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@Autowar / @pxtl
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@Autowar / @pxtl
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The issue could very well be that there's not enough unit variety underwater. We have a total of four units that can participate underwater while being underwater they are:
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The issue could very well be that there's not enough unit variety underwater. We have a total of four units that can participate underwater while being underwater they are:
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Snake - Slow Torpedoes
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Snake - Slow Torpedoes
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Serpent - Generic high damage sniper torpedoes
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Serpent - Generic high damage sniper torpedoes
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Ducks - Generic Blurb blurb blurb torpedoes
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Ducks - Generic Blurb blurb blurb torpedoes
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Scallops - Weird Ball torpedoes
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Scallops - Weird Ball torpedoes
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Problem:
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Problem:
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Now the amph factory can't attack say ships while defending against other amphs with those surface amphs (such as: Grizzley, Buoy, Archer (rarely used?), etc) so it becomes a matter of spam duck / spam scallop (which can fight both) where as ships have a total of 4 units that can interact with underwater amphs (These are: Hunter (Very common), Snake, Serpent, Crusader), we see the ship game devolve into spam some of these units. Why? Because they take care of both surface and undersea targets. Guess what? All of these have torpedoes/depth charges. This is why people don't like sea -- it quickly devolves into spam Urchin or X unit all with -- you guessed it -- torpedoes. It makes for a very monotonous sounding and quite boring game. There's no varied unit tactics, there's no interesting features about sea, no weapon variety, no sound variety, just spam x or y unit or spam urchins and listen to the sound[s]s[/s] of blaaagghh blurg a blurg a blurg. Yes, there's balance issues, yes there's that ANNOYING sound of torpedoes, but these are due to the lack of units that can interact with underwater units, thus further illuminating this issue that norm has brought up.
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Now the amph factory can't attack say ships while defending against other amphs with those surface amphs (such as: Grizzley, Buoy, Archer (rarely used?), etc) so it becomes a matter of spam duck / spam scallop (which can fight both) where as ships have a total of 4 units that can interact with underwater amphs (These are: Hunter (Very common), Snake, Serpent, Crusader), we see the ship game devolve into spam some of these units. Why? Because they take care of both surface and undersea targets. Guess what? All of these have torpedoes/depth charges. This is why people don't like sea -- it quickly devolves into spam Urchin or X unit all with -- you guessed it -- torpedoes. It makes for a very monotonous sounding and quite boring game. There's no varied unit tactics, there's no interesting features about sea, no weapon variety, no sound variety, just spam x or y unit or spam urchins and listen to the sound[s]s[/s] of blaaagghh blurg a blurg a blurg. Yes, there's balance issues, yes there's that ANNOYING sound of torpedoes, but these are due to the lack of units that can interact with underwater units, thus further illuminating this issue that norm has brought up.
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Solution:
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Solution:
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Why don't we add more units later on with different weapons? Such as a submarine lab with more subs, an amph lab with more anti-sub/amph units or some new land factory that can also swim on water and dive to set up ambushes / attack amphs? Point is, we need new stuff to bring down the monotonous nature of sea, which would mean that more people would play sea which would mean better sea balance.
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Why don't we add more units later on with different weapons? Such as a submarine lab with more subs, an amph lab with more anti-sub/amph units or some new land factory that can also swim on water and dive to set up ambushes / attack amphs? Point is, we need new stuff to bring down the monotonous nature of sea, which would mean that more people would play sea which would mean better sea balance.
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Edit: elaborated on problem.
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Edit: elaborated on problem.
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Edit 2: By the way @Pxtl land weapons have all sorts of different characteristics that make them varied and interesting. Not only that listen to the soundscape of a land game.
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