Make T1 artillery deployables

Make T1 artillery deployables

Postby Ze_PilOt » 15 Feb 2013, 18:23

Its quite simple. Make T1 artillery deploy before firing and undeploy to move again. Give them a range increase, reduce their dmg and grant them some kind of deploy/undeploy hotkey so as to aid micro.

Reason...; pound for pound T1 Artillery are far too cost effective. The amount of dmg they put out on buildings is ridiculous. In no army in the history of the world were artillery ever used to spear head an assault. By making them static to do dmg you could eliminate these retarded Zthuee drops that just roll through peeps bases annihilating everything whilst on the move (would have to deploy on land). Wouldn't have to change the model, just add a timer before they could fire.

I realize this seems drastic because of how differently the early game would be. But just take a minuet and try to imagine how the game could play. Artillery being used correctly and not to stroll into peoples bases to cause critical dmg at the click of a mouse button. Perhaps you would get lines of them used to attack forward positions Maybe this would even find a role for LAB's past the first couple of mins (you could imagine with their speed they could get in amongst the lines of art and wreck them.

It just always seemed weird to me that every other piece of artillery in the game would act the way you would expect it to except the T1

I really hope the community approves this or something similar. In the last two Tournies the race selection has been dominated by Phim because of this and it needs to be sorted prior to GW.
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Re: Make T1 artillery deployables

Postby ColonelSheppard » 15 Feb 2013, 18:46

I'm against this, it would make the T1 game more static and auroras op
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Re: Make T1 artillery deployables

Postby Myxir » 15 Feb 2013, 18:50

i think a better nerf for them would to have them start loading a bullet once they are in range, and fire after their standard firecycle
this means, they can't fire insta, but they don't really have to deploy or require time to be able to move again
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Re: Make T1 artillery deployables

Postby Voodoo » 15 Feb 2013, 18:56

I'm also against this. It slows down the game too much.
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Re: Make T1 artillery deployables

Postby eXivo » 15 Feb 2013, 19:00

they're buggy enough when both armies are moving, i'm against this
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Re: Make T1 artillery deployables

Postby HyperNova » 15 Feb 2013, 20:43

Nope. -1. Tanks would close in fast, and pop them in da face. No running.
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Re: Make T1 artillery deployables

Postby Stratocaster » 16 Feb 2013, 09:31

I like your pitch, but in the end, it's the game play that makes the game fun, not "realism" or logic based on the real world. Sounds like can be kind of clunky. Make it smooth and seamless, and make it an interesting and fun aspect, and I'll give you support. If you have toggles or other buttons to press, I'm hoping it actually doesn't take time to deploy, and is instant (like Cybran cruiser or T1 AA).
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Re: Make T1 artillery deployables

Postby Krapougnak » 16 Feb 2013, 09:49

Against it. -1
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Re: Make T1 artillery deployables

Postby Wakke » 16 Feb 2013, 09:56

Dropping arty and then driving them through a base, all the while doing massive dps, is kinda imbalaced. So I am for measures that make them less effective as a mobile combat unit.

So I wouldn't be opposed to arties having to deploy, if it can be pulled off (needs new models and animations?).

Instead of deploying, I also wouldn't be opposed to increasing their minimal range, and turning their friendly fire on.
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Re: Make T1 artillery deployables

Postby Gyle » 16 Feb 2013, 10:32

ColonelSheppard wrote:I'm against this, it would make the T1 game more static and auroras op


I really dont see why it would make aurorers op its not changing anything about the way they work. But you are saying that more people would want to play aeon because they would be the only t1 land units of engaging on sea. I dont think it would be so drastic. They still wouldnt pack the punch of the artillery so you wouldnt get drops that just land of your coast and insta annihilate your ship yards. In my mind aurorers could do with somthing else highlighting this advantage since pound for pound they end up loosing against the other races anyway.

 Tanks would close in fast, and pop them in da face. No running


Thats why you give them a small range increase encouraging players to use the unit differently. Also we are talking about a deploy time thats somthing around half of that of the T3 artillery. Its really just somthing to stop the mechanic of suiciding them through a base and having that be such a massivly cost effect tactic.

 (needs new models and animations?).


No you would just add the small timer (yellow bar)

I'm also against this. It slows down the game too much.


I understand your concerns dude. The proposal is drastic. But I personaly beleive that the beauty of this is the knock on effects it will have. People oftern complain about T2 land and its effective roll. This would reward tech more and encourage diversity in the game as the relative extra dmg you would get from direct fire t2 units would be more valuble.
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