A Topic of Dumb Ideas!
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- SACU engineer preset is useless as hell. 850 mass for 44 buildpower? Orly?
No additional range? Not even double base stat(56)?
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@myEmperor they make for great ocean floor vacuum cleaners
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Bring on the data .
And I do use the harbinger's reclaim ability - it's very, very useful. The context is surrounding Rainmakers, so therefore not completely related to a normal game or ladder.
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I am not a good player, but I do use the Harbs reclaim ability all the time.
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@Jip said in A Topic of Dumb Ideas!:
Bring on the data .
And I do use the harbinger's reclaim ability - it's very, very useful. The context is surrounding Rainmakers, so therefore not completely related to a normal game or ladder.
Veterancy system itself is NOT BAD. The Mass Based Veterancy System is the issue. Sorry I misstated this. But removal of the full system would good too. Also the overspill function is lagging the game badly too. These 2 combined makes the game also unplayable when in full effect. Example: ASF Fights lag is from Veterancy system.
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Rather than a topic of dumb ideas, this looks more like a mixed bag of questions and suggestions (some might even be reasonable).
I'll stick true to the topic and make a really s̶t̶u̶p̶i̶d̶ reasonable suggestion that won't definitely break the game at all: make asf able to apply their dps to ground targets. I mean, they can already shoot planes that are on the ground, so why not?
Interesting point about the weight of the mass veterancy system and the shield overspill (although the latter is something definitely noticeable). Still, going back to the old kill x number of units to vet would be a step back, but perhaps disabling it for some units, like the mentioned asf, wouldn't be all bad if it could help make the game more playable.
Removing the shield overspill is definitely an idea that is on topic with the thread: nothing like making an unkillable firebase with just t2 shields stacks that not even a GC shooting in the middle of it will break.
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In spirit of dumb ideas, I suggest removing radar from Cybran frigates, making moles amphibious and giving them a 2 DPS torpedo weapon.
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- Is your complaint about the siege tank based purely on the name "Siege Tank"? Or its actual intended role?
There's no such thing as a siege tank in real life (apart from the SC2 unit), but another thing with a similar name is a "siege engine", which is stuff like catapults and things. Basically glass cannon artillery...
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@AdmiralZeech said in A Topic of Dumb Ideas!:
- Is your complaint about the siege tank based purely on the name "Siege Tank"? Or its actual intended role?
There's no such thing as a siege tank in real life (apart from the SC2 unit), but another thing with a similar name is a "siege engine", which is stuff like catapults and things. Basically glass cannon artillery...
Purely on the name.
@deletethis You do realize I'm talking about just the calucation not the actual full function?
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How is the spilling lagging the game? I'd love to know more about that, seems that it wouldn't be that expensive to compute each tick.
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there is no such thing as a siege tank in real life
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siege tank is redundant but it sounds cool
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@Jip said in A Topic of Dumb Ideas!:
How is the spilling lagging the game? I'd love to know more about that, seems that it wouldn't be that expensive to compute each tick.
So each projectile that hits the shield has to be calculated, now test by throwing like 10 janus at a shield and watch ur simspeed drop massively
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@Azraeel No, what difference does it make?
edit: Thanks for the helpful reply.
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Oh - that kind of spilling. I thought you were talking about economical spilling, e.g., spilling to allies.
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Rather a Siege or Assault Tank or whatever, by name sake would seem relevant in say Supcom FA, FAF or just the Seraphim why that might have specific attributes to it, mostly from some storyline say aspect buy could just be more technical also.
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Herb reclaim can be a say priceless feature but debatable for its say utility to function.
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I've heard several times Engineering Stations are not as efficient as mobile engineers. Rather a reduction of build power is not, im not certain, but if applied they should gain an initial build capability. Rather a full t4 or just t3 is whatever for a question.
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Mexes seem reasonable already, no need to change, perhaps adding where max Mex output is variable based on Mex location. Out of a total of say 4 maxes, 2 might end being lower valued outputs despite build.
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T2 Scouts would be nice but to what effect?? Seems to be a lack of support by all factions for such a unit.
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Unit veterancy may be a gameplay breaker but still offers gameplay changes. Solving some better way of calculative than ridding seems better off.
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- I agree that 'siege tank' might not be the right name.
- You don't use it?
- not an informed opinion
- idem
- I feel like adding t2 scouts is gonna create a different air play dynamic, which could be good but also bad.
- Yes, you got my vote!
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t2 or t3 land scouts!