AdmiralZeech wrote:I'm saying the status quo is fine. TMD is fine as an imperfect defense against TML. It's fine if a TML is guaranteed to dish out some hurt if you complete it.
It's fine if it becomes mandatory to rush a TML or two, and exchanging missiles is a standard part of the game along with spamming tanks and planes.
If it's something everyone would always do because it has a 100% success rate (not saying it is now, but it is what you're suggesting) it's basically a complete garbage gameplay aspect because it isn't even strategic. Even t1 spam would require more strategic thinking because of the constant decision making you have to do.
Also: "counter it by destroying it". Have you not played a teamgame in the last 3 years? Supcom has a big defenders advantage because of the reclaim you'll leave behind and an equal mass invested in stationary defenses will almost always win versus an equal mass invested in units (unless you specifically make mml's or t3 mobile arty, but those take time to build up). Not only that but a tml is so cheap that you will still have the same army size as your opponent unless you literally do a no units ultra fast tml rush (which might even work cause #Teamgames).
Kill it with air?
- Currently you need 6 - 8 bomb drops before you kill a tml (if your opponent won't repair it)
- If your opponent has tml he can easily rush t1 aa turrets with lots of buildpower
- Current t1 bomber build time is about as fast as it takes for a tml to load 1,5 missile and you still have travel time, gl
- Even if you manage to air snipe the tml your enemy your air will leave behind reclaim + the reclaim from the tml launcher
(unless these values are outdated kappa
http://spooky.github.io/unitdb/#/UEB210 ... 03,XSA0103)
I'd say even with the tml launcher hp being halved to 750 hp the net mass balance after air sniping it will still be about even, plus you still would've had time to load and fire some tml's