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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Recent Best Controversial
    • RE: SACU's in Water too hard to kill

      @maudlin27 said in SACU's in Water too hard to kill:

      I don't understand the argument that if your opponent gets say 5 SACUs for 10k mass, and you get 18 T2 subs for a similar mass, that you are at a disadvantage on navy - seems like the reverse to me since SACUs can't do much to help the navy fight (basically limited to reclaiming wrecks and building torpedo launchers for even more mass which are weak at that stage of the game) whereas the subs can help win a navy fight.

      Checking stats 'vanilla' SACUs also aren't much tougher than bricks for their mass, have an aoe explosion (so in larger numbers aren't as durable), and lack the torpedo attack and defence of bricks.

      It's not like you are choosing between building 5 SACU's or 18 T2 Subs, the SACU's you build anyways in lategame, they are part of upscaling your eco. But their use as a factor for naval dominance is what I believe was never intended.

      From my observation their impact is more than just reclaiming debries. At some point they creep so much forward it almost feels like being under siege by these SACU's. They get under the opponents Navy and start reclaiming ships and that is an additional (and a quite significant) amount of damage. Trying to kill them feels almost futile.

      I think it would improve the game re-Balancing the SACU's. A Rambo-SACU should of course have an impact on the battlefield, since that is it's purpose. But RAS-ACU's (which are built 99% of the time) shouldn't be as useful on the battlefield. They are now being used for teleporting and taking out nuke defenses or Game Enders or, as stated before, in the water to gain Naval dominance.

      posted in Balance Discussion
      Thomy100T
      Thomy100