Forged Alliance Forever Forums
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speed2 wrote:One thing I absolutely hate about the new Scathis is how fast the turrets turn right now. Its very unrealistic for such a massive thing to accelerate and decelerate to fast.
FtXCommando wrote:
need to give him some time to blossom into an aids flower
Farmsletje wrote:i still like how 50% of ppl call a scathis useless garbage and the other 50% call it OP
Strogo wrote:speed2 wrote:One thing I absolutely hate about the new Scathis is how fast the turrets turn right now. Its very unrealistic for such a massive thing to accelerate and decelerate to fast.
Yeah I know. I had same thoughts when I was fixing rotation for new firing pattern. We can increase delay between shots, but everything that is faster than default shots looks weird tbh Also we kinda want to make shells land simultaneously, so idk how to achieve that without this super-fast rotation.
Spy_Emanciator wrote:T3:
Emissary: 73.2k
Duke: 72k
Disruptor: 69.6k
Hovatham: 70.8k
T4:
Scathis: 220k mass (random and listless)
Mavor: 224k mass (The best one)
Salvation: 202k mass (Close to Mavor but slightly less effective until shields are broken)
Yolana: 187k mass (gets countered easily by massing smd's)
So what have we learned? for 4k more mass you can have a weapons system that actually shoots it's target. Also compare the effectiveness per mass cost. Disruptor's (when placed in range) are the cheapest and most effective rate of fire, all you have to do is share tech to make up for weak cybran shields and your getting the best bang for the buck. T4's operate at further ranges than the t3's, so there is that factor. It just sad to people put precious game-ender mass into scathis right now.
Comon game ender strategy: kill t3/t4 artillery, kill smd's, nuke opponent. No way your going to kill a heavily shielded position with scathis without 3-4 of them at the same effectiveness as 2 mavors or salvations. It just not fair per mass.
Revert changes.
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