@jip said in Extensive Navy Redesign and Rebalancing suggestions - My vision:
Technically all the suggested changes are possible with a few lines of Lua code at the right place. The most complicated change would be the firing mode toggle of the cruiser.
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I have the cruiser working as described with a manual toggle button. I just dont get how to apply the auto toggle from the cybran cruiser.
@mazornoob said in Extensive Navy Redesign and Rebalancing suggestions - My vision:
@evildrew said in Extensive Navy Redesign and Rebalancing suggestions - My vision:
32 range as is
While emerged visionradius 32
While submerged visionradius reduces to 16 (I.e.Watervisionradius=Visionradius)
The one thing T1 subs are good at is chasing enemy frigates and killing enemy engies. Nerfing vision radius when submerged makes it much more likely they'll lose their target. Why nerf the only thing they're good at?
Subs still have sonar with which they would see the frigate while chasing it down. The only difference is if they get in vision range they have the icon show whether it is a frigate, aa boat, or whatever.
We could also give the sub a radar while emerged with which they would see planes at a certain distance.
2 fire modes with autotoggle and target priorities helping players prioritize.
- 1 Missile able to track navy units only (not land units/buildings) doing 1k damage a shot, has a longer reload cycle of 10 secs (100 Dps) and Range of 90.
- The existing bombardment without homing missiles
The original Supcom had MMLs with homing missiles, which was apparently extremely cancerous and reverted in FA. I can imagine UEF matchups becoming T2 cruiser spam with only some frigates and coopers for backup.
The original one had the same range on the missile when targeting buildings as navy units, I am suggesting a much shorter range homing missile that only works vs navy and does much less damage. The UEF cruiser has no chance vs Aoen and Cybran cruisers and takes a long time to snipe a destroyer. I think you overestimate its power substantially. It would still be chanceless vs subs imagine a list of units vs which it could dominate and ones vs with it sucked like in the AoE1&2 booklets back in the day.
*Act as a counter to counterintelligence boats of cybran.
Do they need this kind of advantage? They already have second highest range destroyer that hardcounters barracudas. I'm no expert, but I get the impression best matchup against T2 Cybran navy is already Aeon.
The whole point is to have unit types that have advantages vs others and through a unit mix you can equalize or extend an advantage.
@cyborg16 said in Extensive Navy Redesign and Rebalancing suggestions - My vision:
IMO to make subs useful, they should become ambush hunters: able to lurk stealthily (maybe requires cloak as above) and having a high-alpha strike (high initial damage, long reload time. E.g if T1 subs fire a torp salvo with total 750 damage and 20sec reload time, DPS is unchanged but 3 subs can kill 1 frig instantly. I'm not convinced that even this is enough to make T1 subs actually useful besides mex hunting.
I have a working Fire Beetle that cloaks when stationary and uncloaks as soon as you give it a move command. I had this idea in the past for subs too but forgot to mention it. This could also work nicely with the active sonar feature I suggested which would work like an omni wave to reveal them and cloaked commanders. Thanks for bringing it up but maybe some people would be against cloak on stationary subs while not firing but it could be added.