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    Will TML ever be balanced?

    Scheduled Pinned Locked Moved Balance Discussion
    83 Posts 31 Posters 11.4k Views
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    • veteranasheV
      veteranashe
      last edited by

      Increase tmd range

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      • S
        Sainse @Caliber
        last edited by

        @caliber cybran tml already has a capacity of 4, making it even less is stupid

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        • CaliberC
          Caliber
          last edited by Caliber

          I have just created a mod that rebalances the tml.zgdhnbsdhjnsrt.jpg

          problems with the tml as I see them;

          6k damage for very little cost
          no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml
          tml can be fired way too quickly and kill an opponents whole base in about 10 seconds
          spreading tmd around takes time

          Key changes;

          -Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls."
          -Missile mass costs have been slightly increased.
          -Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes
          -Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense
          -TML build rate has been increased so that assisting is less powerful.
          -TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use."

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