Hawkei wrote:While this is all very interesting, the fact remains that teching involves some inherent risk. As the player is diverting some of their economy from combat units, and funnelling it into the infrastructure required to field the higher tier units. So for a player to do this, there must be a reward for doing so. ATM the Titan doesn't provide this.
But as I said, there are
plenty of rewards for getting a T3 Land HQ. While I personally wouldn't argue the Titan provides many immediate rewards, especially in a close situation, you still have not explained why it
should provide them, when the other benefits of going to T3 are so obvious. The point I made is that you do not build a T3 land factory in order to get Titans, so it is perfectly reasonable not to include the cost of the techup and associated infrastructure when considering whether the unit's stats make it reasonably powerful enough for its cost.
Talking about the shield energy drain as an additional cost that must be considered is specious, because the drain is so small that it is hardly noticeable. In T3 pgens it only costs 32 mass per Titan to power its shields - one Titan wreck can power 13 other Titans' shields, if that provides some perspective. The typical Supcom game has players with intact economies running at least a surplus of a few hundred energy as they transition into T3, with the surplus increasing as the game continues. Building a few Titans is not going to require any additional energy development, and even then the cost is vanishingly small.
Hawkei wrote:There shouldn't be anything such as an incidental T3 unit - and this includes Titans. So we come back to defining what the Titan is and what it should be.
What do you mean by "incidental"? It seems to me that you are saying that the Titan is SO useless that the only reason one would ever build it is because they like to look at them -
any direct fire ground combat situation would be better served by strikers, Pillars, Mongooses, Riptides, or Percivals. I don't buy this argument, and in these last 20+ pages there have been plenty of examples of how the Titan can be a decent choice.
Also, you make a lot of good points
in this post, but of the two main weaknesses you identify I don't see why weakness against T2 units is important. There is no reason that "spamming Titans against T2 tanks should not be a hard loss for the UEF player" any more than there is that spamming Summits against T2 destroyers (or T1 frigates!) should not be a hard loss. That's not what the unit's stats are optimal for, and so it's not good at those things. Players will learn not to do that again after they lose doing it a few times.
If the Titan's fire cycle makes it most effective against T1 units and its speed and regenerative abilities make it most effective for runbys, drops, and raids, then that's what it should be good for. You made a really good point about needing to adjust the turret turn rates in order to allow the Titan to aim and maneuver effectively, those are the sorts of small changes that would be good for the unit.