ROFL now FA's argument in the AA thread just falls apart >=DFang wrote:After much deliberation I have decided to add in metal makers...
Expand and Exterminate version 0.163 Released
Moderator: Moderators
You had me scared for a moment there, Fang.
We all listen to you. For that matter, how can one reply without listening to anything? Snipa, better not be calling me an AA fanboy, however.
Smoth, I'm not being belligerent, but I am being clear. And no, none of my comments were directed at you. You're really messing up on reading my tone, which is perfectly normal, considering what a horrid medium text is for transmitting lingual nuances.
So, where are you with NI, Fang? Is it playable yet, or has that been pushed back?
We all listen to you. For that matter, how can one reply without listening to anything? Snipa, better not be calling me an AA fanboy, however.
Smoth, I'm not being belligerent, but I am being clear. And no, none of my comments were directed at you. You're really messing up on reading my tone, which is perfectly normal, considering what a horrid medium text is for transmitting lingual nuances.
So, where are you with NI, Fang? Is it playable yet, or has that been pushed back?
I wasn't calling you an AA fanboy, just don't like 'em noneneddiedrow wrote:You had me scared for a moment there, Fang.
We all listen to you. For that matter, how can one reply without listening to anything? Snipa, better not be calling me an AA fanboy, however.
Smoth, I'm not being belligerent, but I am being clear. And no, none of my comments were directed at you. You're really messing up on reading my tone, which is perfectly normal, considering what a horrid medium text is for transmitting lingual nuances.
So, where are you with NI, Fang? Is it playable yet, or has that been pushed back?
Anyhow, NI will be cool, but I like both URC and GD fine for now
Oh and I ignore people who don't listen fully, or make decent comments.
Anyways, don't add metal makers, or I won't like this much, AND NO ANTI-SUPERWEAPONS DAMNIT!!!!!!!!!
That is why I don't like AA much, anti-this and anti-that, IT'S ANNOYING!
----------
Pave the way to victory with your enemies blood! <-add your own siggies!
-
- Posts: 12
- Joined: 15 Jun 2006, 02:16
mmm
If you rebalance lvl 2, ok, but i usally see lvl 2 after an 45 minutes of being ingame, i think which by then, the game has already been decided to win or lose. but right now, swarms of lvl 1 units are much scarier against good amount of lvl 1 and lvl 2 units.
I think that lvl 2 and lvl 3 are faily well made, but what about lvl 4, this will steal some of the AA fanboys!
lvl 4 would be highly expensive things, like super metal mines, and 1,000,000,000 watt generators.
for GD it would be Moble Fortresses, URC are Walkers, and the third race i think that are hovercrafts just get Landships.
I think that lvl 2 and lvl 3 are faily well made, but what about lvl 4, this will steal some of the AA fanboys!
lvl 4 would be highly expensive things, like super metal mines, and 1,000,000,000 watt generators.
for GD it would be Moble Fortresses, URC are Walkers, and the third race i think that are hovercrafts just get Landships.
-
- Posts: 12
- Joined: 15 Jun 2006, 02:16
Re: mmm
I edited my post now to inform you that the reactor for GD that gives 300 energy, has a broken self destruct script, very sad for me it was not to make a mushroom cloud, Fanger, please check all self destruct stuff.What a stupid Email name wrote:If you rebalance lvl 2, ok, but i usally see lvl 2 after an 45 minutes of being ingame, i think which by then, the game has already been decided to win or lose. but right now, swarms of lvl 1 units are much scarier against good amount of lvl 1 and lvl 2 units.
I think that lvl 2 and lvl 3 are faily well made, but what about lvl 4, this will steal some of the AA fanboys!
lvl 4 would be highly expensive things, like super metal mines, and 1,000,000,000 watt generators.
for GD it would be Moble Fortresses, URC are Walkers, and the third race i think that are hovercrafts just get Landships.
wtf, double edit post?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I believed it to, I was worried.
