Weapon balance favors machineguns (AP type)
Weapon balance favors machineguns (AP type)
Machine guns take diversity out of the game, nothing can beat them, it has no weakness so everyone uses it at early mid game start.
If you try to counter with cannons, the enemy cyborgs will overtake.
I propose the reduction in multipliers of (AP) type weapons, and an increase of cannons Vs Cyborgs. (all rounder)
Discuss.
If you try to counter with cannons, the enemy cyborgs will overtake.
I propose the reduction in multipliers of (AP) type weapons, and an increase of cannons Vs Cyborgs. (all rounder)
Discuss.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Re: Weapon balance favors machineguns (AP type)
I was just playing Campaign last night and The AI's 10 MG Cyborgs (not Assault Gunners) beat the hell out of my 5 Heavy Cannon Mantis Tracks tanks. That is so unrealistic and out-of-whack it is ridiculous.
My game handle is Cosmic Raven or Cosmic Raven 68
Re: Weapon balance favors machineguns (AP type)
this was already partially ameliorated in 2.3.5 rebalance. light cannons aren't supposed to be able to take on cyborgs by themselves, and pure machineguns also does lose against machineguns + cannons or machinguns + rockets. the weakness of pure machineguns is mini rockets and cannons. the new mini rocket line is nice, and mini rockets for their cost no longer become obsolete, or at least as quickly. if you're having problems with an opponent using machineguns/cyborgs frequently, keep pace with him and then use some light cannon cobra tracks (or something.)Verin wrote:Machine guns take diversity out of the game, nothing can beat them, it has no weakness so everyone uses it at early mid game start.
If you try to counter with cannons, the enemy cyborgs will overtake.
I propose the reduction in multipliers of (AP) type weapons, and an increase of cannons Vs Cyborgs. (all rounder)
Discuss.
keep in mind that if what you proposed was implemented, cannons would become favored. really. assault cannon already mops up cyborgs, to say nothing about TAC.
Re: Weapon balance favors machineguns (AP type)
Proposed solution:Verin wrote:Machine guns take diversity out of the game, nothing can beat them, it has no weakness so everyone uses it at early mid game start.
If you try to counter with cannons, the enemy cyborgs will overtake.
I propose the reduction in multipliers of (AP) type weapons, and an increase of cannons Vs Cyborgs. (all rounder)
Discuss.
- AR to cyborg multiplier increased to 70%
- Heavy Machinegun prerequisites increased to APDSB Mk3
- MRP damage increased to 27, ROF decreased to 50
- MRA damage increased to 35
- Lancer damage increased to 110
Campaign is campaign, blame Pumpkin if the balance is weird, or wait for me to rebalance it. Cannons are still on 1.10 balance, so cannons are AT. AT to cyborg has historically been weaker than AP to tank.KenAlcock wrote:I was just playing Campaign last night and The AI's 10 MG Cyborgs (not Assault Gunners) beat the hell out of my 5 Heavy Cannon Mantis Tracks tanks. That is so unrealistic and out-of-whack it is ridiculous.
Re: Weapon balance favors machineguns (AP type)
no, too high in late game, super cannon cyborgs become omnipotent. slight increase in splash of LC might be betterZarel wrote: - AR to cyborg multiplier increased to 70%
goodZarel wrote: - Heavy Machinegun prerequisites increased to APDSB Mk3
goodZarel wrote:- MRP damage increased to 27, ROF decreased to 50
MRA is already where it should be if not slightly overpowered, just leave itZarel wrote:- MRA damage increased to 35
unnecessary and unrelated to t0-t1, let's not make lancers overpowered againZarel wrote:- Lancer damage increased to 110
Re: Weapon balance favors machineguns (AP type)
That's already planned and you know it.alto1234 wrote:no, too high in late game, super cannon cyborgs become omnipotent. slight increase in splash of LC might be better
Fine.alto1234 wrote:MRA is already where it should be if not slightly overpowered, just leave it
It's proportionate to the MRP change. Not enough people are using the rocket line. It's one of the major three! Lancers shouldn't be underpowered.alto1234 wrote:unnecessary and unrelated to t0-t1, let's not make lancers overpowered again
Re: Weapon balance favors machineguns (AP type)
^^Zarel wrote:That's already planned and you know it.alto1234 wrote:no, too high in late game, super cannon cyborgs become omnipotent. slight increase in splash of LC might be better
increase lancer damage, decrease accuracy by ~10%?Zarel wrote:It's proportionate to the MRP change. Not enough people are using the rocket line. It's one of the major three! Lancers shouldn't be underpowered.alto1234 wrote:unnecessary and unrelated to t0-t1, let's not make lancers overpowered again
also: because of our prior conversation i set out to play a game with all rockets against a respectable player. my build order comprised lab, fac, fac, lab, cc or something like that, the first lab went straight for rockets, the second lab went for half tracks and then pmod. i slaughtered the mg wheels that got thrown at me by staying just out of range, and then used sufficient numbers to defeat the twin mg thrown at me. lastly, mra half track wheels and later mra hover cobras were used effectively to put down cyborg uprisings. i'd say it was a success, but that different strategies on the part of my opponent would have allowed him to win. no chance of course for him had i used machineguns in combination with rockets instead of just rockets.
