Nerf Acceleration on Water of Hover instead of Max Speed

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Nerf Acceleration on Water of Hover instead of Max Speed

Postby mirroredwang » 17 Nov 2015, 12:17

Thread.

It would also make hugging the coast for maneuvering purposes more strategic.
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby wasdf » 17 Nov 2015, 15:38

Could be interesting. But what do you exactly propose? They retain their land speed when going on water or do they lose some speed before accelerating again? I also don't exactly know why the speed was nerfed, so maybe there was a good reason for it.
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby ZeRen » 17 Nov 2015, 17:27

yea,and you make 20 factories streaming units right at opponets naval base and look OP hover is back

becouse this is what most players do, acceleration won't change anything
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby Tremarl » 17 Nov 2015, 20:05

Hover was never OP. two things -- Frigates -- Gunships

If you don't have air control - Cruisers + Gunships. It's not a hard concept really...
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby keyser » 17 Nov 2015, 20:10

gunship doesn't work against hover flak
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby Tremarl » 17 Nov 2015, 20:13

Then revert to Frigates, destroyers, or even your own hover.

The best army is a mixed army always. If you make only hover you will die. Frigate spam will kill you, destroyers will kill you etc etc.


Hover is not mass efficient. You are basically swarming a small area for zone control at the 10x the cost of what the cost of a naval army would be for the same effect.

Same shit with using only air v navy.
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby keyser » 17 Nov 2015, 23:12

well tbh it's completelly different.
The issue with hover, was their low BT in comparaison to naval. Enabling the possibility to set up a big spam very easily. The issue being that hover could rapidly get a critical size easily, that was able to fight frigate mass efficiently. The reduction of speed, allow the navy to set up a frigate spam more easily (more time) + give him more time for his destro to be more effective. (thinking about aeon and especially cybran destro, while sera desro is OP against hover).

The advice to set up our own hover spam doesn't apply for cybran. And the argument that i just said, still apply for cybran navy even if it is well known that their frigate is the best.

i repeat it to be clear : hover in mass vs mass isn't efficient, but it's way easier to invest mass in hover leading to a difficulty to counter it. So if you couldn't keep up for the navy production, you would see mass efficient win for hover.

as for air, it is completelly different (as i were saying), air is more mass efficient against navy. But air have some hard weakness (being hard counter by hover flak) the most important being that the BP require to be able to face navy. (that is pretty much the same issue than for hover vs navy, but this time navy has the best BT)

i don't think it is neccessary to have this discution again. If you need information about this, you can still go back to the topic where we argued over this topic.
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby ZLO_RD » 17 Nov 2015, 23:29

i thought issue was that hover tanks are easyer to controll compared to navy, and they can bunch up well and deal good targetfire DPS on ships while frigs can often miss them, and if you want to be cost effective you have to retreat and engage again and again and retreat more to not get surrounded... For setons that forses a retreat that allows for hover spamming player to reclaim in the sea...
for normal maps it would mean that hover tanks cross rivers/oceans fast while able to make a good fight against frigates, prett annoying xD
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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby Resin_Smoker » 18 Nov 2015, 00:23

In the "Real-World" hover capable vehicles are much faster on water vs land. Makes no sense to me why they're currently gimp'd on water.

Now should the speed be an issue for naval, it's 100% possible to script a weapon firing randomness debuff while a hover-unit is both on water and at max speed. After all, hover-units "wobble"... Thus an increase in speed should result in greater vehicle wobble, hence less accurate fire.

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Re: Nerf Acceleration on Water of Hover instead of Max Speed

Postby briang » 18 Nov 2015, 03:24

Nerfing the speed is the simple and most effective way to reduce T2 hover's efficiency against navy while not compromising its effectiveness on land as a niche raiding unit. The speed is much more the issue on the water than their DPS. If they are allowed to get into range with the reduced speed they need to be effective; if we revert to their previous speed value and add an RNG component unto their firing they may get into range but their effectiveness is compromised on sea and land. I still believe the current changes are exactly what is needed.

In the real world, hovercraft and amphibious tanks are not used in any anti-naval capacity. :D
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