So your subs, which are not designed for head-on naval combat, lost to two battleships that are designed for naval combat? No surprise there. Out of curiosity, how much did you move the atlantis during the battle? The tempest shot isn't that fast, but atlantis are slow as well. I wonder how many shots could've been avoided.
Now, for possible solutions: you had spent 36k mass, the opponent had 44k mass on the field. The difference is a little more than 6 shield boats. Those should make a massive difference, especially with basic micro so that not all shield boats lose their shields right after the first tempest shot.
As for the atlantis: it's 12k mass, the cheapest experimental in the game, in there is more AA DPS than that of 2 cruisers (which cost 4k mass total), at a range of 25 more than that of the cruiser. There is a torpedo weapon in it that has 20% more DPS than that of a Sera subhunter (3k mass), at 25 more range. Then comes the build power, which is 2x that of a T3 air factory (3000 mass if they're not HQ, which you don't have to build if you have an atlantis). Finally it has such a sonar range that only the Nuke Sub tactical missiles outrange them (i.e. unless stealth is involved you can always see the blips before they attack, even if your T3 sonar gets sniped).
Treat it as a utility unit, not as a combat unit. UEF has battleships and shield boats, at the developed T3 stage they eat everything for breakfast and then some.
Ithilis_Quo wrote:Yes it is stupid..
Its same as deny tml by land AA, or wining air by t1 artilery...
so how to fix this -> copypast equilibrium code, that remove groundfire damage deeper as -1
https://github.com/Ithilis/Equilibrium/ ... 2d106e915eAfter that tempest maybe will be good as sub as well...
Absolutely not. The lowering of the harms has made them already difficult to kill with high APM and precision on battleship ground fire. Removing ground fire altogether would make the deeper units and structures OP.