Minus points for not saying "Did you know?"
Thats cool! I shall overlook the lack of "Did you know?" for that one.
Wanted to start a thread about unexpected or little known interactions involving units in supcom faf.
Did you know: Torp defence doesn't work against torp bombers?
When I say ground fire, I mean the fire mode, not the action. There are 3 modes. Return fire, ground fire and hold fire.
I personally find it is almost never worth building Jesters instead of bombers. I know they are getting some small buffs in the next patch, and hopefully this will be enough to consider using them more.
What I would like to suggest is an increase in the acceleration and deceleration of the unit so that dodging t1 aa becomes more viable. It would also kinda fit the namesake of the unit, that being a slippery and agile little gunship.
Bombers have their place and the effectiveness can increase with micro. Jesters are a larger investment and I feel spending time on microing them could only add to the depth of the game.
Holy smokes that's a lot of cool weirdness right there! Do facs get the adjacency bonus from pgens built like this?
I am kind of new to modding but would like to play around with some ideas. I know how to mod a unit so that it does not lead a target. How can I set LeadTarget when the unit has ground fire mode selected? I couldn't find the commands I need in the LUA documentation so is it even possible to do it this way?
Sorry for necroing this, but if these ideas are too much or if there are no plans on adding another upgrade, would it not be at least viable to swap upgrade positions on laser and torp with t2/t3? The extra regen, health and utility would help.
What is the balance team's thoughts on that?
The laser could just be the next upgrade for the gun. That way you get the range with the laser. Having t2/t3 on the other arm would also make more sense visually since it builds with that arm.
I still don't understand how I am then supposed to stop said com from pushing into a base and taking it. I could try and mirror that damage on his side of the map, but sometimes it is not viable to do so. Playing around your strengths and being smart is needed for any faction, not just Cybran.
Regarding Aeon, maybe I will try out the faction a bit. I think I played like 2 games with it in the past.
One other thing I forgot to mention is that the arty damage is also relevant to damage against the com.
So how about the t2 cerb turret? For it to be as mass efficient in damage as a sera pd, it would cost 350 mass down from 480. Thats a massive difference! The com weakness combined with this can make it hard to stop a 2t guncom from another faction.
Note: I used the dps listed in the unit section of the client.
Thanx for the replies.
@tagada. I would argue that most units with high ranged do fair amount of damage when massed. The question is then what is the cost of the unit compared to its damage output, and what the opponent can field with the same investment. Medusas cost the same as lobos but have significantly lower dps overall. To be fair, maybe calling them garbage was going to far. However, I do think that the lack of dps hurts in a lot of situations and exacerbates the weakness of the acu and t2 pd. If a UEF chadcom pushes you, what would you use as a cybran to compensate for those weaknesses? It's not a rhetorical question by the way. I would like to know from you as you are a better player.
I am not going to pretend that I know everything about how the other factions work, or how they should function or that they may not have the same problems in other areas. I am writing this from the perspective of a 1v1 Cybran player’s standpoint and this is only my opinion.
The reason I make this is because I am convinced that there is too large of a weakness with Cybran during the T2 land stage. Now, when I say t2 land, I do not specifically just mean the t2 land units, but also t2 pd, a com that is weak and the t1 arty mixed in with the t2 units being bad. All these factors combined make for a weakness that is greater than the sum of its parts and has a knock-on effect in to the later stages of a match.
Regarding faction diversity, I feel a distinction should be made between differences in functionality, and a unit simply being bad. What I mean by functionality is that equivalent units from different factions have different purposes such as t1 arty having better functionality against buildings or against units. Fervors are designed to kill structures, other arty are better against armies. UEF T2 pd deal aoe damage while Sera T2 pd deal higher single target damage. One unit may be more effective in cost per damage, another has better cost per hp. Weaknesses are a unit’s lack of functionality vs something else, such as fervors having no AOE, so worse against moving targets. Fervors are not bad; they just have a more focused role.
A unit being garbage should not be justified under the term faction diversity, unless that faction has a better replacement for its function. Medusa is a garbage unit. As a unit it is worse in class at any given role at the same cost as other t1 arty. Cerberus turret is the worst in class at its role. It has the lowest dps per mass by a very big margin. This makes it overpriced and to be honest, a bad investment. The Cybran ACU is weak. Combined, all of these are what makes this faction rather lackluster on the majority of land maps. To be honest, I like the cybran t2 units. There just isn’t a good t1 arty to support them in killing structures.
The other problem with the medusa is drop play. Combine the lower capacity of the transports with low dps from the t1 arty, and you have another low effectiveness per investment situation. The t2 transport costs the same as other factions, but with no real advantage.
Thanx for reading.
How about increasing the damage to it's secondary weapons? Make it a walking sam launcher and/or increasing the bolter's to 500 dps?
Where these taken using a graphics mod?