Their DPS might be a bit low (lower than a Thud!), but they've got twice a Thud's range, faster shots, are a hair faster, and don't cost much more. (Twice as much energy, 3x as much buildtime) Maybe a tiny DPS boost?Comp1337 wrote:Is it just me, or do morties do pathetic damage? I played castles just now, it took 15 shots something to kill an LLT.. (I may be wrong) I almost never see morties anyway, they maybe could use a beefup?
Absolute Annihilation 2.11
Moderator: Moderators
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Mars Keeper
- Posts: 240
- Joined: 25 Jan 2005, 21:00
I kinda agree, a lvl2 unit should atleast be on par with a lvl1 Thud =)Egarwaen wrote:Their DPS might be a bit low (lower than a Thud!), but they've got twice a Thud's range, faster shots, are a hair faster, and don't cost much more. (Twice as much energy, 3x as much buildtime) Maybe a tiny DPS boost?Comp1337 wrote:Is it just me, or do morties do pathetic damage? I played castles just now, it took 15 shots something to kill an LLT.. (I may be wrong) I almost never see morties anyway, they maybe could use a beefup?
Sea needs to be seiriously rebalenced. There is NO counter in defense for an early sea rush. It takes like 20 scout ships to kill 1 corvette, and torpedos are to expensive, and get whipped easily by 1 ship (other than a skeeter). And whos bright Idea was it to remove AA from scout ships? Now sea has no lvl 1 anti air unit defense.
I suggest a floating LLT, build by a commander, strong enough to take out skeeters, strong enough to do alot of damage to 1 corvette before getting killed, yet not strong enough to beat destroyers unless spammed. Torpedo launchers take to much to build early on.
I suggest a floating LLT, build by a commander, strong enough to take out skeeters, strong enough to do alot of damage to 1 corvette before getting killed, yet not strong enough to beat destroyers unless spammed. Torpedo launchers take to much to build early on.
No, maybe 5.Sea needs to be seiriously rebalenced. There is NO counter in defense for an early sea rush. It takes like 20 scout ships to kill 1 corvette,
hardly, they're only ~300 metal and only a destroyer (~800 metal) could kill them by itselfand torpedos are to expensive, and get whipped easily by 1 ship (other than a skeeter).
They still have their missle.And whos bright Idea was it to remove AA from scout ships? Now sea has no lvl 1 anti air unit defense.
What difference would this make, if you're losing to a skeet rush, you'll just lose when a few destroyer/corvettes come. No need to make the sea a porcfest than it is already.I suggest a floating LLT, build by a commander, strong enough to take out skeeters, strong enough to do alot of damage to 1 corvette before getting killed, yet not strong enough to beat destroyers unless spammed. Torpedo launchers take to much to build early on.
I don't think this is common knowledge, but in case you're interested, corvettes just have 2 anaconda (hovercraft plasma) guns. That's not so powerful. And I don't think they've got a ton of HP, either.
Since land balance is nigh perfect now (save for the issues already discussed, which will be fixed/adjusted), it's time to start working seriously on naval balance. It worked reasonably well in OTA, but has never been properly adjusted for Spring. To that end, I will focus on L1 water and hovercraft for the next patch, with L2 water being the focus of the following one.
Any feedback on what you'd like to see done in these two areas would be helpful. Also, I realize that not many games get to L3 when not on metal maps (and feedback based on metal maps is useless), but please relate to me any experience you have with tech level 3 units. Good, bad, or otherwise. I'm open to any and all reasonable suggestions.
I'm also trying to help MERLs and Diplomats find their proper role in relation to artillery. I see them as being a special-purpose unit designed for taking out fortified positions, such as a bunch of plasma batteries, annihilators, DDMs, etc. MERLs and Dips have enough HP to survive under fire from any of the above structures for quite a while. They are among the very few pre-T3 units that can withstand a direct hit from even a BLoD. Artillery, IMO, should be more general-purpose, not for attacking a specific target but rather by using them for area denial and general bombardment of an entire area. By adding in the optional low-trajectory mode, I hope to also make them somewhat more useful in general combat as well, with the ability to fire over all but the largest friendly units.
Any ideas you have towards this rocket artillery/plasma artillery differentiation would be helpful as well.
Here's what I have so far:
Since land balance is nigh perfect now (save for the issues already discussed, which will be fixed/adjusted), it's time to start working seriously on naval balance. It worked reasonably well in OTA, but has never been properly adjusted for Spring. To that end, I will focus on L1 water and hovercraft for the next patch, with L2 water being the focus of the following one.
Any feedback on what you'd like to see done in these two areas would be helpful. Also, I realize that not many games get to L3 when not on metal maps (and feedback based on metal maps is useless), but please relate to me any experience you have with tech level 3 units. Good, bad, or otherwise. I'm open to any and all reasonable suggestions.
I'm also trying to help MERLs and Diplomats find their proper role in relation to artillery. I see them as being a special-purpose unit designed for taking out fortified positions, such as a bunch of plasma batteries, annihilators, DDMs, etc. MERLs and Dips have enough HP to survive under fire from any of the above structures for quite a while. They are among the very few pre-T3 units that can withstand a direct hit from even a BLoD. Artillery, IMO, should be more general-purpose, not for attacking a specific target but rather by using them for area denial and general bombardment of an entire area. By adding in the optional low-trajectory mode, I hope to also make them somewhat more useful in general combat as well, with the ability to fire over all but the largest friendly units.
