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Morph is dead, Sonar lives!

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Date Editor Before After
10/30/2014 7:01:21 PMCArankPxtl before revert after revert
10/30/2014 6:47:09 PMCArankPxtl before revert after revert
Before After
1 Been thinking something similar myself... but I'm for anything that simplifies the sea-game and keeps it with a side-show role. 1 Been thinking something similar myself... but I'm for anything that simplifies the sea-game and keeps it with a side-show role.
2 \n 2 \n
3 Yeah, just giving all units sonar range that matches their sight range might be a good start. Then "underwater" just gets you free radar-jamming and immunity to surface weapons. 3 Yeah, just giving all units sonar range that matches their sight range might be a good start. Then "underwater" just gets you free radar-jamming and immunity to surface weapons.
4 \n 4 \n
5 For those who want stealth: we already have that. It's called cloak. I mean, we could switch more amphibs to "surface-to-attack" but that makes underwater behave even *more* like Cloak (most cloakers have decloak-to-attack). 5 For those who want stealth: we already have that. It's called cloak. I mean, we could switch more amphibs to "surface-to-attack" but that makes underwater behave even *more* like Cloak (most cloakers have decloak-to-attack).
6 \n 6 \n
7 Random idea: Sonar is like Reverse AirLOS. That is, all aircraft and projectiles are visible (iirc) 1.5X further than normal units. So give all units Sonar at 66% normal sight range. But then we get units whose sight-range exceeds their firing range, and that's always been a pain since it means spotter coverage is a *huge* force-multiplier. 7 Random idea: Sonar is like Reverse AirLOS. That is, all aircraft and projectiles are visible (iirc) 1.5X further than normal units. So give all units Sonar at 66% normal sight range. But then we get units whose sight-range exceeds their firing range, and that's always been a pain since it means spotter coverage is a *huge* force-multiplier.
8 \n 8 \n
9 honestly, sea is just such a mess of conflicting mechanics. Torps hitting hovers was a huge first step in making it sane, but I feel like the changes since then have been a bit aimless. 9 honestly, sea is just such a mess of conflicting mechanics. Torps hitting hovers was a huge first step in making it sane, but I feel like the changes since then have been a bit random.