@maudlin27 said in Pending Balance Changes Feedback Thread:
@thewheelie said:
Comparing the hp of above water and under water units doesn't work. T2 subs also have 1/5th the hp of destroyers
Groundfiring mobile units is much harder than structures. Besides which, the key point is reducing the health of a unit for which health is highly relevant by almost 40% is a massive nerf, whether the unit is submersible or not, and an improvement to build time doesn't come close to compensating for it.
Yes, but it still requires you to groundfire them. It's a big nerf because harms right now are super strong and the bt change isn't suppose to compensate for the hp loss. If these changes somehow end up nerfing harms too much then they can be buffed in another way, but not in hp because imo from a conceptual level an underwater defense unit should not have that much hp in general.
@comradestryker said in Pending Balance Changes Feedback Thread:
@ftxcommando said in Pending Balance Changes Feedback Thread:
No, experimentals shouldn’t be better than their mass equivalence in t3 units.
@thewheelie said in Pending Balance Changes Feedback Thread:
As ftx said: no. All land t4's lose to mass cybran t1 maa spam. This doesn't mean they aren't good.
I agree, but that is not anywhere near what I said or mentioned.
I said: "Shouldn't an Experimental be" ... "slightly better than a unit in a tech level below?"I did not mention mass equivalence. I mentioned tech.
In layman's terms: T1 < T2 < T3 < T4
So how is this not the case right now? It is by far the best sub in the game. Unless you want it to win 1v1 against a bs (which is a different type of unit so a weird comparison to make imo) and to make that happen the only solution would be to up it's mass cost and do a stat increase. Then it would be better than a unit in a tech lvl below, but it would funnily enough make the unit worse since the upfront cost of making a single 1 would be a lot higher and in theory you want more than 1 spread out (partially for vision) as well.
@thewheelie said in Pending Balance Changes Feedback Thread:
You're wrong. Restorers are worse at anything they do compared to their counterparts. They roughly have half the dps of a broadsword when shooting at ground targets and less than half the dps of asf when shooting at air. They are still good however because they are flexible.
They're obviously not going to be GREAT at either role.
But they're more built for one role rather than another.
That was my point.A unit specialized in a specific role is obviously going to be better.
But Multi-role units have mixed capability, having a hand in both areas.
Restorers aren't though. They're build almost exclusively after winning air and one of the main reasons why you can maintain making them for as long without losing air is because for double the bt you get tripple the hp and quadruple the mass invested. You mainly use restorers to do damage to land stuff. Their aa is mostly meant to buy time not losing air.
Atlantis is also already kinda specialized as a sub. A lot more than it is on being a carrier anyway. The speed/size changes should also have a way bigger impact on how it performs as a sub as to how it would perform as a carrier.