Fang does not convey sarcasm well.
Anyway, sorry I am not on TS tonight, I had to house sit for my parent's tonight so I am out of town.
If you guys don't mind take a look at the updated private beta. It has the gaw in it. I am worried about balance. I'll chat more tommorrow. Anyway.... on to the discussion at hand.
Neddie, I am glad we are cool. I thought you were talking to me because you were quoting me. No biggie. Anyway, I think if you give forb and the others another chance you will find that there are a lot of nice guys in this group. There is a certian amount of frustration in our little group but I assure you forboding means well.
Fang does not convey sarcasm well.
Anyway, sorry I am not on TS tonight, I had to house sit for my parent's tonight so I am out of town.
If you guys don't mind take a look at the updated private beta. It has the gaw in it. I am worried about balance. I'll chat more tommorrow. Anyway.... on to the discussion at hand.
Neddie, I am glad we are cool. I thought you were talking to me because you were quoting me. No biggie. Anyway, I think if you give forb and the others another chance you will find that there are a lot of nice guys in this group. There is a certian amount of frustration in our little group but I assure you forboding means well.
Well, we cant talk about the rebalance of level 2 here if we dont get to play the newly completed 0.158 with all its changes to the economy.
All that comes to my mind atm, is that the l2 laser tank is too slow, and the lvl 2 MBT should have its minigun back, the third cannon looks too ugly.
l2 bomber copters cost the same as lvl 2 gunship copters, but i bet this has been fixed in the latest version, so i cant talk about thier balance too well.
All that comes to my mind atm, is that the l2 laser tank is too slow, and the lvl 2 MBT should have its minigun back, the third cannon looks too ugly.
l2 bomber copters cost the same as lvl 2 gunship copters, but i bet this has been fixed in the latest version, so i cant talk about thier balance too well.
Hey again,
Thoughts id throw out some more thoughts, and ILL TRY TO KEEP IT BRIEF and be more clear about when im talking about hypertheticals and when im talking about actually game observations.
For the record, i dont like TA / AA etc and havent really played much of them.
(because i dont like to build metal makers and i dont like to not be able to assault a base cos the defences are too hard.)
I do not want to play a porcing game.
I do not want to play a rushing game.
As i said before what i think makes a good game is the struggle to win, lots of fighting lots of things blowing up and being killed. I really just want to see heavy heavy casaulties on all sides.
Its not about who wins or looses its about blowing shit up.
I have played around alot offline, and i realise that playing an offline game vs a computer with poor AI is not the same as playing a human.
But it certainly is of value and things can be learnt from the experience, you do after all get to build things, and you do get to blow up some shit.
I would much rather be playing humans online but that is at this time not a viable option for me so i will play in the manner that i can and i will contribute what i can.
I have come to the conclusion that building level one defences is not really that worthwhile. Its not that there is anything wrong with their ability to defend and area, as has been said they are more powerful than their mobile counterparts so they would obviously be worthwhile to some degree.
The big problem with the defences is that they take too long to build and are too expensive.
A Level 1 defence tower costs what? 200 metal? 250 metal? so lets say you put down a line of turrets here and there at key points maybe 40 or so, that doesnt seem like porcing to me when spread accross a large map.
You will find that the time it takes to actually build those turrets and the cost of those turrets you would actually have been better off to put those reasources into getting to tech 3 for the heavy defences, that way you can lay down a super heavy defence thing for the cost of a mere dozen or so level 1 turrets and where as a dozen level 1 turrets would be totally useless vs level 2 and 3 and also likely to be pwned by a small amount of level 1 counter units, arty / air / whatever, simply outrange if you are GS vs URC.
I mean that there is a massive problem in itself = if you have a static defence it has to be able to outrange its attacker or it stands no chance at all. and GD have a range advantage so basically level 1 GD turrets are VASTLY more effective than URC turrets.
