-subs? they have to be modified anyway

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)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: SEA as of now

Post by 1v0ry_k1ng »

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
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TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: SEA as of now

Post by TheMightyOne »

1v0ry_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
i feel offended by your posts lately :?
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: SEA as of now

Post by Noruas »

Pleaase that's hardly offensive. I've seen alot of more offensive things like Ca developers.
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