noobymcnoobcake wrote:There is not a single one of these changes I disagree too. Good work
One small change I would like is cheaper T3 siedge units. I dont thing there can be many arguments against these as at the moment your better off investing this mass into more percys/harbs/briskstanks unless there is like 10+ PD. Anyone agree to these changes?
-T3 artillery mass cost 800-600 - cost is better invested into percivals unless position is very heavily defended.
-T3 sniper bots mass cost 800-600. Never used at the moment.
-T3 absolver anti shield range 60-80. At the moment it is outranged my ravages and mmls. With this change it will have the same range as the UEF spearhead.
I absolutely agree that the T3 mobile arty need buffs and the sniper bots need some tweaking, but I see lots of problems with T3 land balance so I have some other suggestions.
I don't have time tonight to go into the whole idea, but the basic problem is that for almost any situation you can find, the best option at T3 is to build more heavy bots. Percivals and Bricks and Othuums and Harbingers are just way, way more cost effective, even when you need to take a heavily defended position.
This isn't just my opinion or personal game experience. I've tested this a *ton* by setting up all sorts of attack and defense situations. Per cost, pure groups of heavy bots are almost always better at breaking into bases or holding off enemy attacks (it doesn't matter if you compare vs pure sniper/arty/SAB groups or if you mix them in with heavy bots, the pure heavy bot groups almost always do best).
I've tested the T3 arty a ton and found that they're nearly useless in almost any situation.
-Their DPS (and rate of fire) is way too low to be used for shield breaking
-Their DPS, RoF, range, and (in)accuracy make them mostly useless for defense or hitting any target that can move.
(I think this is a good thing, personally, but it adds to their uselessness).
(And yes I know that the Cybran Trebuchet can be awesome to behold vs groups of T1 spam, but that's actually only at fairly close range and it's an obscure use and Bricks still pwn T1 spam even better..)
And, even vs groups of PD with shields, it's almost always going to be more cost-effective to just spam T3 heavy bots and send them in.
The
Spearhead is actually very good in 3603, and the T2 MMLs are pretty useful too.
The
Sniper bots are iffy. They should, imho, be the counter for the slow-moving, long-ranged heavy bots (Percy & Brick).
The Sera bot can actually do this with some success, so I could see leaving it alone. The Sprite striker is next to useless for some subtle reasons (its 'charge-up' time and deploy animation delay firing too much, on defense, it doesn't deploy until it has a target so approach units have a few extra seconds to close-in, it has a turret-facing bug that causes its turret to instantly re-face when it redeploys, and its medium range plus 10 second refire delay don't allow for a good rhythm of sniping and falling back as is possible with the Seraphim Usha-ah. The sera bot also just has better DPS/cost).
Finally, the
Siege Assault Bots (Titan and Loyalist) can be useful if you get an early T3 fac and want to raid, but they're seriously outclassed by the range and DPS/cost and HP/cost of the Percival, Brick, Harb, and Othuum.
In my view, T3 land balance should include:
-Super-heavy bots/tanks (Percival, Brick, Othuum, Harb) as the dominant units head-on. (Countered by snipers or other Heavy bots)
-Sniper bots for defense and harassment (which means they need the DPS to be able to beat advancing armies of slow units, and the speed/deployment-ability to be able to raid and retreat).
-Mobile artillery with enough range and DPS to truly threaten shields and turtlers
-The fast bots (SABS) for raiding and countering long-ranged, low RoF units like snipers and mobile arty. (countered by heavy bots and T1 PD).
Anyway, here's the list of T3 land changes I've put into my 3604 balance mod:
Note that, even though I buff the arty a lot, I add a min range and make other tweaks because I want them to be awesome at sieging but easily countered so they can't be used for excessive turtling.- Code: Select all
<<<<<<<<<<<<<<<<Artillery>>>>>>>>>>>>>>>>
***All T2 stationary arty
20% cost decrease (Mass, Energy, and Build time)
50% Damage increase (With the cost decrease, this makes them about equal to 3599 T3 arty DPS/cost)
10% inaccuracy decrease (still higher, and thus less accurate, than T3 mobile arty)
33% increase to turret turning speed (from 6 to 8)
MinRadius = 25, #was 5
***All T3 arty get the same speed, range, velocity, and ~40E drain per second
ual0304 Serenity, Aeon T3 mobile arty
MaxSpeed = 2.0,#2.5
Damage = 185, #Was 95, new dps=116, was 71
EnergyDrainPerSecond = 50,#new
EnergyRequired = 700,#new needs to be reduced?
FiringRandomness = 0.75, #1
FiringRandomnessWhileMoving = 2, #new
MaxRadius = 110, #90
MinRadius = 20, #buffed from 25 - originally 0
MuzzleVelocity = 26, #22
MuzzleVelocityReduceDistance = 100, #85
RateOfFire = 0.0625, #0.05 (16s instead of 20)
**Per the original design, this arty is meant to be the 2nd highest DPS, but worst vs shields and mobile units
url0304 Trebuchet, Cybran T3 mobile arty
Damage = 720, #450, new dps=107 -too high? reduce to 100ish?
uel0304 Demolisher, UEF T3 mobile arty
Damage = 1200, #750, new dps=120
xsl0304 Suthanus, Seraphim T3 mobile arty
Damage = 1120, #700, new=112dps
<<<<<<<<<<<<<<<<Sniper bots>>>>>>>>>>>>>>>>
xal0305 Sprite Striker, Aeon Sniper bot
Damage = 2400, #now 144DPS--was 130 DPS #1300, now just over the Usha-ah
RateOfFire = 0.06, #now 16.6sec, was #0.1 10sec,
TrackingRadius = 1.35, #1.15, #hoping this will get it to deploy sooner?
TurretPitchSpeed = 45, #30,#needed buff so it can swing 180 faster
WeaponUnpackAnimationRate = 1.5, #1, #buffed so it can fire sooner
*I also want to rebalance things a bit so that the T2 tanks still have a role.. but that's another story.
**I like that the Percival can be countered by cheap unit spam (because of its low RoF and thus high overkill). I'd like to use this more in T3 vs T2/T1 balance. The Brick, in contrast, can mow through weaker units like crazy. This makes it harder to find a niche for the Loyalist.. However, the Loyalist already has a high-damage, low RoF main gun. If this were tweaked, the Brick could become the high-RoF, lower damage/DPS unit (with buffed HP to compensate), and
the Loyalist could be reimagined as a close-in sniper that has to fire once and then retreat because of its low RoF. I've also experimented with some tweaks to the UEF Titan's shields to make it a bit more useful as a hit-and-run raider.