Well, the problem is that the Mav should be dead-easy for Cans to kill. The Cans shouldn't even be having a fair fight - they should be crushing the Mavs into paste. Why? Because very little else can harm a Mav. Mavericks are too fast for mortars to hit, and kick ass close-range thanks to their high-power guns which outreach flame units. In other words, the only units that can harm a Mav are laser units. A tough, sluggish unit of a very specific class shouldn't just "beat" the Mav - it should demolish it. Consider how they stomped the Pyros in his test, where Pyros fill the same niche as Maverics.Drexion wrote:Please do not take the following as me claiming that mavericks are not good, I built them so they had to be good for something...
I have to challenge the validity of Forboding's test (which I assume played a role in Caydr's decision to make the damage do 92% of old damage and cost 6.25% more metal). The one thing his test did which was not fair was that he did not take resources into question at all. I mean, I could build 1.6 cans for every maverick in version 1.25(in terms of metal/energy/time)...and yet his test was 5 cans against 5 mavericks. For a decent test, that would have to be 5 mavericks versus 8 cans. I doubt the outcome would be the same. Same for his morty test, he had 50 mavs versus 90 mortys... I'm not sure of the exact cost ratio here but i'm sure 90 mortys cost a heck of a lot less than 50 mavs.
Frankly, given the current cost versus usefulness of mavericks in 1.3, I have started moving away from the unit(it tended to be a part of my force mixture before). Led to some interesting new tactics actually, so I don't care...But I, for one, do not think the maverick was overpowered enough that it deserved BOTH a 6.25% cost increase as well as a 8% damage reduction. *maybe* one of the two depending on how a test as I proposed above works out, but definitely not both nerfs in my opinion.
Thats my thought on the issue anyhow.
-Drexion
p.s. I'll speak to Forboding and try some tests with version 1.30 on mavs versus others....
A Can is a horribly liable unit - too slow to mount a quick offensive, too slow to avoid mortar fire, and it's direct-fire weapon means that if it gets stuck behind cover it can't even shoot back. If a Can's in a fight it can't win, it dies. If a Mav's in a fight it can't win, it can run.
Consider the midfield case - since otherwise you've got defenses throwing this out of balance - even if Cans were ungodly more powerful than mavs, the maverics could be micro'd into winning the fight by picking off the cans on the edge since they outrange the Cans.
Combine all this together and you get a horribly overpowered unit. I didn't realise how bad it was until a considered the stats.
Notice - mavs are faster, tougher, longer-ranged, and with a faster projectile than almost every close combat unit the Core has. Consider that the Mav can attack almost anything - its fast projectiles mean that it can hit both slow and fast-moving units. Consider that it's fast, so it can avoid fights with slow-moving units. Consider that it has tons of armour and does tons of damage. Consider that it outranges almost every fast-moving projectile.
Lets say you had a fleet of Mavericks roaming the mountain ranges harassing miscellaneous units - if you can't chase it down with sluggish and minimally effective Cans, how do you harm it?