Page 68 of 72
Posted: 25 May 2006, 17:08
by Min3mat
exploiters suck
raiding them is impossible T.T and that slows down gameplay...i mean you need 3 odd rockos/thuds to kill a lone mex...and you will sustain heavy casualties unless you use 10+ units to fight a LONE MEX X(
Posted: 25 May 2006, 17:12
by Machiosabre
but its not a mex, its an exploiter and it takes a lot more effort to make
Posted: 25 May 2006, 17:22
by Zoombie
And they are expensive. So while they waste time building an Exploiter, you can build more units to take it out!
Or you could drive past the exploter and hit the jucy innards of their base!
Posted: 25 May 2006, 17:37
by ginekolog
leave exploiter, it costs like mex+2 llts.
tbh i wouldnt change 1.46 much. Its really balanced atm, i even found good counter for lvl2subs (use cheap torpdo launchers + sonar)
So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
Posted: 25 May 2006, 17:46
by Machiosabre
with a little luck a spring update with fixed torpedoplanes will be out before the new AA
Posted: 25 May 2006, 17:48
by Zoombie
I almost never play water maps, so I haven't really noticed any problem with torpido launchers.
Posted: 25 May 2006, 18:20
by Egarwaen
Min3mat wrote:could you remove the exploiter and the warrior?
The Exploiter's fine. Sure, you can't raid it, but it costs an arm and a leg. If you build them too early or build too many, you wind up crippling your econ.
The Warrior's just odd. I rarely bother with them. How are they supposed to be used?
Posted: 25 May 2006, 18:42
by Aun
Egarwaen wrote:Min3mat wrote:could you remove the exploiter and the warrior?
The Exploiter's fine. Sure, you can't raid it, but it costs an arm and a leg. If you build them too early or build too many, you wind up crippling your econ.
The Warrior's just odd. I rarely bother with them. How are they supposed to be used?
It's like a mobile exploiter really - AKs, Peewees, Instigators and Flashes do 1/2 damage against it. (I think....)
Posted: 25 May 2006, 18:59
by Egarwaen
Aun wrote:It's like a mobile exploiter really - AKs, Peewees, Instigators and Flashes do 1/2 damage against it. (I think....)
Hm. That kind of makes sense, and kind of explains why Core doesn't get one. Still seems odd, though.
Posted: 25 May 2006, 19:22
by Deathblane
ginekolog wrote:So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
I really like that idea, if one of the amphibious tanks on either side had a torpedo it'd
a) Give you a chance of getting back into the water
b) Make amphibious tanks more usefull for amphibious assaults.
Posted: 25 May 2006, 19:27
by Caydr
Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
Posted: 25 May 2006, 19:39
by MR.D
Caydr wrote:Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
WTF?!
There is nothing that needs to be changed with the Banisher, its not an exploited unit nor is it overpowered, but the 1 thing that it does need is some way to fix the missle so it doesn't hit Corpses and friendly units as easily.
Posted: 25 May 2006, 19:43
by Pxtl
Deathblane wrote:ginekolog wrote:So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
I really like that idea, if one of the amphibious tanks on either side had a torpedo it'd
a) Give you a chance of getting back into the water
b) Make amphibious tanks more usefull for amphibious assaults.
iirc, each side already has an amphib depth-charge launcher kbot. The Core has the Gimp, and iirc the arm Maurauder has them too (although the unit guide tells me different). The problem is that underwater bots/vehicles take increased damage from torpedo launchers/depth charges. It's important to keep this rule consistent, or else confuse players with the exception.
Personally, I'd rather the launcher unit be a surface-dweller - either a hovercraft (where the launcher can be pathetically weak, as hovers, like torpedo bombers, are immune to all sub-launched weapons) or a Pelican-like kbot.
Really, the current best way to invade the water is with structures - first use seaside depthcharge launchers, then in-water torped launchers, then start getting factories built.
Or else just nuke it - not many naval players remember to build an antinuke boat.
So in my conclusion (for the bazillionth time): give the anti-air hover a weak depthcharge launcher as a stopgap measure to attack subs until torp bombers are fixed in the main binary.
And don't change anything on the Banisher. Their rate-of-fire is already apalling, and they're one of the only units out there that's good for fighting Arm's flak-resistant gunships.
Posted: 25 May 2006, 19:59
by Min3mat
Caydr!!111
your changes are exxxxxxttttttttrrrrrrrrrreeeemmmeeeeeeeeee
just increase reload time by 10% or so 1/2 it's damage and make it do double damage to t1 units and lighter t2 units. making it unable to target air would be nice too (reduce the cost a little 10-20% if doing this)
Posted: 25 May 2006, 20:13
by krogothe
Caydr wrote:Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
No, dont listen to noobs, leave the banishers alone!
Posted: 25 May 2006, 20:16
by Pxtl
Min3mat wrote:Caydr!!111
your changes are exxxxxxttttttttrrrrrrrrrreeeemmmeeeeeeeeee
just increase reload time by 10% or so 1/2 it's damage and make it do double damage to t1 units and lighter t2 units. making it unable to target air would be nice too (reduce the cost a little 10-20% if doing this)
Idunno, but personally I detest the "special damage to units of type X" unless it's a large, consistent rule (IE amphibs take tons of damage from underwater weapons), and the reload time of the thing is already apalling. If you really decide you absolutely MUST nerf it (which I disagree with), just cut the damage it deals, and maybe increase the blast radius of it by a tad so it's still useful. That would make it still pwn swarms, but be less useful against hardened targets.
Posted: 25 May 2006, 20:32
by NOiZE
Caydr wrote:Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
Leave the banisher as he is!
Posted: 25 May 2006, 20:40
by Machiosabre
NOiZE wrote:Caydr wrote:Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
Leave the banisher as he is!
seconded!
Posted: 25 May 2006, 21:20
by MR.D
Thirded?!
Just fix the rocket to ramp into the air initially and you've fixed the largest problem with the unit.
Posted: 25 May 2006, 21:21
by krogothe
MR.D wrote:Thirded?!
.
Quartered!