I amWHOS WITH ME???

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Yes.Min3mat wrote:i'd like it so sub packs were effective defensively but slow on the offensive and so liable to being flanked or just avioded (as well as not performing well against depth charges)
t1 scouts would be as they are now, fast and weak and cheap
No. Only thing i want cahnged abou these guys is that they should not have the depthcharge.t2 AA ships would be nerfed slightly (so you cannot just rely on them to kill planes, you'd be far better off with a small airforce in support) (as well as having the depth charger removed)
NO. Subs shold be able tohold their own against anything. That means faster, stronger. And make more, bigger subs! I want to see giant sub base ships - anyone remember those gigantically awesome subs from OTA? IMHO, the biggest chunk of firepower in sea should be in the sub arsenal. That would be frigging awesome...t2 subkillers would obviously be used in small numbers to kill any unsupported sub groups
t2 subs would be made smaller and basically made into a lvl1 sub with a slight bit more health and better speed
Yes.t1 destroyers are useful fire support against depth charge launchers and the best option to counter hovercraft / pelicans with a weakish antisub weapon (reliant on their speed to aviod the unguided torpedoes)
t2 destroyers would be a all round good unit, weak against hovercraft / pelicans but with a decent ranged gun and 2 depth charge launchers (still weak to t2 subs though)
I'm not sure about this one. I *used* to think that corvettes were overpowered because you could rush with them so quickly, but then i found out how easily they die to a torp launcher in front of your shipyard in conjunction with a sonar tower. Of course, the problem with this is that the torp launcher is expensive enough that it is more economical to just build the corvette and go offensive... However yes, corvettes should be in between Crusader/Enforcer and scout ship in terms of everything.t1 Corvettes would be given more health and range as well as costs increases (so they can't be used in rushes early on), they'd have no antisub weapon but be useful vs t2 destroyers (as they have no lasers / ligh guns on them) (due to their speed)
Si senor.t2 Corvettes would be fast and have a powerful mid-ranged weapon unsuited for taking on defenses but useful vs t2 destroyers (although they wouldn't be quite as good as t1 ones as they are slightly less fast) would be a ideal counter to any hover / pelicans as well as having a good speed and radar
Disagree, I like them as they are - pwn at artil, but weak at actual fighting.t2 'messenger' ships would be given something like a tomahawk missile wit the range between that of a punisher and a toaster, with a small AoE (sufficent enough that it hits radar dots though) great for taking out porcers but ineffective against moving targets (as rocket doesn't home)
would be like R / P / S and would really work IMO (hate AA's water balance atm)
Dragon45 wrote:There needs to be a heavy defense unit buildable by Adv sub.
Why?Dragon45 wrote:Torp launcher needs cost reduction.
No, that isn't a very good idea. It dilutes the line between air and land, as air is the side gaining from this, and it promotes that painful "Build a lot of con planes and guard Brawler factory." tactic and it's variations.Dragon45 wrote:I also suggest the following: make the seaplane consutrctor have a nano greater than the Fark. This may induce peopel to go seplane if the constructor has very strong buildpower.
No its already fairly cheap and useful against all classes of ships (destroyers will have problems with hitting it even with LoS...)Torp launcher needs cost reduction.
HELLS NO
I also suggest the following: make the seaplane consutrctor have a nano greater than the Fark. This may induce peopel to go seplane if the constructor has very strong buildpower.
yeah its OK, torpedo planes need some sort of way to be made useful however, maybe make their torpedoes do crazy damage (1/3 or so of a t2 ship) in one pass and balance their costs accordingly, so you can use them against important ships in your enemies arsenal
I think the air v sea balance is good right now, except for the fact that Searchers and Skeeters are ADD about shooting their missles. Too often a stray bomber can just fly over a group of searchers/skeeters...
probably good idea, but for the record i wasn't talking about drastic changes
No. Only thing i want cahnged abou these guys is that they should not have the depthcharge.
they WILL
NO. Subs shold be able tohold their own against anything. That means faster, stronger. And make more, bigger subs! I want to see giant sub base ships - anyone remember those gigantically awesome subs from OTA? IMHO, the biggest chunk of firepower in sea should be in the sub arsenal. That would be frigging awesome...
is that your final answer ;ODisagree, I like them as they are - pwn at artil, but weak at actual fighting.
Which I'd really like to see. There's no reason why naval units should have such absurd prices/health/firepower compared to other units. It'd be fine if there were just all-sea and all-land maps, but for mixed maps, it makes balance a nightmare.Pxtl wrote:As for the overpowered aqua-HLTs, they have to be overpowerd to balance with the overpowered navy. In order to fix aqua-HLTs, Caydr would have to nerf naval units across-the-board.
What? A Crusader costs 850 metal vs 300 for a torp launcher. It should pwn it hard. Besides, torp launchers are for killing subs/skeets, not Crusaders. Also, I disagree that a stumpy and a Crusader are equals (or should be balanced as such).An LLT can at least give a Stumpy a good beating; a Torp Launcher is just pwned, and pwned hard by a Crusader.