Deus Siddis wrote:1) Because missiles (when taken as a group) already are almost exactly that diverse, they are just lacking a solution for cyborgs.
They are not meant to be an "all purpose" subclass. No class is intended to do that.
Deus Siddis wrote:2) Missiles primarily fill the role of skirmishers- they can outrange most or all direct fire weapons but don't have the incredible mass of artillery weapons, so unlike artillery they can "shoot and scoot". There is no reason why said skirmishing tactics should work on everything except cyborgs.
There is no reason why said skirmishing tactics should work on cyborgs. Cyborgs are a lot faster and more flexible than other units, and so can dodge more easily. The only way you'd be able to hit one is with a barrage of a whole bunch of mini-rockets, which is what the MRL is, and the MRL is a pretty good anti-cyborg weapon.
Deus Siddis wrote:3) You said you wanted to create a wider gap between AT Missile lines and Cannons/Gauss. This helps that along by making missiles as a group less AT-centric in the first place.
Right now, they're different in:
Rockets: Very effective against tanks
Cannons: Effective against tanks
Rockets: Ineffective against walls
Cannons: Effective against walls
Rockets: Long range
Cannons: Medium range
Rockets: Very low HP
Cannons: Very high HP
Rockets: Light
Cannons: Heavy
Deus Siddis wrote:4) Pod rockets look cool and are fun to use, but quickly become mostly obsoleted by later AT missiles because they both compete for the same turf (tank killing).
Mini-pods were effectively never used in 1.10. They're also effectively never used in 2.1. But I see them used all the time in Rebalance. Because they're actually
useful in Rebalance.
Lancer is still far back. It's perfectly acceptable for newer weapons to make older weapons obsolete. Where lancer is now, you generally get a lot of use out of mini-pods before you can upgrade to lancers, and that makes sense.
Deus Siddis wrote:I didn't agree with every choice Troman made, but I think we should still give him alot more credit for what he did for the game's balance. Before him the game had countless unused weapons and was dominated by just a few actually useful weapons, and now it is starting to feel like a solidly balanced RTS. To me, only the early on AT missile lines seem to have become less balanced (by getting too much of a bust).
Imo, it seems like it would be more contructive to spend more time in the future getting to work on the weapons that are or have become less useful, and of course T3 techs and vtols that remain untouched and really need the balancing effort, than to keep reverting his changes back toward 1.10.
That's exactly what Rebalance does. VTOLs have had some balancing work done, and T3 techs are universally useful again. Have you been paying attention to Rebalance at all?
The problem with Troman's rebalancing is that by tripling, quadrupling, and 30x'ing "weak" weapons, and halving strong weapons, it made the old powerful weapons extremely weak and unusable. Rebalance generally makes most things "halfway" between 1.10 and 2.1, so that they're all balanced.
Here are all the weapons useful in 1.10 (excluding AA):
MG. HMG. MRL. Lancer. TK. MC. HC. HPV. Scourge. Rail. Gauss. PL. Hellstorm. Archie. TAG.
Here are all the weapons useful in 2.1:
Flamer. LC. MC. HC. PL. Bombard. Ripple.
Here are all the weapons useful in Rebalance:
MG. HMG. Flamer. Minipod. MRL. Lancer. TK. LC. MC. HC. HPV. Scourge. Rail. Gauss. PL. Bombard. Pepperpot. Hellstorm. Ripple. Archie. TAG. TAC.
First thing you'll notice: Other than cannons and PL, none of the weapons useful in 1.10 are useful in 2.1. Only
one T3 weapon is useful in 2.1. Only
one T2 weapon is useful in 2.1. This is why I dislike Troman's balancing.
Second thing you'll notice: All of the useful weapons in 1.10 are useful in Rebalance. All of the useful weapons in 2.1 are useful in Rebalance. Some weapons that have been useless in both (Minipod, TAC, Pepperpot) have become useful.