dunk2k wrote:
1) What practical Advantage's and disadvantages do the Assault Cannon and Hyper Velocity Cannon against each other- I'm finding the HPV cannon to be far more feasible than the Assault Cannon.
in corollary to what previous posters have said, assault cannon is actually effective against cyborgs
dunk2k wrote:
2) Anyone feel that the family of flamer weapons could do with a small range increment. Have found them to be totally useless as both an offensive and defense weapon, due to them falling short of hitting a target before they get bammed/retreat for repairs.
flamers are excellent as an auxiliary weapon the way they are. flamers are not a main battle strategy in real life nor in warzone.
dunk2k wrote:
3) The family of mortar weapons are great early game, but once the Howitzers and Ripple Rocket are introduced, did anyone else find they become unused/obsolete? though the Pepperpot is a RoF beast and comes before the Hellstorm, it still doesn't pack the range or damage to be considered aggressively used when compared with the available in-direct options.
wrong. mortars weigh less, cost less, and fire more rapidly. if you're looking to apply pressure on enemy defenses without investing thousands of power, a few bombard hovers can more quickly and cheaply achieve what howitzers would. hellstorms are the weapon of choice for complementing an aggressive push with your main force.
here's an interesting statistical comparison of damage per second per cost, ignoring propulsion modifiers.
d - damage; s - seconds, $ - power cost; d/s$ - damage per second per cost
Mortar ($100)
pure dps, unupgraded:
(60 d/round)(10 rounds/minute)(1 minute/60 seconds) =
10 d/s =>
0.1 d/s$
pure dps with howitzer prerequisites:
(120 d/round)(10 rounds/minute)(1 minute/60 seconds) =
20 d/s =>
0.2 d/s$
dps, @howitzer, cobra with dense alloys ( 33/13.2 ):
(120 - 33 d/round)(10 rounds/minute)(1 minute/60 seconds) =
14.5 d/s =>
0.145 d/s$
dps, @howitzer, python with dense alloys ( 44/19.8 ):
(120 - 44 d/round)(10 rounds/minute)(1 minute/60 seconds) =
12.7 d/s =>
0.127 d/s$
Howitzer ($250)
pure dps, unupgraded:
(150 d/round)(4 rounds/minute)(1 minute/60 seconds) =
10 d/s =>
0.04 d/s$
dps, @howitzer, cobra with dense alloys ( 33/13.2 ):
(150 - 33 d/round)(4 rounds/minute)(1 minute/60 seconds) =
7.8 d/s =>
0.0312 d/s$
dps, @howitzer, python with dense alloys ( 44/19.8 ):
(150 - 44 d/round)(4 rounds/minute)(1 minute/60 seconds) =
7.07 d/s =>
0.0283 d/s$
now fast forward to later in the game. hellstorms, bombards, and pepperpots are all available. bombards actually become more effective, offensively, than pepperpots as armor increases. hellstorms are the offensive mobile howitzer because groundshakers fire far too slowly to support an assault. this time i'll take chassis and propulsion into account of cost.
Bombard ($200 + $39 for scorpion, *2 for hover = $478)
maxed out against maxed cobra ( 55/27 ):
(300 - 55 d/round)(11.2 rounds/minute)(1 minute/60s) =
45.73 d/s =>
0.0957 d/s$
maxed out against maxed python ( 74/41 ):
(300 - 74 d/round)(11.2 rounds/minute)(1 minute/60s) =
42.187 d/s =>
0.0883 d/s$
Hellstorm ($400 + $52 for mantis, *2 for hover = $904)
maxed out against maxed cobra ( 55/27 ):
(300 - 55 d/round)(24 rounds/minute)(1 minute/60s) =
98 d/s =>
0.108 d/s$
maxed out against maxed python ( 74/41 ):
(300 - 74 d/round)(24 rounds/minute)(1 minute/60s) =
90.4 d/s =>
0.100 d/s$
so why bother even researching howitzers in the first place? range, and only range.
dunk2k wrote:
4) You can attach in-direct units to a sensor to get the best firing range out of them, yet you can also attach in-direct units to a Commander and it does the same- pretty much making a sensor unit not worth bothering with if something with more hitpoints does the exact same job. Anyone feel that Commanders should not be allowed to have in-direct units attached to them and instead use "assign fire support" if they need in-direct force multiplier?
already been answered
dunk2k wrote:5) Sensor Turret and Sensor Tower- the only difference I find in their usage is the Tower automatically fires on any enemy unit and structure within it's vast range, whilst the Turret requires you manually designate a target at longer ranges. This normal or am I doing something wrong here?
already been answered
dunk2k wrote:6) Would mention something about path finding but I see from the development section that version 3 is dealing with that
already been answered, but pathing will never be perfect, so buck up and micromanage your units
dunk2k wrote:7) Is there some button I can press to get a visual indication, either on screen or on the mini map, the weapons range of a single or multiple units?
shift f12 in sp/sk, disabled in mp. for mp just
familiarize yourself.