ACU TML Balance

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ACU TML Balance

Postby IceDreamer » 27 Jun 2014, 20:08

While I'm making these threads, let us have a small discussion regarding the ACU TMLs. So here's the deal: The Seraphim's version is extremely useful in ACU fights for a close-range snipe. While the UEF's version is very similar, it is different, and I believe Gorton when he says that the tiny difference makes it just about unwieldy enough that it can't be used for that purpose. Here is the comparison.

The upgrade costs are identical
The missile costs are identical
The missiles have the same Velocity (12), HP (3), and TurnRate (Varies relative to target distance)

Comparison from Seraphim's point of view
AOE (3 vs the UEF's 2, extremely important regarding close-range aim)
FiringTolerance (5 vs UEF's 2, not a clue if this changes anything, but it's worth mentioning)
MuzzleVelocity (5 vs UEF's 10. This makes a huge difference, and means the Seraphim can impact at much closer distances than the UEF's)
MuzzleChargeDelay (0.2 vs UEF's 0. This means there is a small additional delay between clicking and firing)

Clearly the Seraphim's is superior. The only real advantage is that the UEF's can be upgraded to Billy, but currently that's not much compensation. The upgrade and missile are both EXTREMELY expensive. The outer ring does a frankly pathetic 250 damage. Most significantly though, the Billy has a RackReloadTime of 30, meaning that instead of RateOfFire being limited by your economy (Like every other TML in the game) it is manually limited, and 30 seconds is a huge amount. It really does kill the weapon.

Three ways I see of looking at this...
1: It's fine, this is faction diversity at play, no need to change anything
2: Billy is tricky to balance, but there's no reason for the normal TML to be worse. Change UEF's to be totally identical to Seraphim's, or buff it slightly elsewhere
3: Leave the normal TML as-is, but give Billy a significant buff to make both the inferior TML and the huge cost worthwhile.
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Re: ACU TML Balance

Postby E8400-CV » 27 Jun 2014, 20:34

For all I care you make it so that the ACU TML can't be used for close range ACU snipes. Same for the SCU's... they teleport close; then TML you while you're walking. Fckng stupid.
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Re: ACU TML Balance

Postby Aurion » 28 Jun 2014, 10:08

E8400-CV wrote:For all I care you make it so that the ACU TML can't be used for close range ACU snipes. Same for the SCU's... they teleport close; then TML you while you're walking. Fckng stupid.


I think it's superbadass though. However most of my games don't make it to teleport, so I don't know if it's imbalanced for that (dropping with a transport and TML makes it really badass).
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Re: ACU TML Balance

Postby Vee » 28 Jun 2014, 13:42

Nerf the sera ACU tml. It is WAY too strong. Just for killing eco it's already ridiculously strong, and for killing acus it's also ridiculously strong, and you can do both with the same upgrade.
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Re: ACU TML Balance

Postby Ithilis_Quo » 03 Jul 2014, 16:31

IceDreamer wrote:Leave the normal TML as-is, but give Billy a significant buff to make both the inferior TML and the huge cost worthwhile.


this one
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Re: ACU TML Balance

Postby Iszh » 03 Jul 2014, 17:46

make billy to a full nuke launcher:
upgrade - 15k mass in building real nukes :P

there is a huge problem with built power then because either you can assist to easy or acu needs 1024 built power :? but in general would be cool.


another idea give uef a third full map range gameender hahahahahaahahaah
billy upgrade costs 180000 mass and can built usual nukes in 1 min for 800 mass advantage to ylona that it is mobile. Disadvantage that it can be stoppped with 1 nuke def rocket and has only normal nuke splash.
--> that was a joke dont do stupid things :mrgreen:
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Re: ACU TML Balance

Postby IceDreamer » 04 Jul 2014, 01:34

So come in Iszh, which of my three options in the OP seems the best approach to your eye?
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Re: ACU TML Balance

Postby Paul Kauphart » 04 Jul 2014, 07:00

I vote : Make the billy worthwhile.
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Re: ACU TML Balance

Postby Iszh » 04 Jul 2014, 07:08

In this case i would offer to buff billy and give uef really some kind of different nuke launcher. Uef can shield the acu with a scu shield and have a nuke launcher on acu with small advantage. You told there is a reload time so the problem with the built power does not exist really. Add the UEF acu a sub nuke with reload time of 4:30. Since the built time needed for this nuke would be adapted to the 4:30 and it is very low that means with a few engis you will always get a nuke after 4:30. But thats not imba because with a bunch of t1 engis it is easy to reach with a normal nuke launcher as well. Reload time must be shown somewhere.

I hope it is possible to add the reload time directly after upgrade otherwise that would be imba because uef would be able to rush a nuke extremely fast and fire it. But on the other hand, billy is a nice weapon like it is just a bit underused. on small maps that could work even as a game ender if enemy has only 1 tmd somewhere. For example i had an isis game with brick army attacking me. That was at least 20 mass walking arround in front of my base. A Billy rocket for 3200 mass would have blown the whole army away.
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Re: ACU TML Balance

Postby zeroAPM » 04 Jul 2014, 09:59

Iszh wrote:brick army attacking me. That was at least 20 mass walking arround in front of my base.


A army of Bricks for only 20 mass? Cybran OP plz nerf.

Also, it would have taken one loyalist to completely ruin your plan.
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