Make t3 navy more exciting!?!
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It's not exploit, not to mention that it should stay in game as it's quite good skill expression. The only thing that really suffers from it is atlantis.
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It's an unintended side-effect of AOE which can easily be addressed either by altering the elevation value of the subs (which won't work on maps that have ultra-shallow water) or by having AOE range reduced whenever such projectiles impact water (which is a natural behavior).
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@randomwheelchair I never said it was an "exploit," I said it was a bad game mechanic. If everything you can do through micro is "good" because it demonstrates "skill expression," then anything that saves any clicks ought to be eliminated. According to your logic we should eliminate infinite build queues, patrol orders, attack moving, hotkeys, shift-queueing orders, etc. But that would be incredibly stupid.
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@sprouto said in Make t3 navy more exciting!?!:
It's an unintended side-effect of AOE which can easily be addressed either by altering the elevation value of the subs (which won't work on maps that have ultra-shallow water) or by having AOE range reduced whenever such projectiles impact water (which is a natural behavior).
Something was changed with the CZAR no longer killing ASF.
Is it not possible to give submerged subs the same treatment against all direct fire splash effects?
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@valki said in Make t3 navy more exciting!?!:
Is it not possible to give submerged subs the same treatment against all direct fire splash effects?
That actually would be possible and I never even thought of it. Submarines could have an armor type that protects against everything except torpedos.
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The question is whether there is somewhere more fun to put apm in giant navy fights, not extrapolating that being able to groundfire subs = you hate the idea of build queues.
Like by the same slippery slope in reverse you can just accuse the people that want to do this to also want a button that tells your units to automatically dodge enemy projectiles.
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@sinforosa Torpedoes, depth charges, stomp damage, crash damage (falling czar), nuclear blasts, energy beams (monkeylord/GC/ACU) . . . but yes, that sounds like a good idea
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@randomwheelchair said in Make t3 navy more exciting!?!:
It's not exploit, not to mention that it should stay in game as it's quite good skill expression. The only thing that really suffers from it is atlantis.
Sure, skill expression, like pressing ground fire in a blob of units is something skill intensive...
It makes sense with T3 mobile arty, it makes sense with some T2 PD to increase range but it doesn't make sense to a battleshit to sink subs by shooting at the water. I only play UEF, I do groundfire subs and I quite believe this being a thing is what makes T3 stage a sluggish BB spam fest. Why would I build subs to counter BBs (intuitive) when they can just ground-fire in the moment my subs are still or sailing in a somewhat straight line?
If I recall it right, it was a limitation from the engine that subs can't change depth dynamically and I am not that up for the armor solution because in shallow waters it would make sense to ground-fire them but to be clear, giving armor to subs so they don't get splash damage seems way more reasonable that the current state.
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I'd say that using APM to increase effectiveness is desired.
Using APM to prevent a counter is not.In Starcraft 2 all pro terrans split marines vs. banelings, but banelings are still a counter against marines.
A baneling army attack oneshots marines. Player APM determines how many marines survive, but if they survive they are in no shape to immediately attack.Subs come in 0.1 dps/mass, battleships at 5.1 hp/mass - it takes almost 1 minute for subs to kill a battleship, not accounting for the sub army DPS dropping as subs are destroyed. Taking 1 minute to kill something is already bad in an RTS for a close range unit.
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Don’t forget it takes torps only 5 seconds to kill all subs on the map. Interesting way to look at things, but I think since the time it takes to build a unit increases a lot at higher tier navy it only seems reasonable that these units take more time to die. Also in terms of realism tanks and planes die much faster than navy vessels, the former usually exploding after a single direct hit, the latter being able to take multiple hits and being able To conduct damage control. Back to the topic: I too agree that t3 navy micro is incredibly dull and I almost never go to that stage as a result and only play on the basis of timing all ins and navy build power suppression. I think that increasing projectile speed is a nice idea, but that would make it hard for Land things like Acu to dodge incoming navy fire. This would in my view spell a death sentence to acu once in range of navy, which is acceptable but welp. I kinda liked the fact that you can dance out of navy range. And I think the projectile physics are something unique to faf and a big reason for its Charme.
My idea would be to make battleship on battleship salvos “homing”.
Either by increasing battleship hit boxes or by really making the projectile homing when firing on another ship or even any ship. That way Bship wouldn’t miss frigates so much and not waste their Dpm so much and the frig Bship balance would improve. -
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Even though the OP raised some nice points the conversation quickly derailed and achieved nothing. Stop with all of this quoting and arguing back and forward, especially about something that's not the topic of the thread. From now on I will be deleting a lot more posts that derail the discussion or serve as a platform to attack/argue with another person. Since we now enforce some standard for the thread to be made we will also ensure that the discussion has some merit and it's not pure shit posting and arguing.
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I'd like to go back to my first point here. Ground firing subs is now part of the meta, predicting what happens is difficult. We can just let it happen and see things develop, so:
- Prevent ground-fire from killing subs
- ?? - let meta develop
- Rebalance navy if needed
Worst case scenario: T3 navy is broken until next patch, but only for high level players who won't leave over it. - low and medium level players are unaffected.
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And stopping them from being ground-fired would be a net good because.....?
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Presumably sub viableness be increased