Speak your mind now, or don't come crying later.
Remember, you must tell us why you don't like the change(s), and how you would improve it.
Thanks!
2.3.5 has been released, this isn't needed anymore.
Buginator wrote:2.3.5 (final) is almost ready to be released, this is your last chance for feedback on all the balance changes in 2.3.5_rc4.
Also splash damage. Flak Cannon has the highest splash of any AA weapon. Also lack of need to research another upgrade progression.effigy wrote:Right now, the only advantage to AA Flak I can see is its high HP. Not high enough to justify costing almost double Whirlwind to build, though. FWIW, I've found the only effective Vtol weapon against its HP are Plasmite bombs, and because of how poorly the AA inflicts damage to the tank HP levels we have at the Plasmite stage of the game the AA doesn't stand a chance.
If you insist on leaving the Flak Cannon underpowered for long term play, then please reduce the cost of building it. The splash damage isn't worth much when used in AA, imho, because typically a Vtol attack will 1st remove AA, and 2nd whatever will put your enemy behind you the most. Point being, if you don't loose Vtol in that 1st wave the guy with Flak AA is screwed for wave 2 because once your Vtol are rearmed/healed your unit production will have made increased your Vtol count significatly. At the current price Flak can't be rebuilt fast enough to compensate.Zarel wrote: Also, Sunburst and Flak Cannon are intentionally a bit on the weak side - introducing two weapons and making them ultrapowerful would mess with balance a bit too much.
I'm not sure what you're saying here. Splash damage means groups of Flak Cannons can take out large numbers of VTOLs (especially light VTOLs) at once. VTOL attacks usually remove AA first, yes, but that's the same no matter what type of AA you have.effigy wrote:If you insist on leaving the Flak Cannon underpowered for long term play, then please reduce the cost of building it. The splash damage isn't worth much when used in AA, imho, because typically a Vtol attack will 1st remove AA, and 2nd whatever will put your enemy behind you the most. Point being, if you don't loose Vtol in that 1st wave the guy with Flak AA is screwed for wave 2 because once your Vtol are rearmed/healed your unit production will have made increased your Vtol count significatly. At the current price Flak can't be rebuilt fast enough to compensate.
Because, at the beginning, Wisler, 3dRTS, LuckyLuke, and a lot of others noticed that Flak was overpowered. Flak Cannon emplacement is 300 power, not that much more than the 250 power Sunburst, and you get around twice the HP and 2 more armor. Also, Sunburst cost 187 power to research, not that much less than Flak Cannon's 225, either.effigy wrote:Sunburst turrets are very cheap to research, and sites are moderate to build and I guess that's fine. It just makes me wonder why Flak is so costly.


Terminator wrote:I already posted my issues about balance, but nobody replied. As Wisler said MG branch too powerful.
...Wisler wrote:I think cannons should be made better, i dont know why but they always seem to underperform to me and impossible to use them in a 1v1.
Buginator wrote:2.3.5 (final) is almost ready to be released, this is your last chance for feedback on all the balance changes in 2.3.5_rc4.
...Delphinio wrote:take 1.10 balance, that was better. it didnt make all the stuff useful, but that wasnt needed anyway.
some things are well done in 2.x, most things are not so nice (would be to much here).
take it easy...
-- Delphinio
Buginator wrote:2.3.5 (final) is almost ready to be released, this is your last chance for feedback on all the balance changes in 2.3.5_rc4.
I'm saying it's not usefull to have 1 site damage 5 vtol (or however it turns out) because after the wave the vtol go back to a pad and get full HP restored. It's only useful if you either have enough sites to destroy a decent number of the attacking vtol, or if a lesser number of sites are strong enough to kill a respectable number of vtol.Zarel wrote:I'm not sure what you're saying here. Splash damage means groups of Flak Cannons can take out large numbers of VTOLs (especially light VTOLs) at once. VTOL attacks usually remove AA first, yes, but that's the same no matter what type of AA you have.effigy wrote:If you insist on leaving the Flak Cannon underpowered for long term play, then please reduce the cost of building it. The splash damage isn't worth much when used in AA, imho, because typically a Vtol attack will 1st remove AA, and 2nd whatever will put your enemy behind you the most. Point being, if you don't loose Vtol in that 1st wave the guy with Flak AA is screwed for wave 2 because once your Vtol are rearmed/healed your unit production will have made increased your Vtol count significatly. At the current price Flak can't be rebuilt fast enough to compensate.
I see the guide says $250, but it's only $56 in game.Zarel wrote: Because, at the beginning, Wisler, 3dRTS, LuckyLuke, and a lot of others noticed that Flak was overpowered. Flak Cannon emplacement is 300 power, not that much more than the 250 power Sunburst, and you get around twice the HP and 2 more armor. Also, Sunburst cost 187 power to research, not that much less than Flak Cannon's 225, either.