I only asked for nerf Ground Shaker, and safe way to nerf Ground Shaker is reducing range and increasing build time.NoQ wrote:I think that arty does not need further nerf, in any way. It needs a more careful description of its function. The reason for overusing it in those high oil matches of yours is its versatility; decreasing modifiers against tracks did not give the effect desired, we need to find another function for it, and avoid situations when it works beyond its function. I suggest leave this decision for the future.
I'm afraid long ranged artillery is thing which cannot be balanced very good.
But on the other hand howitzer too weak. Totaly useless even in high-oil matches.
I think reason is ability to "concatenate" damage from all team members into one point of map.NoQ wrote:The reason for overusing it in those high oil matches of yours is its versatility;
More larger team => more damage.
Another reason why artillery strong is ability to use any unit as aimer. Even vtols are used as sensors for artillery
Fire of long ranged artillery never stops, forces enemy to attack immediately.
For Flamers I have new solution: increase thermal armor just for light bodies. This change should be applied to your current list of changes. This change needed to ensure early flamers are nerfed. Light bodies suffer from flamers much more than other bodies because of small size.
I will make this tests, please wait 1-2 days and i will say my results.NoQ wrote:We would need a few 1x1 matches to see the state of early mg vs. cannon and cannon vs. rocket balance