Command Turret balance
Posted: 21 Aug 2018, 17:35
I would like to discuss balance of Command Turrets. Let's start from stable releases 3.1.5 and 3.2.3, then look to master version.
Stable releases:
3.2.3 and 3.1.5 version charachteristics of this turret are the same, but there were three upgrades of turret, that take affect on middle and late stage of gameplay. So turret was nerfed in lategame in 3.2.3...
Then let's look at early game stage. At current release 3.2.3 CommandTurret-Viper-Halftracks costs 302 energy points. It's equal to price of 2 LightCannon-Viper-HalfTracks + 48 energy points (or 2 MinirocketPod-Viper-HalfTracks as well + 48 energy points). But Command turret damage is less than damage of theese tanks. However, at current release Command Turret provides +1000 HP. As a result, CommandTurret-Viper-Halftracks has 1195 HP. LightCannon-Viper-HalfTracks has 445 HP. So Command Tank has twice HP, than Cannon Tank and another +305 HP. It looks like IDEAL balance, 'cause Command Tank should't be easily destroyed by a group of enemy tanks and should absorb a lot of damage in offense. It's excactly what command turret made for.
Also Command Tank provides bonuses to units, assigned to it, but disallow to use a lot of shortcuts such as ctrl+a and etc. It's a little bit harder to control your army using Command Tanks, because it requires more micro-control.
Another one thing is combat balance of Command Tank. Group of 6 light cannon tanks assigned to commander without any rank will lose against group of 8 light cannon tanks. So commanders is little bit useless before they reach 3rd rank.
Actually you must spend some power and time to research Command Turret and build it.
Finally, all theese details make Command Turret is almost unplayable in multiplayer games.
Master version:
Let's look at current master branch. From now on Command Turret provides only +500 HP, so CommandTurret-Viper-Halftracks has only 695 HP (almost half less HP). Another one nerf is research of Command Turret, cause you'll need a Command Post to research this turret. So, turret was totally nerfed at early game stage as well... Main unit of your strike group now will be easyly focused by enemy. That's sad, because all minuses such high price, a lot of build points is saved in master version.
But, heh, there is a new upgrade!!! It makes turret much stronger, but requires 7th Research Module Upgrade. So Turret is now will be stronger in lategame. But where is a middle game stage upgrades? Players using CT will suffer during 10 mins from start because of less HP and requirement of Command Relay, then will be forced to suffer another 10 mins without upgrades of this turret, and then will achieve turret upgrade and will suffer because of short maximum range... Sorry, guys, but it looks like unbalanced sh*t. There should be some upgrades at middle of the game and CT must have 1000 HP, not 500.
Stable releases:
3.2.3 and 3.1.5 version charachteristics of this turret are the same, but there were three upgrades of turret, that take affect on middle and late stage of gameplay. So turret was nerfed in lategame in 3.2.3...
Then let's look at early game stage. At current release 3.2.3 CommandTurret-Viper-Halftracks costs 302 energy points. It's equal to price of 2 LightCannon-Viper-HalfTracks + 48 energy points (or 2 MinirocketPod-Viper-HalfTracks as well + 48 energy points). But Command turret damage is less than damage of theese tanks. However, at current release Command Turret provides +1000 HP. As a result, CommandTurret-Viper-Halftracks has 1195 HP. LightCannon-Viper-HalfTracks has 445 HP. So Command Tank has twice HP, than Cannon Tank and another +305 HP. It looks like IDEAL balance, 'cause Command Tank should't be easily destroyed by a group of enemy tanks and should absorb a lot of damage in offense. It's excactly what command turret made for.
Also Command Tank provides bonuses to units, assigned to it, but disallow to use a lot of shortcuts such as ctrl+a and etc. It's a little bit harder to control your army using Command Tanks, because it requires more micro-control.
Another one thing is combat balance of Command Tank. Group of 6 light cannon tanks assigned to commander without any rank will lose against group of 8 light cannon tanks. So commanders is little bit useless before they reach 3rd rank.
Actually you must spend some power and time to research Command Turret and build it.
Finally, all theese details make Command Turret is almost unplayable in multiplayer games.
Master version:
Let's look at current master branch. From now on Command Turret provides only +500 HP, so CommandTurret-Viper-Halftracks has only 695 HP (almost half less HP). Another one nerf is research of Command Turret, cause you'll need a Command Post to research this turret. So, turret was totally nerfed at early game stage as well... Main unit of your strike group now will be easyly focused by enemy. That's sad, because all minuses such high price, a lot of build points is saved in master version.
But, heh, there is a new upgrade!!! It makes turret much stronger, but requires 7th Research Module Upgrade. So Turret is now will be stronger in lategame. But where is a middle game stage upgrades? Players using CT will suffer during 10 mins from start because of less HP and requirement of Command Relay, then will be forced to suffer another 10 mins without upgrades of this turret, and then will achieve turret upgrade and will suffer because of short maximum range... Sorry, guys, but it looks like unbalanced sh*t. There should be some upgrades at middle of the game and CT must have 1000 HP, not 500.