https://cnc.fandom.com/wiki/Terror_drone_(Red_Alert_2)
they remind me of these little guys for some reason haha
https://cnc.fandom.com/wiki/Terror_drone_(Red_Alert_2)
they remind me of these little guys for some reason haha
Edited by removing the tank changes... I actually have no problem with the current tank balance, mantis has the upper edge over the Striker but that plays into the cybran rush tactics and rewards a early t2 push for uef since they have a much better t2... No reason tanks all need to be perfectly equal...
oof just realised this should have gone to the suggestions sub category, my bad
@FtXCommando The only thing im against is having 30 of these guys running around late game.... but i dont want them removed entirely... They are Support ACUs so they should be doing the same job as a ACU just not at the same level...
Just remove the ability to spam them everywhere and you will fix 90% of the problem
@LittleBoyBennis besides the ability to spam sacu i dont see how they are in any way OP... remove the ability to spam them and they should be fine
@LittleBoyBennis if you remove the ability to assist QGs and increase the price to that of a land factory hq, it will take significantly more time for ras acu to pay itself off...
that way you wont have 50 ras walking around in a few minute, one way of nerfing them without having to change any stats besides the QG cost and maybe even the its build time...
@FtXCommando devs didnt fix alot of issues, doesnt it was supposed to be part of the game
@Mach yea sorry my point was that was what it was supposed to be like. The developers cleary didn't mean for Ground fire to effect sups, that's why it only works by using a work around.
it will become very hard to balance the Atlantis once they remove it tho.... buffing the aa will make submersing an indirect nerf tho...
I dunno, looks like balancing the Atlantis is alot more complicated.
Mainly if where discussing removing the ground fire exploit
@biass this thread has kinda moved from the Atlantis to all subs in general... I just wanted to the Atlantis specifically to become more relevant since it is an experimental after all, and not some weird t3.5 sub....
When surfaced it loses against battleships and thats perfect and exactly how it should be. The balance changed I suggested was a move to make it into a better AA platform and proper mobile air factory..
Submersion protects you from your greatest weakness (battleship) but at the cost of losing all your AA..
Its very hard to balance, but its in a very sad state at the moment for an experimental..
(btw small small thing i was thinking off, wouldnt it be better to make subs move faster when surfaced compared to submerged?) this would give another reason for subs submersion to be micro managed a bit more and more fun to play with.
Edit: i completely forgot about this, I don't know if its a engine limitation, but it would be a very nice buff if the Atlantis was able to produce units while moving... but that depends on the engine
@biass most arnt really arbitrary, the Atlantis is in a really bad spot right now, and there seems to be a big debate going on about ras sacu...
As for the tanks, price changes are already being being in the faf beta, only difference is instead of going up to 56 for all tanks i went down to 50... this also slightly helps balance the lab changes i suggested..,
Labs are also getting reworked, the reason I thought of making a change is cause labs get very little love past 3 minutes or so, so decreasing there price would give them a pretty nice role as cheap dps without replacing the job of tanks.. Arguably this is a much simpler change than what is happening in the beta...
The only one I would say is arbitrary is the Mavor accuracy buff and the T2 navy engineer... those where more personal flavour than anything else that I will admit...
the rest was posted with good intention.
@herzer99 its an extra shot from a striker... thats a pretty big difference from 4 shots down to 3 shots
comparable to the uef t1 arty being buffed by 5 hp... on paper thats nothing.. but thats an extra shot from a acu
also the aeon mech takes 2 shots from an acu to kill now... that's a massive difference
and almost double the hp of a mech for a mere 12 mass extra...
the mech sucks ass vs the aeon LAB now
@arma473 nah, I would say at most it should make sonar, torp defence, air defence and naval factories.... So like how sparky is dedicated front line engi, the tender would be a dedicated navy engie...
We definitely don't need it, but it would be a nice quality of life unit on the water...
also, it should be priced right and have the right amount of bp so it doesn't become a spam unit like engies are on land... like 4 or 5 at most on the water
@herzer99 i dunno pick you flavour.... 15 hp vs 5 mass and 0.2 speed... Id much rather have the hp...
from best lab to worst lab
I guess the compensation is that strikers get big indirect buff now