gollie, core arty, gimp, sumo.
what else does core have that does lots of damage?
none except core arty have huge range.
all are slow. (more or less easy to dgun)
Sniper, maverick, penetrator, fido.
all are not slow or can cloak. and have huge range.
Ive actually stopped using sumos and core arty, unless the map is big, or im sure there is no commander, its lost money.
But i really like the units, and dont think the units are underpowered.
add morty as an exception to the rule, with medium range though.
if you add the fact that game is com ends, makes those core units even more pointless. commander dies, games has no point.
there MUST be another way to discourage CB/dgun walking.
"much much more powerful than zeus in a no-commander situation." <_<
1 gollie = 8 zeus, 394 vs 1048 DPS, HP = but in spread tagets (zeus = aa). Im not sure.
Hawk had flares (a new feature of this engine) which were removed, who knows why. This gave them higher survivability.
Otoh, missiles fly time was reduced, thus, its possible hawks are outrunning them, (but have not tested), which could equal the equation.
flares back please? they look awesome.
Freedom got buffed, since v9 or around, i dont know the reason either.
ff damage per second went from 28->57.
Otoh, T1 bomber BT and cost was reduced, ( making t1 bombers too cheap for the damage they make ), forcing a "tweak" on their damage to commanders (the only important unit in this game).
This is not AbsoluteA, and noruas is not caydr, afaik,
so does this even the equation for t1 air? what about the rest of the units.
IK numbers i like.
Commander radar at t3 was abit too much.
and hooray for noticing the required cloak energy decrement was a bit too much. (way too much).
You have not touched energy costs for morphing. 1300 e for getting an upgraded commader is very little. not to say 20 secs for bt.
There is another little issue with commanders, and it is the peace at which they gain HP (related to experience?).
Commander used to be more expensive (in the sheets, as no one ever builds it), but the stats got decreased, to avoid autotargetting per cost/value hit too hard on commander. This was LOTS of releases ago, when xta was only mod.
This somehow, was cool, as it gave commander more hp per killing things. (the old way of getting upgraded commanders = getting experience = dgunning stuff)
Today, in current spring, i think this situation has changed, as the autotargetting no longer knows the cost of the units that have not been spotted.
Making the old "tweak" less important/obsolete, as commander wont be automatically aimed by long ranged units.
Finally, dgun range increase. at least for first morphed commander, its too much, as the dgun flare itself, goes out of the actual range like for... 1 cm... like +5% of the new range. I mention again the energy cost of the morph, as it does not reflect/justify this upgrade.
Just test how much longer can an upgraded commander dgun effectively.
further upgrades seem to make more sense cost wise.
normal commander = t1
first upgrade = t2?
second upgrade = t3?