Per wrote:I am not sure there is a whole lot wrong with AA. The mg AA is quite weak late in the game, but that is to be expected since SAMs and Stormbringer should replace them.
Well, you still have to use MG AA's in the midgame, so they should probably receive at least a slight boost. Enough to counteract the reduction of their multiplier from 100% -> 80%, at least.
Per wrote:There is no way to use land droids to break through a serious turtle defense. Tracks are way too slow. Lack of formation driving and/or narrow terrain makes it near impossible to avoid the droids getting into a "death queue". Layers of upgraded walls will delay them sufficiently to avoid any breaches.
The theory previously bandied about concerning hover droids being able to dodge artillery is totally false. Especially ridiculous was the idea that a hover with artillery turret could somehow be moved out of CB harm's way - whoever suggested that could not possibly ever have tested it - it is way too heavy to move anywhere fast.
It appears I'm going to have to have another balance thread regarding this, then.
Per wrote:Transporters are awesome - as attackers. Their mg is much too powerful, given that it is supposed to be a transporter, not an attack vessel. Attempting to land cyborgs into a turtler's base was almost impossible, though. The moment they land, they get obliterated by artillery fire. It also takes far too much micromanagement currently to offload the contents of several cyborg transports. However, if the latter could be fixed, the former has its own interesting solution - the splash damage from the artillery will destroy not only your cheap cyborgs, but also his own base in an instant.
We do need a quick "unload all" button. We also need to make it so transports are always in the air. That would fix most of the problems.
(I'm already fixing the strong MG issue.)
Per wrote:Thermite and plasmite bombs are the only truly effective weapons against a serious, high-tech turtler. They are probably way too effective. However, I am not sure I would nerf them before other options are available. They are after all at the end of an otherwise unpopular tech tree.
Slowing down the bombers should do it. I need to do that regardless. I'll give them more HP if it reduces their usefulness too much.
Per wrote:Suggestions? Just some things from the top of my head. One idea I had was to utilize the currently useless side-specific armour rating. Right now, each side on a droid may be assigned a different armour rating. We could use this to give tracks super-armour on the front and top to make it better against static targets. Better formation driving would help. Better dropoff UI for transports would help. Some way to tell droids to keep some distance between each other to avoid splash damage would help.
Hint: Side-specific armor is for bodies, not propulsions.
Per wrote:PS Does Stormbringer really do only 25% damage to VTOLs? The guide would seem to indicate this, as laser is thermal.
Lasers' type is AP. That means it gets the AP multiplier of 60%. "Flamer" multipliers apply to weapons with the "flamer" type (flamer, inferno, plasmite flamer, flamer borg, thermite flamer borg), not to weapons with the "thermal" class.