Caydr wrote:Speaking of Diplomats... With the improvements made to artillery units, I can see Diplomats, Merls, and *possibly* Dominators being left in the dust. I'm considering a decent HP boost to Dips and Merls, maybe about 30%, to make them more of a specialized unit made for dealing with plasma guns and other long ranged heavy weapons. Maybe give them a very high crushstrength and a really high HP (2x of current?) with a speed reduction, so they can survive while under fire for good amount of time. Maybe make them capable of *barely* surving a direct BLoD hit? I see this as a way of making vehicles more appealing.
I know I'd definitely like that. It'd make assaults with L2 vehicles once BLoDs start showing up in force much more viable.
Mobile Tacnuke launcher doesn't sit very well with me in its current form. Even assuming that EMP was fixed and could be set to do, say, 30 seconds of paralyzing damage, I'd rather they more closely resembled the Catapult. Maybe they could be set to have a 10-second reload heavy v-launch rocket. Range similar to Catapult, medium-small AoE (like 384 or so, kinda like nuke bombers), and no weapon stockpiling, no weapon costs. The rocket would be highly precise, so it'd be a good base-buster. The question is, what countermeasures could there be? Does it really matter? After all, Catapults have no clear and defined countermeasure. Planes would do the trick, as with all slow-moving units.
I like this idea too. Catapults seem much better than Mobile Tac Nukes, and in 1.44, they were often the first L3 unit I saw Core players pump out.