@ftxcommando said in Game version 3741: Sneak peaks:
20% would make it a 1 in 25 chance of 2 TMD missing and letting a tml hit your ACU for a snipe. That’s card game RNG mechanics in a macro RTS, it’s just bad.
Yeah i also think a ROF nerf would be the best way to specifically nerf static(spammable) TMD. Just thought a bit of randomness might do the trick of making it look cooler. But yeah for single missile snipes this is quite bad.
@jip said in Game version 3741: Sneak peaks:
Nerfing rate of fire may be interesting from a balance aspect, but it also makes the game feel a lot more dull. I'd veto that as game lead - the game is supposed to feel reactive and fun. Not dull.
Not sure how bad it would actually look, as they already do shoot quite slowly.
So getting them from 1.8 sec/shot to like 2 sec/shot (sera cruiser ROF) would be a good start and i don't think you'd notice the visual difference.
If they fire to slowly for you, i guess you could double all missile hp and all TMD fire rates.
@e33144211332424 said in Game version 3741: Sneak peaks:
Still the fact that same mass in TMD can now(or maybe it could do the same before) totally shutdown same mass in MML is imo inexcusable as those are the units that are supposed to be used for breaking down enemy FOB's while they are doing piss poor job at that.
The TMD does not shut down the MML as you can just shoot at stuff, that's not under TMD. Also their TMD does 0 damage to your MMLs, so once you get ahead you just snowball their TMDs to death.
I just tested some MML against a TMD. A Buzzkill only gets one shot out if you shoot at it with multiple MML (Other facs get 2 shots out, so Buzzkills kinda weak). So having two MMLs will kill the Buzzkill and your opponent will have spend 56 mass (20% of a TMD because reclaim) for nothing, while you still have 2 full hp MMLs that can now shoot at other stuff.