When building anything i have noticed that there is a slight delay before it starts building, presumably this is to help stop people being able to use defences offensively by laying down a building and have it instantly start building with a whole bunch of builder guys and you not being able to outdamage their healing rate etc, you just shot it as soon as its layed down and its gone.
The effects of assisted building are also MCUH MUCH more effective with units than they are with buildings, you can get 10 - 20 builders round a level 1 factory and crank out units in a constant flow, you try getting 20 builders (in one group) and building a bunch of towers, its not nearly as fast.
Ok ok i know you could send out small groups of builders, but you should realise that if you have to send out 1 builder per job then the slick hold shit and queue buildings interface is nullified.
So, what i think needs to be done is to make builders the maximum priority target of most units, so that its harder to build offensively.
And make defence buildings MUCH cheaper to build and omg so much faster, i have found that not only is the cost of level 1s not worth while (should tech to level 3 first) but also by the time you actually layed down a bunch of defences, and im not talking about a solid porc defence im just talking about a few bits here and there... by the time you have built it it is obsolete, level 1 turrets have no defensive ability vs anything but level 1's.
URC radar etc =
Why is there a long range radar and jamming and also a medium range jammer? Why would you build a medium range jammer for not much difference in price over a long range jammer that is also a radar?
long range radar is one of the best if not the best structure in the URC line up, and its a level 2 building. perhaps it should be tech 3? Just seems really powerful comparitively to other things.
Though it is hard to compare apples with oranges with bananas etc.
I feel that AA is overpowered to compensate with an overpowered ground attack VTOL and as a result the level of AA you need to defend against a ground attack makes the bomber unviable, its not that the bomber is really bad. its that Air is either you have it and they have no defence and you rule them (well thats fair really, you should have defence if you want to stop and attack... if i attack with tanks and they have no defence i rule them.. no difference.) OR they have AA and you cannot damage them.
AA defence compared to ground defence is CRAZY the difference is unbelieveable, i can have a single level 1 AA turret and take out a whole bunch of aircraft where as a single ground turret would have no effect on a ground assault.
this makes building AA vital and heavily cost effective as air stands no chance vs its counter.
This in turn makes an air attack unviable, i played a game online the other day with Aun and Alphabeta and well my machine is crap and it virtually locked up and i couldnt really do anything after a while and so i just kinda porced a bit (with units, not defences) anyway when alpha came to attack me, he hit my lines with a whole bunch of level 2 ground attack vtols, im not sure how many, perhaps he could tell you but i would say that he outnumbered me at the very least 2 to 1 and perhaps as much as 4 to one and although he did break my lines, i took out most of his aircraft and i had about 4 L1 AA turrets, 2 L2 AA turrets, and about 20 or so rocket mechs, level 1.
I was lagging badly so that could have lead to a miscalculated battle, so that doesnt really count as a fair test of strength perhaps. but i still feel that regardless he took unfairly heavy losses.
He wisely used the heavy stealth flamer mech to brutal effectiveness and thats another issue i have..
The level 1 flamer is basically useless compared to the other L1's as it never gets to deal damage unless there is no defence and if there is no defence then you dont need to deal alot of damage cos you can take aslong as you want.
The level 3's however are the complete reverse of that, the main combat mechs at level 3 at no where near as effective as the flamer.
if i had access to all 3 tech leves i would build the following unit types =
level 1 plasma, rocket, arty, ecm, sam
level 2 stealth sam (no level 2 flamer?)
level 3 arty, flamer (no level 3 stealth sam?)
random comment = level 2 / 3 mechs should outrange level 1
random comment 2 = on heavier mechs there should be a variety of weapon systems rather than a single type. Perhaps have a range of different combos
AA / Arty
Plasma / Rocket
hell thats all you need.. but you know whatever, you could make up mixed stuff.. probs rediuclously over powered to have AA and Arty on one vehicle as Air is probs the first thing you would throw at arty when being bombared as its fast and will avoid conflict with other ground units.
