Reduce t3 stationary arty cost

Re: Reduce t3 stationary arty cost

Postby Arkansas » 19 Feb 2013, 20:57

How about increasing the damage and splash hugely, make it cost mass to shoot, reducing the fire rate hugely so its totally ineffective vs sheilds but slaughters anything it hits :D. This would make it only work when used in conjunction with other units.
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Re: Reduce t3 stationary arty cost

Postby Supreme321 » 20 Feb 2013, 00:00

Arkansas wrote:How about increasing the damage and splash hugely, make it cost mass to shoot, reducing the fire rate hugely so its totally ineffective vs sheilds but slaughters anything it hits :D. This would make it only work when used in conjunction with other units.



MOBILE SHIELDS :o :o :o
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it :)
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Re: Reduce t3 stationary arty cost

Postby eXivo » 20 Feb 2013, 00:21

uberge3k wrote:We should first figure out exactly what the role of T3 artillery is.

It can never be more efficient than an army, that much is obvious. But if so, what is its purpose?

The most logical solution would be to balance its role as similar to that of it's mobile T3 counterpart: something that breaks shields and harasses structures from afar. Note "harasses", not "murders bases". But somewhere between that and the current "can't break anything that's shielded with 0.X% of its cost".

It might also work as a guaranteed base cracker when used in combination with a nuke. T3 arty to kill the shielded SMD, SML to destroy the actual base. Their combined cost would be quite expensive, but worth it as the final option to break a turtle stalemate without going to a game ender such as a paragon or yolona oss.

for 80k mass if damn well better murder that base
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Re: Reduce t3 stationary arty cost

Postby Supreme321 » 20 Feb 2013, 07:18

Well the t3 arty cant just be a game ender even if it costs 80k mass. Yes, the cost must be brought down significantly as well as the damage, but an area effect boost as well seems sutiable.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it :)
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Re: Reduce t3 stationary arty cost

Postby ColonelSheppard » 20 Feb 2013, 07:51

Skilzat99X wrote:The cost of the scathis (or a little more) would be nice. However, this ties in to the shield nerf, because that nerf to stationary shields right now makes one arty able to blow through even moderately-heavily shielded bases easily.


go here pls:
viewtopic.php?f=52&t=3072&start=30
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Re: Reduce t3 stationary arty cost

Postby Ze_PilOt » 20 Feb 2013, 23:00

Need numbers tomorrow.
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Re: Reduce t3 stationary arty cost

Postby noms » 03 Mar 2013, 05:45

I haven't done much testing but...

in the balance testing mod it only takes a single T3 arty to get through multiple T2 sera shields.

One arty can also take down a single T3 sera shield.
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