Useless weapons attached to units

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Useless weapons attached to units

Postby Um ZiniZini » 21 May 2016, 18:49

1. Seraphim's T4 assault bot's AA guns: On paper the AA(2x 250 dps 1.5 aoe) in reality it these aa guns on the experimental do nothing, they do not hit like ever, send like one T3 gunship or T2 gunship and see for yourself it literally hits like almost never perhaps after the xxxxx'th time maybe. Currently the "AA" of the bot is only like makeup or cosmetics for the whole look of the thing, its not actually useful thus it fails.

Solution: make the AA projectiles hit please by making them faster or remove the AA completely.

2. Cybran T3 battleship galaxy class's torpedoes: Its really useless, I did a test to how the battleship's torpedoes would do against one T2 barracuda submarine, It did horrifically, the battleship won but lost 10 000 hp it went from 47 000 hp to just slightly beneath 37 000 hp. Its like hey lets build this amazing awesome Battleship and give it useless torpedo launchers at the end.

solution: remove the torpedoes or replace it with something more plausible or merely improve it.

3. UEF & Cybran T3 Gunships Wailer & Broadsword's AA: I like the fact that the aeon's T3 gunships are the only ones with proper AA and actually strong in that respect but, honestly CYB wailer 18 AA dps & UEF broadsword 12 dps. They fare horribly against other air, perhaps its the idea but it still bothers me since its so crap why put it on the first place.

Solution: improve the AA to a recognizable level or remove their "AA capability" all together and give them a slightly stronger edge vs ground units than aeon's T3 gunships

4. Cyb T4 gunship AA: ok this one is a bit different I don't wish much of a improvement here or say its AA is bad its merely go check it out. put 4 T3 aeon gunships vs one soul ripper, the 4 aeon gunships win. That is 4800 mass & 256 000 energy that wins 34 000 mass & 480 000 energy. that's a bit silly is it not? 24 000 hp 4 t3 gunships wins 90 000 hp gunship.

Solution: Cyb T4 gunship should do slightly better vs air, I only say this because it alone loses to 4 restorer gunships.

5. Battleships's AA guns: this one might be ridiculous from my part but really they suck, I wish like the UEF t3 battleship could have 4 T2 flack cannons resembling something like a battleship from WW2 XD. I mean its just the principle that really bothers, Awesome big battleship with AA guns, but its these small good for nothing puny limp cannons that can shoot nothing of importance down.

6. Titan's weapon's short range: These units fail vs T2 units.

Solution: give em more range.
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Re: Useless weapons attached to units

Postby biass » 21 May 2016, 19:21

Well first of all i think resto is a pretty poor design choice, i mean, here we have this specialist faction that is good at doing one thing in particular and then suddenly this gunship that does pretty good at aa and ground? strange...

also do the weapons need to be "useful" it all adds up in the combined army and giving all these units the ability to reliably beat everything removes the "depth" of the game with the counters and whatnot, only thing that could use buff is maybe "good at everything" sera faction

ps dont give cyb battleships good torps, counters to battleships include subs and well we removed too many cyb weaknesses already

pps does soul ripper "miss" or how does it lose to resto? can it fight gunships on gunship like others?
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Re: Useless weapons attached to units

Postby Um ZiniZini » 21 May 2016, 19:51

biass wrote:pps does soul ripper "miss" or how does it lose to resto? can it fight gunships on gunship like others?


if you don't believe me go ingame and see for uself do the test, 4 restorers does indeed win a cyb t4 gunship
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Re: Useless weapons attached to units

Postby Ithilis_Quo » 21 May 2016, 19:56

SR damage air only with ground fire, that magical mechanism when gunship with ground fire can fire to other air units that are not inties is not in SR. And SR will then lose in same way against other T3 gunships while restro dont have that much GF dmg.


About Galaxy, one t2 sub cost 12,5% of T3 bs, not sure how much can stay but 2 for sure, probably also 3 t2 subs, what is +-40% of mass on units that is designet for total different purpose as deal with submarines.
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Re: Useless weapons attached to units

Postby biass » 21 May 2016, 20:08

I put 4 restorers on patrol and then attacked them with a Soul ripper

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Re: Useless weapons attached to units

Postby MrSprengmeister » 21 May 2016, 21:02

1. Strange, the AA works just fine for me, because it has AoE. It´s not bad at all.
2. It exist because Cybran have multipurpose units. Just defend against one or two T1 subs. I like the wagner´s 3 dps torpedo :D
3. Well, gunships are meant to be like choppers. Good vs. ground nothing else. These two can defend against one or two inties, that´s it.
4. same as above
5. Nice idea but it would effect the balance too much.
6. There is another threat here about it. Don´t worry it will be OP at the next balance patch :P
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Re: Useless weapons attached to units

Postby keyser » 22 May 2016, 00:50

pro tip : there is a way to kill SR with inte and not feed it ;)
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Re: Useless weapons attached to units

Postby Um ZiniZini » 22 May 2016, 12:03

about the soulripper, got the number wrong U can beat it with 5 restorer gunships not 4
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Re: Useless weapons attached to units

Postby Um ZiniZini » 22 May 2016, 12:15

biass wrote:I put 4 restorers on patrol and then attacked them with a Soul ripper



just turn of fog of war cheat 5 restorers and 1 SR for armycivilian and let both sides attack, i forgot the number long ago it was 5 restorers wins not 4 sorry for that
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Re: Useless weapons attached to units

Postby Lieutenant Lich » 23 Jun 2016, 13:25

MrSprengmeister wrote:6. There is another threat here about it. Don´t worry it will be OP at the next balance patch :P

https://www.youtube.com/watch?v=ztVMib1T4T4
The probability of the next patch fixing current balance issues = 0.001%
Don't complain about that which you aren't willing to change.

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viewtopic.php?f=67&t=12864
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