I have also noticed that level 1 ground attack vtols can attack air and ground targets, this is not true of any of the other aircraft (to my knowledge)
they are no good vs AA aircraft, but level 1 ground attack could be effective against level 1 ground based attacks and also level 2 and 3 air based ground attack units, most notably bombers due to the way they move.
random comment 3 = bombers fly too low, dont turn soon enough after firing, sometimes turn while firing causing them to miss, fire from range rather than overhead (though thats fair to some degree as a bomb would have the forward momentum of the aircraft, but is a little much atm when you appreciate the very low speed of the aircraft.)
Bombers would be considerably better if they had a secondary weapon that dealt damage all the time, like a rear firing gun (which would be better if AA air followed rather than strafing) and some wing tip mounted side firing guns.. *shrug* or something like that..
ground attack and bombers seem have have their roles back to front,
ground attack should be anti units and bombers should be anti buildings.
random comments 4 and 5 = if aircraft didnt strafe they would cease to be overpowered and could be balanced vs ground units then you wouldnt need overpowered AA to compensate.
If you drop the hps on a ground attack vtol the issue of them being able to swarm would be lessened as any area attack would be simply devastating and also they would be able to dodge, dodge, doge hit dead vs ground units which would be MUCH MUCH better. if a real world tank shell hit an appache gunship it would be annihilated.. end of story. But could it hit it? i doubt it, i think the gunship would break the tank with a missle. (probably remotely but lets not get into that, lets assume they are face to face.)
random comment 6 = AA turrets should be less damaging and have more range, i dont think that an AA gun should be face to face fighting with aircraft, i think they should deal damage in an almost artillery like fashion from range where the aircraft doesnt get to see its attacker, but if you can make it too the AA gun you should be able to crush it. something like a bomber would have the hps to reach such a target where as a ground attack aircraft would be destroyed long before it got there. This defines the units into their intended roles, ground attack is anti units, bombers are deep striking anti base.
If you have air superiority you should win just like if you have ground superiority you win these battles should be seperated to some degree so you have a air battle going on and a ground battle, if you can win either you should win the game.
random comment 7 = stealth radar > mines. stealth radar is also something i would asscoaite with the stealth specialising URC, not the brute force and ignorance GD. Also mines on scouts = mine layers less useful.
I generally dont build mines, but thats not cos i dont like them i think they rock, but i have a shit machine and frankly it cant handle having that many units. (thats pretty irrelevant but i thought id throw it in anyway.)
Ok id best stop now as this post is getting very long and i was going to try and keep it brief as i know you guys dont like to get stuck into a big post.
Anyway, those are my current thoughts..
Guffrus
P.S. Thanks for your reply Fang, yes i am reading your posts and i did appreciate your feedback, its nice to know you are listening even if you think im wrong and go a completely different way. That is after all your job.. my job is to tell you as much as i can about my experience so that you have the information you need to make your game work. =)
P.P.S. Forb, thanks for posting the link i asked for, however i was unable to watch it as i was unable to get a copy of the map from file universe as you have since released a newer version. Perhaps you would be kind enough to upload that map to me also if you still have a copy? =D
P.P.P.S. Krog = Glad you appreciate my input even if you do think im a jibbering idiot =P lol
Thoughts id throw out some more thoughts, and ILL TRY TO KEEP IT BRIEF and be more clear about when im talking about hypertheticals and when im talking about actually game observations.
For the record, i dont like TA / AA etc and havent really played much of them.
(because i dont like to build metal makers and i dont like to not be able to assault a base cos the defences are too hard.)
I do not want to play a porcing game.
I do not want to play a rushing game.
As i said before what i think makes a good game is the struggle to win, lots of fighting lots of things blowing up and being killed. I really just want to see heavy heavy casaulties on all sides.
Its not about who wins or looses its about blowing shit up.
