Hovercraft are also pretty slow in hilly terrain, and there's a lot more hilly terrain than water. A lot of maps don't even have any water - are hovercrafts completely useless on those maps?Kacen wrote:I think the fact it's also amphibious means it's fairly advantageous over every other ground propulsion. Fact is, as it is now the very slight advantages wheels have over hover don't matter much, hover's strengths usually outweigh it. I just thought some balancing was in order.
The 2.2 -> 2.3 Rebalance Thread
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Zarel
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Re: The 2.2 -> 2.3 Rebalance Thread
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lav_coyote25
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Re: The 2.2 -> 2.3 Rebalance Thread
on the maps i have made - hover craft work well... even on the small hills i have... xDHovercraft are also pretty slow in hilly terrain, and there's a lot more hilly terrain than water. A lot of maps don't even have any water - are hovercrafts completely useless on those maps?
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Kacen
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Re: The 2.2 -> 2.3 Rebalance Thread
Well it is a dilemma. It's just I think there should be more distinct advantages and disadvantages between using hover and wheels.Zarel wrote: Hovercraft are also pretty slow in hilly terrain, and there's a lot more hilly terrain than water. A lot of maps don't even have any water - are hovercrafts completely useless on those maps?
Because as it stands now, it seems weighing the advantages and disadvantages hover comes out first.
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Zarel
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Re: The 2.2 -> 2.3 Rebalance Thread
Well, hover should come out first. Weighing machinegun and assault gun, assault gun comes out first, too.Kacen wrote:Well it is a dilemma. It's just I think there should be more distinct advantages and disadvantages between using hover and wheels.
Because as it stands now, it seems weighing the advantages and disadvantages hover comes out first.
Hover is harder to research than wheels. Hover is more expensive than wheels. Hover is an upgraded version of wheels.
Of course hover should come out first...
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Kacen
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Re: The 2.2 -> 2.3 Rebalance Thread
Not necessarily. Weapons get incremental upgrades, but I always saw propulsion types as having strengths and weaknesses. For all other propulsion neither one is in every way "better" than the other, so to speak.Zarel wrote: Well, hover should come out first. Weighing machinegun and assault gun, assault gun comes out first, too.
Erm I'm probably just nitpicking at something minor...
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BulletMagnet
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Re: The 2.2 -> 2.3 Rebalance Thread
hover should have one primary strength; it floats.
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TVR
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Re: The 2.2 -> 2.3 Rebalance Thread
Consider the exceptional risk, four Scourge missiles will destroy a SRMA-Python-Hover instantaneously, while four SRMA volleys should destroy a Scourge hardpoint.Zarel wrote:What part of "3x the DPS" do you have trouble understanding?
However, not only are Scourge hardpoints $150 less expensive than SRMA-Python-Hover, but the Scourge hardpoints always get the first shot, and have higher DPS & initial shot damage than those SRMAs.
That means it isn't cost effective to use SRMA against the most common T3 hardpoint, whereas Hellstorm always works, even Pepperpot works given time.
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Zarel
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Re: The 2.2 -> 2.3 Rebalance Thread
Well, when you compare hover and tracks, they should have strengths and weaknesses. I want Wheels to be effectively obsolete by T3, though.Kacen wrote: Not necessarily. Weapons get incremental upgrades, but I always saw propulsion types as having strengths and weaknesses. For all other propulsion neither one is in every way "better" than the other, so to speak.
Erm I'm probably just nitpicking at something minor...
You forget that the Scourge hardpoint has a range of 12. The SRMA has a range of 14.TVR wrote:Consider the exceptional risk, four Scourge missiles will destroy a SRMA-Python-Hover instantaneously, while four SRMA volleys should destroy a Scourge hardpoint.
However, not only are Scourge hardpoints $150 less expensive than SRMA-Python-Hover, but the Scourge hardpoints always get the first shot, and have higher DPS & initial shot damage than those SRMAs.
That means it isn't cost effective to use SRMA against the most common T3 hardpoint, whereas Hellstorm always works, even Pepperpot works given time.
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TVR
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Re: The 2.2 -> 2.3 Rebalance Thread
Inconsistencies from hardpoint and weapon mount range, or does the Scourge have a range less than 16?
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Zarel
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Re: The 2.2 -> 2.3 Rebalance Thread
No. All weapons get a slight bonus to sensor range to see structures. Rationale is something like that structures are taller than units. Scourge has a weapon range of 16, but unless it's mounted on a tower, it's restrained by sensor range.TVR wrote:Inconsistencies from hardpoint and weapon mount range, or does the Scourge have a range less than 16?
