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[spoiler]
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[spoiler]
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[quote]In current sea serpent is an arty that can hit subs, and hunters are fairly skirmishy compared to any anti-sub weapon that amphs or hovers have. Such a change would just make amphs unplayable, since half the fac is pure subs and all of their units submerge when moving underwater. Commanders are also obligatory subs.[/quote]
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[quote]In current sea serpent is an arty that can hit subs, and hunters are fairly skirmishy compared to any anti-sub weapon that amphs or hovers have. Such a change would just make amphs unplayable, since half the fac is pure subs and all of their units submerge when moving underwater. Commanders are also obligatory subs.[/quote]
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By "at this point" I meant "in the fork", in which I've removed Serpent entirely and Hunter is a raider with short range. Siren outranges Duck and Scallop with its sonic gun but it's very slow and is mediocre at best against Buoy. Archer sucks at sea but I don't see how to change that outside a complete rework. An impulse-based weapon on perfectly flat terrain is inherently bad.
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By "at this point" I meant "in the fork", in which I've removed Serpent entirely and Hunter is a raider with short range. Siren outranges Duck and Scallop with its sonic gun but it's very slow and is mediocre at best against Buoy. Archer sucks at sea but I don't see how to change that outside a complete rework. An impulse-based weapon on perfectly flat terrain is inherently bad.
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Amph is not necessarily competitive against Ship in a direct fight any more but I don't think it needs to be. All of its units are radar stealthed by virtue of being underwater, it can attack land, and it can attack from land. Swarming your opponent with Duck when you have an eco advantage is still valid as well.
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Amph is not necessarily competitive against Ship in a direct fight any more but I don't think it needs to be. All of its units are radar stealthed by virtue of being underwater, it can attack land, and it can attack from land. Swarming your opponent with Duck when you have an eco advantage is still valid as well.
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Fork-sea does have a basic radar; it's basic radar. It just can't see stuff which is underwater, but all of your units can when they get into visual range.
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Fork-sea does have a basic radar; it's basic radar. It just can't see stuff which is underwater, but all of your units can when they get into visual range.
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[quote]but at the same time the current biggest problem is a lack of diversity (from which solely shipfac is exempt).[/quote]
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[quote]but at the same time the current biggest problem is a lack of diversity (from which solely shipfac is exempt).[/quote]
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IMO
shipfac
in
main
does
not
have
diversity
at
the
moment,
at
least
not
in
practice.
You
have
a
few
units
which
can
hit
sub/amph,
which
are
the
relevant
units,
and
then
a
bunch
of
units
which
can't
and
are
hence
nonviable
in
most
situations.
Just
because
there
are
a
lot
of
units
in
the
factory
doesn't
mean
there
is
variety
in
how
it
plays.
[/spoiler]
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IMO
shipfac
in
main
does
not
have
diversity
at
the
moment,
at
least
not
in
practice.
You
have
a
few
units
which
can
hit
sub/amph,
which
are
the
relevant
units,
and
then
a
bunch
of
units
which
can't
and
are
hence
nonviable
in
most
situations.
Just
because
there
are
a
lot
of
units
in
the
factory
doesn't
mean
there
is
variety
in
how
it
plays.
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The fork also changes the context in which hover and amph are played, even if their units have not changed directly, which can indirectly add variety. Mace was near-unbuildable on water before IMO, but it seems to have a role now as a reasonable answer to Corsair.[/spoiler]
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