I have played around alot offline, and i realise that playing an offline game vs a computer with poor AI is not the same as playing a human.
But it certainly is of value and things can be learnt from the experience, you do after all get to build things, and you do get to blow up some shit.
I would much rather be playing humans online but that is at this time not a viable option for me so i will play in the manner that i can and i will contribute what i can.
I have come to the conclusion that building level one defences is not really that worthwhile. Its not that there is anything wrong with their ability to defend and area, as has been said they are more powerful than their mobile counterparts so they would obviously be worthwhile to some degree.
The big problem with the defences is that they take too long to build and are too expensive.
A Level 1 defence tower costs what? 200 metal? 250 metal? so lets say you put down a line of turrets here and there at key points maybe 40 or so, that doesnt seem like porcing to me when spread accross a large map.
You will find that the time it takes to actually build those turrets and the cost of those turrets you would actually have been better off to put those reasources into getting to tech 3 for the heavy defences, that way you can lay down a super heavy defence thing for the cost of a mere dozen or so level 1 turrets and where as a dozen level 1 turrets would be totally useless vs level 2 and 3 and also likely to be pwned by a small amount of level 1 counter units, arty / air / whatever, simply outrange if you are GS vs URC.
I mean that there is a massive problem in itself = if you have a static defence it has to be able to outrange its attacker or it stands no chance at all. and GD have a range advantage so basically level 1 GD turrets are VASTLY more effective than URC turrets.
When building anything i have noticed that there is a slight delay before it starts building, presumably this is to help stop people being able to use defences offensively by laying down a building and have it instantly start building with a whole bunch of builder guys and you not being able to outdamage their healing rate etc, you just shot it as soon as its layed down and its gone.
The effects of assisted building are also MCUH MUCH more effective with units than they are with buildings, you can get 10 - 20 builders round a level 1 factory and crank out units in a constant flow, you try getting 20 builders (in one group) and building a bunch of towers, its not nearly as fast.
Ok ok i know you could send out small groups of builders, but you should realise that if you have to send out 1 builder per job then the slick hold shit and queue buildings interface is nullified.
So, what i think needs to be done is to make builders the maximum priority target of most units, so that its harder to build offensively.
And make defence buildings MUCH cheaper to build and omg so much faster, i have found that not only is the cost of level 1s not worth while (should tech to level 3 first) but also by the time you actually layed down a bunch of defences, and im not talking about a solid porc defence im just talking about a few bits here and there... by the time you have built it it is obsolete, level 1 turrets have no defensive ability vs anything but level 1's.
URC radar etc =
Why is there a long range radar and jamming and also a medium range jammer? Why would you build a medium range jammer for not much difference in price over a long range jammer that is also a radar?
long range radar is one of the best if not the best structure in the URC line up, and its a level 2 building. perhaps it should be tech 3? Just seems really powerful comparitively to other things.
Though it is hard to compare apples with oranges with bananas etc.
I feel that AA is overpowered to compensate with an overpowered ground attack VTOL and as a result the level of AA you need to defend against a ground attack makes the bomber unviable, its not that the bomber is really bad. its that Air is either you have it and they have no defence and you rule them (well thats fair really, you should have defence if you want to stop and attack... if i attack with tanks and they have no defence i rule them.. no difference.) OR they have AA and you cannot damage them.
AA defence compared to ground defence is CRAZY the difference is unbelieveable, i can have a single level 1 AA turret and take out a whole bunch of aircraft where as a single ground turret would have no effect on a ground assault.
this makes building AA vital and heavily cost effective as air stands no chance vs its counter.
This in turn makes an air attack unviable, i played a game online the other day with Aun and Alphabeta and well my machine is crap and it virtually locked up and i couldnt really do anything after a while and so i just kinda porced a bit (with units, not defences) anyway when alpha came to attack me, he hit my lines with a whole bunch of level 2 ground attack vtols, im not sure how many, perhaps he could tell you but i would say that he outnumbered me at the very least 2 to 1 and perhaps as much as 4 to one and although he did break my lines, i took out most of his aircraft and i had about 4 L1 AA turrets, 2 L2 AA turrets, and about 20 or so rocket mechs, level 1.
