@rezy-noob said in QoL changes:
I. Intel->Decrease sonar's hp with 80%, it's quite bad that omni has to be shielded, samed, pded, etc while having a pool of hp to get sniped by a t1 bomber.
We haven't fully discussed this yet but there are plans (atleast in my head) to nerf the hp. The extent to how much it should be nerfed though i'm not sure about yet since they can't be shielded like an omni
II. Atlantis->yeah, i saw the changes on git but really? that is literally the worst exp in exitance from 2013, unless it's some memy setons, this unit is omega trash for it's cost.
the problem isn't the fact that it literally is better to make a bs instead with the mass but the fact that it dies to 2 zthuee drops or any sort of gf.
my options are of changing it are as it follows:
a. double the depth so nothing with gf can hit and increase it's cost with 50% mass wise, but i don't think this is possible since it requires some layer changes as well.
b. classic approach, give it fatties shield, increase damage output with 20%, and increase the mass and e cost by 30%, maybe now someone will actually try building it in an actual game.
c. steal the change from eq and give the possiblity to build while being on the move.
Atlantis isn't great but it's nowhere near as bad as you make it out to be. It's close to being usefull in numerous situations but just not enough because it dies to easily to groundfire, which this change is supposed to solve.
Also idk why you're bothering to mention the fobo's. I've seen it happen once or twice in 5k+ games and it's just a massive misplay if you let that happen.
I also actually think that your b. change (the dmg/mass part) will be a nerf to them since it makes it more rewarding to groundfire them with bs and harder to rush one out. The shield i think it a big misfit for an atlantis considering out of all navy units they have some of the best regen (together with tempest) because they vet so easily. You only need 6k mass killed / vet which is quite doable.
The c change is not really relevant to atlantis but to all mobile factories and it's something nobody has ever been against on adding if it's possible to do it properly.
III. Air grids->those are op. my approach would be decreasing t3 pgen adjacency with like 25-30% so people couldn't really spam ten million asfs to begin with. If considered that would require also any offensive air nerf with 15% in buildtime to prevent omega aggresivness and force players to take fights on some better defended locations.
IV. t1 subs-> those are omega bad if not probably one of the worst units in the whole game, their problem is that they cost too much while being irrelevant starting from min 5 and min 0 if the map doesn't have underwater mexes.
the idea of their rework is to either increase their hp with 2x and take away their direct vision range, followed by 20% damage decrease or make the crystal guns with the same amount of hp and damage but with the condition that those can't seen/detected by anything on the water/in the water with the exceptions of subs, sonars, omni, however they have to be dected by spy planes.
Completely disagree that they somehow are the worst unit in the game. They compete on the same stage as frigates who are sometimes deemed as one of the strongest units in the game and it's still worth it to make a few subs on almost any water map (yes even without underwater mexes). Yes you don't spam them out like you do with frigs, but is that an issue? Labs are also barely build numerically but they still have their own distinctive role, just like subs do.
What i do think they need is a slight speed increase so they are faster than frigs so they can actually chase them and catch up
you don't need any replay ids, those issue are there for last 10+ years and everyone knows about them directly or indirectly, any replay is a good replay to see how beyond bad those issues are
Is what some guy who said that mercies are too weak posted kappa