Apofenas wrote:
This was discussed many times already. Aircraft carrier has its own build rate of 180. Anti nuke has 1080. This creates 2 problems:
a) Change nothing in AC and anti values and get 20 min build time on anti
b) Adapt anti-nuke to aircrafts' 180 build rate, so it's super easy to assist with external build power(F.e. add 5 t3 engineers already double the build rate of Anti)
c) Increace aircrafts' build power to 1080 so they build planes like crazy.
None of this is an option.
I don't even mention difference in price between AC and anti-nuke;
I don't even mention difference in HP between AC and anti-nuke;
I don't even mention that ACs are mobile and already play role of AA and air factory;
I don't even mention UEF has no t3 AC;
Franck83 wrote:
Such balance changes are so sensitive that they should be intented as a mod (just like equilibrium). If everybodies use these new balance changes, then you can think merge them in main game.
Statistics: Posted by Deribus — 31 Dec 2017, 17:28
Statistics: Posted by Apofenas — 22 Dec 2017, 03:18
Statistics: Posted by JoonasTo — 22 Dec 2017, 03:10
PhilipJFry wrote:I don't see the point in adding naval anti nukes.
If you want your navy to not die to a nuke you can use the move command.
Statistics: Posted by Yudi — 22 Dec 2017, 02:33
Statistics: Posted by Deribus — 22 Dec 2017, 02:05
Statistics: Posted by PhilipJFry — 20 Dec 2017, 17:37
Statistics: Posted by uzurpator — 20 Dec 2017, 16:47
Statistics: Posted by Franck83 — 19 Dec 2017, 05:48
Statistics: Posted by moonbearonmeth — 19 Dec 2017, 04:11
Statistics: Posted by Deribus — 19 Dec 2017, 01:38