I was lagging badly so that could have lead to a miscalculated battle, so that doesnt really count as a fair test of strength perhaps. but i still feel that regardless he took unfairly heavy losses.
He wisely used the heavy stealth flamer mech to brutal effectiveness and thats another issue i have..
The level 1 flamer is basically useless compared to the other L1's as it never gets to deal damage unless there is no defence and if there is no defence then you dont need to deal alot of damage cos you can take aslong as you want.
The level 3's however are the complete reverse of that, the main combat mechs at level 3 at no where near as effective as the flamer.
if i had access to all 3 tech leves i would build the following unit types =
level 1 plasma, rocket, arty, ecm, sam
level 2 stealth sam (no level 2 flamer?)
level 3 arty, flamer (no level 3 stealth sam?)
random comment = level 2 / 3 mechs should outrange level 1
random comment 2 = on heavier mechs there should be a variety of weapon systems rather than a single type. Perhaps have a range of different combos
AA / Arty
Plasma / Rocket
hell thats all you need.. but you know whatever, you could make up mixed stuff.. probs rediuclously over powered to have AA and Arty on one vehicle as Air is probs the first thing you would throw at arty when being bombared as its fast and will avoid conflict with other ground units.
I have also noticed that level 1 ground attack vtols can attack air and ground targets, this is not true of any of the other aircraft (to my knowledge)
they are no good vs AA aircraft, but level 1 ground attack could be effective against level 1 ground based attacks and also level 2 and 3 air based ground attack units, most notably bombers due to the way they move.
random comment 3 = bombers fly too low, dont turn soon enough after firing, sometimes turn while firing causing them to miss, fire from range rather than overhead (though thats fair to some degree as a bomb would have the forward momentum of the aircraft, but is a little much atm when you appreciate the very low speed of the aircraft.)
Bombers would be considerably better if they had a secondary weapon that dealt damage all the time, like a rear firing gun (which would be better if AA air followed rather than strafing) and some wing tip mounted side firing guns.. *shrug* or something like that..
ground attack and bombers seem have have their roles back to front,
ground attack should be anti units and bombers should be anti buildings.
random comments 4 and 5 = if aircraft didnt strafe they would cease to be overpowered and could be balanced vs ground units then you wouldnt need overpowered AA to compensate.
If you drop the hps on a ground attack vtol the issue of them being able to swarm would be lessened as any area attack would be simply devastating and also they would be able to dodge, dodge, doge hit dead vs ground units which would be MUCH MUCH better. if a real world tank shell hit an appache gunship it would be annihilated.. end of story. But could it hit it? i doubt it, i think the gunship would break the tank with a missle. (probably remotely but lets not get into that, lets assume they are face to face.)
random comment 6 = AA turrets should be less damaging and have more range, i dont think that an AA gun should be face to face fighting with aircraft, i think they should deal damage in an almost artillery like fashion from range where the aircraft doesnt get to see its attacker, but if you can make it too the AA gun you should be able to crush it. something like a bomber would have the hps to reach such a target where as a ground attack aircraft would be destroyed long before it got there. This defines the units into their intended roles, ground attack is anti units, bombers are deep striking anti base.
If you have air superiority you should win just like if you have ground superiority you win these battles should be seperated to some degree so you have a air battle going on and a ground battle, if you can win either you should win the game.
random comment 7 = stealth radar > mines. stealth radar is also something i would asscoaite with the stealth specialising URC, not the brute force and ignorance GD. Also mines on scouts = mine layers less useful.
I generally dont build mines, but thats not cos i dont like them i think they rock, but i have a shit machine and frankly it cant handle having that many units. (thats pretty irrelevant but i thought id throw it in anyway.)
