techmind_ wrote:Actually reclaim not even a problem: static defences are too good if choke points are present.
Either t2/t3 shields & tmd need nerf so losing static defence would be possible to massed mmls(which cost way more than pd2 + tmd for same dps).
Or t2+ units need more alpha strike or sustained dps or HP so they could quickly overwhelm defences.
Pretty much shields are the problem they are just too efficient hp/mass wise. Giving them much longer recharge time or very low passive defence would solve the problem of defences being "too good". Actually t3 shields are not that mass-hp efficient the real problem is t2.
If static defences will not be good even in choke points then what is the point of those static defences?
Almost any decent map has multiple attack paths or at least you will need to giveup mapcontrol to be able to turtle.
Make defences on one frot. Enemy will just attack on other front.
if map is turtly then it is still beneficial to just keep ecoing
t2 shields are great that is true. Maybe little more nerf is needed, maybe not.
But usually problem is when you have many t2 shield and they keep recharging and tanking damage. But we have introduced shield damage overspill to nerf shield spam. Also shields themselfs were nerfed some time ago https://content.faforever.com/patchnote ... Structures
Often problem occures when 2 players are spawned pretty close to each other (like on wonder). so they just go to the edge of their base and start to build t2 arty firebase can reach from mid of the map to the enemy base, and then they use t2 pd + t2 shield to defend. And player that defends at base may even have disadvantage of having less space to put shields .
Alot depends on the map here. Usually you need to have decent advantage to be able to make firebase right next to enemy base.
I think if we nerf defences even more and attempt to force people to use units they may just start playing maps where you can't attack enemy base at all or make maps with smaller gaps xD.