Germanium wrote:I have to admit that i did not read all posts here in detail, but there is currently a unbalanced portion of the game. This is only since armor is included again (which is good).
Currently the flamer way of life ... earlier flamer units + late plasmite bombers... is the most attractive way of playing. You get no thermal armor early on (so you have to live with the basic armor given by the body without upgrades) which makes a flamer against tanks as effective as mini pod or light cannon. Second and to me more important is the plasmite bomber (of course the one used by experienced players... with scorpion or retribution body). You can have plasmite bombers at minute 29 approx. at that time you cannot have avenger or stormbringer, so normally the best way to go would be whirlwind since the rest is cost ineffective (and too short ranged in case of flak). Unfortunately it is rather hard (to my experience no possible) to defend against incoming plasmite bombers if they are used correctly (groups of 3-8 bombers). They attack some area of AA and loose all incoming bombers, but as well destroy a large field of AA. While you try to rebuild your AA they already have another group incoming. Basically you cannot rebuild as fast as they produce bombers. Of course you could/should also produce AA tanks but power wise they can then produce additional plasmite hovers or something like that.
What i am proposing is to make plasmite bombers 30 percent slower so that in the end - after all engine upgrades - you have plasmite bombers almost as fast as you have them now (at the beginning with scorp) and leave the rest intact.
I am also thinking it would be useful to have thermal armor researchable after the first kinetic armor upgrade. Not every map allows for HMG hardpoints against flamer units.
Just my two cents...
I would agree plasmite is way overpowered, usually in high oil games atleast, if you are vsing an experienced player and they get plasmite you are pretty screwed, for a few reasons.
1: Plasmite makes ground units pretty much obselete , except if they are AA units and spread out. You cant launch an effective attack on high oil without massing units ussually and a few well placed plasmite bombs can wipe out 100 tanks easily.
2: If you are playing on your own and not in a team you are forced almost to reseach MG for whirwind, if you dont and another experienced player does get plasmite you have a minute chance of surviving if any.
3: As already mentioned the only effective way in early game of fighting plasmite is with well placed WW sites, and even when you do place them well the plasmite can destroy them faster than you can build them.
In all I would say the plasmite bomber is the best offensive/defensive weapon in the game from the 30-40 min mark to much further ahead when you start to get advanced AA. Though it never seems to be a problem in low oil perhaps because it is harder to get to it without leaving out other things you need to spend your power on in order to survive, or mabye because tanks and structures are not as compacted together in low oil.
Either way I would say making it heavier so it is alot slower would solve this problem.
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