Ok id best stop now as this post is getting very long and i was going to try and keep it brief as i know you guys dont like to get stuck into a big post.
Anyway, those are my current thoughts..
Guffrus
P.S. Thanks for your reply Fang, yes i am reading your posts and i did appreciate your feedback, its nice to know you are listening even if you think im wrong and go a completely different way. That is after all your job.. my job is to tell you as much as i can about my experience so that you have the information you need to make your game work. =)
P.P.S. Forb, thanks for posting the link i asked for, however i was unable to watch it as i was unable to get a copy of the map from file universe as you have since released a newer version. Perhaps you would be kind enough to upload that map to me also if you still have a copy? =D
P.P.P.S. Krog = Glad you appreciate my input even if you do think im a jibbering idiot =P lol
Well guff Ill address several points starting with your thoughts on the only units you would use...
I intend to increase the firepower/decrease the cost of the lvl 2 URC units to somwhere abouts 2.5x the lvl 1 versions basically they will be getting a big boost the lvl 2 plasma is going from 137.5 dps to 187.5 dps which is quite a nice bit of dmg. Now GD is not being left out to pasture either Im boosting their other lvl 2 combat units (the Medium Battle tank is already a beast coming in at a whopping 215 dps) lvl 2 beyond MBTs and AA should suddenly become all that much more useful across the board.
Also another note in this Is that along with my discovery of certain in inequities in dmg values I rebalanced all the naval weapons and turret weapons so they are more in line with their mobile counterparts this means ships and lvl 2 turrets should now do a much much more reasonable amount of dmg..
ok possible hardwired changes aside.. your thoughts on turrets seem reasonable I will consider reducing the cost/buildtime of URC lvl 1 turrets somewhat possibly all defences across the board to make them more accessable, a note however is that the GD light cannon turret is more of a lvl 1.5 turret than purely lvl 1 so it is a bit more powerful than it might be.
Also I cant say I utterly disagree with your thoughts on aircraft balance I do think that atm its set up in a band aid sort of fashion and I dont really like how a small amount of AA makes any air utterly useless. That said I dont want a small amount of air to be an end game force even at lvl 1. What you have to understand about these aircraft is that they are not an out and out airforce but more of what say the marines have a attached to them ground support craft and limited fighter capabilites.. most of them are supposed to function like a helicopter. Ill start pondering somthing.
I intend to increase the firepower/decrease the cost of the lvl 2 URC units to somwhere abouts 2.5x the lvl 1 versions basically they will be getting a big boost the lvl 2 plasma is going from 137.5 dps to 187.5 dps which is quite a nice bit of dmg. Now GD is not being left out to pasture either Im boosting their other lvl 2 combat units (the Medium Battle tank is already a beast coming in at a whopping 215 dps) lvl 2 beyond MBTs and AA should suddenly become all that much more useful across the board.
Also another note in this Is that along with my discovery of certain in inequities in dmg values I rebalanced all the naval weapons and turret weapons so they are more in line with their mobile counterparts this means ships and lvl 2 turrets should now do a much much more reasonable amount of dmg..
ok possible hardwired changes aside.. your thoughts on turrets seem reasonable I will consider reducing the cost/buildtime of URC lvl 1 turrets somewhat possibly all defences across the board to make them more accessable, a note however is that the GD light cannon turret is more of a lvl 1.5 turret than purely lvl 1 so it is a bit more powerful than it might be.
Also I cant say I utterly disagree with your thoughts on aircraft balance I do think that atm its set up in a band aid sort of fashion and I dont really like how a small amount of AA makes any air utterly useless. That said I dont want a small amount of air to be an end game force even at lvl 1. What you have to understand about these aircraft is that they are not an out and out airforce but more of what say the marines have a attached to them ground support craft and limited fighter capabilites.. most of them are supposed to function like a helicopter. Ill start pondering somthing.