T2 stat arty increasing range

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Re: T2 stat arty increasing range

Postby Amphok » 16 Mar 2012, 13:29

i think that the range is already good, they only need a faster turn-rate and faster fire-cycle, like 10 second instead of 20
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Re: T2 stat arty increasing range

Postby FunkOff » 16 Mar 2012, 13:42

I think the T2 arty needs both better DPS (rof or damage) and lower firing randomness. It needs to be able to hit the things its shooting, and it needs to be able to damage them significantly.
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Re: T2 stat arty increasing range

Postby thygrrr » 16 Mar 2012, 14:15

But it shouldn't have too much overlap with point defense. Maybe increase its minimum range to 48 or even 64 with a max range of 192+ (up to 256 I guess, depending on firing randomness even 384) to define its role as a long range, medium damage, low accuracy gun. A 384 range is maybe interesting because on 10x10 maps, it could give a player who lost the middle of the map a chance to retaliate, where a 256 range basically implies you need to hold the middle of the map to hit anything meaningful with it, and at that point you probably have more effective / precise means of striking at the enemy.

That T2 artillery would still not be near as deadly as a TML, but a TML can be completely countered by a few TMDs, where artillery constantly pelting your base and outlying mexes will require a permanent energy investment in the form of shields to "ignore".
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Re: T2 stat arty increasing range

Postby Zock » 16 Mar 2012, 14:24

maybe replace "t2" with "t3" in your post thygrrr.
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Re: T2 stat arty increasing range

Postby thygrrr » 16 Mar 2012, 15:19

Zock wrote:maybe replace "t2" with "t3" in your post thygrrr.


At the current cost, T2 artillery is vastly underpowered.

But T3 is completely different and should, as it does now, cover 20x20 maps well, and easily anything smaller than that, at high DPS (500+, probably 1000+). Remember the perftest map? They used that to demo the units in a video voiced by Chris Taylor once, they had a battery of 5 or 6 T3 arty there (while at the same time only showcasing 2 or 3 land experimentals per side). That's so far from being a realistic scenario in game (you get multiple exps for the cost of a T3 arty), it's obvious that the unit is broken and was simply never fixed because the game had more pressing issues at the lower tiers that needed addressing.

T3 stationary arty has the problem of being way too much an investment for the risk (it's easy to kill, takes forever to build, and can't reliably destroy a target).

If T2 arty is vastly underpowered, T3 arty is outright broken.
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Re: T2 stat arty increasing range

Postby Resin_Smoker » 16 Mar 2012, 15:24

thygrrr wrote:T3 stationary arty has the problem of being way too much an investment for the risk (it's easy to kill, takes forever to build, and can't reliably destroy a target).

If T2 arty is vastly underpowered, T3 arty is outright broken.


Agreed
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Re: T2 stat arty increasing range

Postby Zock » 16 Mar 2012, 16:44

Ok i see we need to go deeper:

What purpose should T2 and T3 Arty fulfill?

The current T2 arty is the counter for Navy atacks, mobile T3 arty and can be used to assault a base from a forwarded PD Creep or against one. That it is at all of this tasks very weak is no doubt, and a buff is needed. But increasing the range will change the role to a raiding/constant demage everywhere unit and it will be not easy to balance it.

I would prefer to keep this roles but make it more viable. I dont like increasing accuracy, because its a T2 Arty and no Sniper Unit, i would decrease the cost even further and maybe increase the demage. (Like always do i also support different changes for each factions without them beeing a big deal..stun for cybran, dot for aeon, splash for uef and demage for sera, or even with range differences and so on..)



Thygrrrs role of the long range (arround 400), medium demage, low accuracy gun would go to the t3 arty.


Keeping the role of the t3 arty as long range unit while making it viable without OP/turning the game into a turtlefest would be tricky.
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Re: T2 stat arty increasing range

Postby Lu_Xun_17 » 16 Mar 2012, 16:56

Looks like i'll feel really lonely with this point of view, but i give it :

I think dps and range is good atm, (costs and buildtime have already been reduced since 3599)
As Kryo said, the ratio cost/ efficiency is worst than a lot of other "same game step" units, and i think it's really important for the dynamism of the gameplay to keep those fix units less interesting than the mobile ones.

The only buff i would agree with, would be to increase the precision of the shoot.
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Re: T2 stat arty increasing range

Postby SpinDrah » 16 Mar 2012, 19:19

Dont feel to lonely lux, I agree.
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Re: T2 stat arty increasing range

Postby Pavese » 17 Mar 2012, 22:29

i would rather see more T3 land play then yet another tool for T2 bunkerfest.
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