Rocksteady wrote: Sam should be doing at least 900 dps, T1 and T2 AA have a dps that's around 1/4th of equivalent in t1 , t2 bomber HP but sam's current DPS is only 1/12th of strat bomber HP. t2 flak is a little lower but the AoE balances that out. Cruisers currently have 1.5 to 2.5 times more dps than T3 sam and much closer to 900 dps/t3 AA
Agreed. SAM is
hard counter to air, it cannot more, it cannot reckon, it cannot attacka air or land outside it's tiny circle, it will not help you kill enemy's comm when you will need to siege his base (reclaim should be nerfed, if you understand, what I'm about). It shold not just considerably effectively kill air, it should totally murder it.
We actually have
2 problems.1. Make SAMs more
effective vs inties, so that they could fly over bases, denying air for long and denying ASFs production too (to kil bombers and gunships).
Besides from upping dps, a good and simple way to do it is to make SAMs' missiles faster and flred not in such huge bursts with long reload time.
2. Make SAMs more
effective vs stratbombers. This is why they burst-fire, btw. So, if we make them fire smoother, this will buff stratbombers. So we need to buff the dps too.
So, the
straight solution seem to be clear for me.
1. Buff SAMs' dps.
2. Make them fire with more often cycles.
3. Make projectiles' speed faster.
Make SAMs more fragile, so that you could still overpower them with gunships and bombers, if they are not shielded.
But anyway, with TML(cybran)/TMD balance
that broken, as it's now, we have not real turtle siege problem. Build 10 cybran TML to have "I kill what I want" tool in your disposal.
Also balance effect can be reached with making SAMs' range like 20% longer. But this might become tricky about map control.
I'd like to draw you attention to current ASFs' changes, implemented in the balance mod (they'll go to patch).
I dislike them, because,
they are drastic. Well, making SAMs' range 50% longer wouldn't be that drastic.
Current relative ASFs' stats.
new Cost = 200 (lolwut?!, it's a t3 unit) = (1/2) old Cost
new HP = 1/2 old HP
new DPS = 1/2 old DPS
So we see rough 50% nerf. Well, I need to know the sort of the weed.
Also, this limits maximum amount of AA firepower a player can have.
People say, Zep asked not to compare them to Restorers and Swiftwinds for now.
I personally think, that higher tech units should be costy and more diverse. Percival is the best example of such a unit, you can kill it with T1 (bring arties mostly and block it), it murders other T3 and T4. T2 bot is such a unit. We have a bunch of these in game.
I would make T3 inties cost like 2 or 3 times more (800 or 1200 or even 1600, so that a player would consider building one vs gunships and bombers) and would give them longer range (needs to be carefully tested), thus making them sort of Hoplite vs T1 tanks fighters. They will be able to give you actual air superiority over time, not giving you also insane DPS and HP early. They will totally dominate mass for mass low-tier fighters from some number because of range anyway.
And they shouldn't be able to fiy for 20 minutes.