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Kacen
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Re: The 2.2 -> 2.3 Rebalance Thread
The SRMA also fires more shots per volley than a scourge, which only fires two.
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Deus Siddis
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Re: The 2.2 -> 2.3 Rebalance Thread
So wheels are the only propulsion system that becomes obsolete? Wouldn't that require that they have no advantage versus hover in going up hills?Zarel wrote: Well, when you compare hover and tracks, they should have strengths and weaknesses. I want Wheels to be effectively obsolete by T3, though.
I think maybe there should be replacement propulsion techs for every propulsion tech, like articulated wheels that replace wheels, maglev tracks (or articulated tracks) that replace tracks, legs that replace half-tracks and ionic lift hovercraft that replace hovercraft.
Just like you have the NEXUS bodies that replace all other bodies except in terms of cost.
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Kacen
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Re: The 2.2 -> 2.3 Rebalance Thread
What advantage would articulated wheels have over regular wheels that could have a noticeable, useful effect on gameplay?Deus Siddis wrote:articulated wheels that replace wheels
Erm, maglev tracks are for trains. You'd have to put magnets all over the battlefield for that to work...and I wouldn't consider that an equivalent replacement for tracks.Deus Siddis wrote:maglev tracks (or articulated tracks) that replace tracks
Like the former, I don't see legs as a replacement for half-tracks, if they were to be added I would think they'd be a complementary propulsion not a replacement. The attributes of legs, I would think, would be being unaffected by uneven terrain (like cyborgs), essentially making them the best all-terrain propulsion, low-medium body points, low-medium speed (especially for heavy bodies), and medium weight support. Should perhaps have the same weakness to AP weapons as wheels and hover.Deus Siddis wrote:legs that replace half-tracks
Somehow, though, I think with these considered, the only advantage they'd have would be all-terrain, and weighing that minor advantage along with the average to low stats legs would hypothetically have, they'd be overly impractical.
The advantage is outweighed by everything else. Tracks would be more practical because the legs would only be slightly more advantageous in the terrain department and perhaps slightly faster, speed being effected by whether it's bipedal or quadrupedal (I see light and medium bodies as being bipedal and heavy ones as being quadrupedal; the latter being slower by a wide margin.), while tracks would have far more armor, better weight support, etc. They'd be better weighing the advantages and disadvantages.
I'd imagine legs would be fairly expensive, too.
The only way I see leg propulsion being useful in the game is if we made uneven terrain a more extensive gameplay element...that or perhaps having some sort of more splayed spider-leg like propulsion that could climb up hills. That would be a turtler's nightmare if they used the terrain to their advantage; if that were done only then could I see legged propulsion as being practical.
On top of that, if I recall the main issue with adding legs is, to put it simply, the animation looks horrible. I mean let's be honest even the cyborgs look fairly lame when they walk.
Like the legs, I see this as a complementary replacement, and more feasible than the legs even.Deus Siddis wrote:ionic lift hovercraft that replace hovercraft.
They'd be more like repulsorlifts, just hovering above the battlefield. They'd have low-medium body points, be faster than hover, have the worst weight support of all propulsion systems (besides VTOLS), be amphibious (obviously), and completely unaffected by terrain.
I can sorta see something like that filling a gaming niche, actually.
You know, side commentary, that's something I never liked. I always liked the idea of all bodies having strengths and weaknesses but the NEXUS bodies just throw that off.Deus Siddis wrote:Just like you have the NEXUS bodies that replace all other bodies except in terms of cost.
In campaign it doesn't matter much but in skirmish it sure does. If you're at tech 3 and you have the money all you'll find yourself using are New Paradigm and Nexus bodies; New Paradigm for any non-combat vehicle (trucks, sensors, scouts) due to their low cost and speed of production, and NEXUS for any combat vehicles, tanks, etc. Maybe New Paradigm bodies for long-range artillery.
Then there's the super heavy bodies, which I rarely use. Their horrendously slow speed and high production costs just makes them less cost effective overall. That's just me, though.
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zeland
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Re: The 2.2 -> 2.3 Rebalance Thread
Bipedal or quadrupedal propulsion could act like towers and give a bonus to attack/sensor range.
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Kacen
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Re: The 2.2 -> 2.3 Rebalance Thread
Depends, really. I guess if we have some quadrupedal propulsion like an AT-AT that may be so, but even then the advantage would be minor weighing everything out.zeland wrote:Bipedal or quadrupedal propulsion could act like towers and give a bonus to attack/sensor range.