Any ideas you have towards this rocket artillery/plasma artillery differentiation would be helpful as well.
Here's what I have so far:
Nonspecific things like "buffed", "improved", "reduced" are still being worked out, but at least you see the direction I'm going.2.11 --> 2.12
Core logo on Lancet exchanged for proper Arm one
Prude HP increased to 12500 (8000), energy storage set to 1500 (0),
metal cost reduced 10% (1176->1058), energy cost reduced 25%
(32307->24230)
Arm Moho Geothermal output reduced to 1250 (1500), this is compared
with Core's 1000 output
Behemoth no longer shoots at aircraft, buffed
Intruder no longer leaves splashes when underwater
Dominator range increased 10%, damage reduced 5%, AoE boost
Flash metal cost reduced 5%; turning rate, acceleration, braking
increased 5%
Antinuke handling improved, check mobile antinukes esp scarab
Nano turret mass increased
Fatboy wreckage value increased
Sniper mincloakdistance set to 96, noexplode bug fixed
Blade HP reduced 50
Commando added back in
Artillery metal cost reduced 25%, can now fire low-trajectory in a
way similar to plasma batteries
Twilight mincloakdistance increased
Morty buildtime reduced
Hovercraft Platform costs reduced
Cruiser buffed
Total unit count is now 378
Since land balance is nigh perfect now (save for the issues already discussed, which will be fixed/adjusted)
DON'T JINX IT!
maybe make it somewhat like 3 Lugers with a huge amount of HP, basically making that geothermal spot almost invincible to artillery ('cept the even BIGGERER GUNZ >=D)Behemoth no longer shoots at aircraft, buffed
eh? why??? they can't be thrown about IIRC as they are treated as buildings (oooooh a ground decal which is see through but say slightly your team colour so when they overlap it gets slightly darker, exactly the range of the nanoturrets build range, THAT would be AWESOME)Nano turret mass increased
Sniper mincloakdistance set to 96, noexplode bug fixed
with the no explode bug fixed there really is no need! its expensive as it is!!!
ohnoes...Artillery metal cost reduced 25%, can now fire low-trajectory in a
way similar to plasma batteries
The T2 destroyer-like thing? or the missile pwnerer thing? is it getting its depth charge back (if it IS the T2 destroyer like thingey)Cruiser buffed
I agree. Tremor cheaper and low traj? op like hell - unless it will fire very slowly.BigSteve wrote:errr, reducing their cost by 1/4 and giving them a more useful low trajectory mode?Artillery metal cost reduced 25%, can now fire low-trajectory in a
way similar to plasma batteries
Artillery isnt broken and it works great I wouldnt change a thing.
But arty overall is too weak. Only tremor is worth it imo. Others are rarely seen.
Fool, its the luger and the pillag3r that're getting the buffs, not tremorginekolog wrote:I agree. Tremor cheaper and low traj? op like hell - unless it will fire very slowly.BigSteve wrote:errr, reducing their cost by 1/4 and giving them a more useful low trajectory mode?Artillery metal cost reduced 25%, can now fire low-trajectory in a
way similar to plasma batteries
Artillery isnt broken and it works great I wouldnt change a thing.
But arty overall is too weak. Only tremor is worth it imo. Others are rarely seen.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
What chance making hovercraft buildable by the commander? They seem less powerfull overall than vehicles or kbots, and have trouble with any decent land defence. Compared to air they are restricted in mobility a little, but standard land weapons target them, so they don't have the advantage of only being counterable by specialised units.
I personally have not seen hovers usefullfor much besides surprise attacks on unprotected shores. But then again I haven't tried much, and most people play land maps.
And maybe try and fit them more into a theme of light fast hit and run units. Get rid of the tanks and plasma weapons, and have something roughly equivelenat to the flash/instigator as the main grunt hovercraft. And a support hovercraft. And something with longer range - maybe modelled on the banisher, with a medium to long range moderately powered missile. It wouldn't be as armoured or hard hitting as the banisher, but it would be faster moving. Having a faster moving longer range unit might give hovers a unique flavour, but I suppose that could be bad for balance, you'd have to have a reasonable number of units outrange and/or outspeed it or it would be unbeatable...
I personally have not seen hovers usefullfor much besides surprise attacks on unprotected shores. But then again I haven't tried much, and most people play land maps.
And maybe try and fit them more into a theme of light fast hit and run units. Get rid of the tanks and plasma weapons, and have something roughly equivelenat to the flash/instigator as the main grunt hovercraft. And a support hovercraft. And something with longer range - maybe modelled on the banisher, with a medium to long range moderately powered missile. It wouldn't be as armoured or hard hitting as the banisher, but it would be faster moving. Having a faster moving longer range unit might give hovers a unique flavour, but I suppose that could be bad for balance, you'd have to have a reasonable number of units outrange and/or outspeed it or it would be unbeatable...
Theres good reason for this, there is a nasty bug you can exploit with these that makes them invincible..Quote:
Nano turret mass increased
eh? why??? they can't be thrown about IIRC as they are treated as buildings (oooooh a ground decal which is see through but say slightly your team colour so when they overlap it gets slightly darker, exactly the range of the nanoturrets build range, THAT would be AWESOME)