i actually think mrp's projectile speed should be reduced somewhat. mra needs to be able to fire downwards to deal with cyborgs that are coming ever closer...
Re: Weapon balance favors machineguns (AP type)
The entire point of real-time strategy games is to use combined-arms, many a foolish player has fallen into the pitfall of producing only hard counters to the opponent's current units.Verin wrote:... If you try to counter with cannons, the enemy cyborgs will overtake. ...
_________________________________________________Scissors wrote:Rock is OP, but Paper is perfectly balanced...
They are the early game bread-and-butter turret, which by definition have no glaring weaknesses, but no glaring strengths either.Verin wrote:... Machine guns take diversity out of the game ...
Please do consider mixing unit types, 80% MG + 20% Mini-pod or Flamer will be much more effective against more targets than 100% MG. <- Including against 100% MG spam.
Re: Weapon balance favors machineguns (AP type)
TVR wrote:Scissors wrote:Rock is OP, but Paper is perfectly balanced...
double trueTVR wrote:They are the early game bread-and-butter turret, which by definition have no glaring weaknesses, but no glaring strengths either.Verin wrote:... Machine guns take diversity out of the game ...
Please do consider mixing unit types, 80% MG + 20% Mini-pod or Flamer will be much more effective against more targets than 100% MG. <- Including against 100% MG spam.
Re: Weapon balance favors machineguns (AP type)
I like.Zarel wrote:
- AR to cyborg multiplier increased to 70%
- Heavy Machinegun prerequisites increased to APDSB Mk3
- MRP damage increased to 27, ROF decreased to 50
- MRA damage increased to 35
- Lancer damage increased to 110
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Re: Weapon balance favors machineguns (AP type)
alto1234,TVR, and others!!! you are dont understand the trouble with machine guns!!! MR dont have advantage vs mg (heavy) because mgs already hi upgraded if you are use rockets or flamers that yours mgs are more weak then enemyes!!! Flamers are useless vs mgs because they lower range and less HP!!! After heavy mg people go ass gun, if you beat off allready and dont have ass gun nothing can help you (lancer to, see ranges and hp)!!only way beat ass gun is tank killer or ground shaker, but you cant have it early ass gun!!! You re cant build defence vs mg because mg do very hi damage to bunkers or hard points. only real way to defeat mgs - have more mgs units and more upgraded then enemy!!! (lancers can help you but not give to you victory)
Re: Weapon balance favors machineguns (AP type)
cannon-mortar combo is pretty effective against mg, as is rocket-flamer
-insert deep philosophical statement here-
Re: Weapon balance favors machineguns (AP type)
trouble?Axel wrote:you are dont understand the trouble with machine guns!!!
oh we got trouble!!!!
more damage for less money too!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Axel wrote:Flamers are useless vs mgs because they lower range and less HP!!!
ass gun? never seen one in gameAxel wrote:After heavy mg people go ass gun,
none of your business jackAxel wrote:if you beat off allready
early ass-gun?Axel wrote:early ass gun!!!
falseAxel wrote:You re cant build defence vs mg because mg do very hi damage to bunkers or hard points.
as a final word... this will clear up your doubts.
Re: Weapon balance favors machineguns (AP type)
I thought about that too, but he propably means assault gunalto1234 wrote:early ass-gun?
Anyway, machineguns are only effective when used in large numbers. They have pretty mediocre range, too.
-insert deep philosophical statement here-
Re: Weapon balance favors machineguns (AP type)
Mg's are also VERY effective Vs bunkers. (compared to other weapons) The flamer will melt a bunker, the bunker buster will kill it too, but no one uses it.
Main point:
Mgs have TOO MUCH HP
TOO MUCH DPS (fire rate)
TOO CHEAP - fast production
Research is TOO EASY!!!
Main point:
Mgs have TOO MUCH HP
TOO MUCH DPS (fire rate)
TOO CHEAP - fast production
Research is TOO EASY!!!
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.