1 |
I don't think access to transports is what hinders their use. Gs factory is very commonly built. Valks saw some use, but then an unspecific nerf made them disappear. Maybe undoing the cost nerf would help a bit. I understand that this was nerfed because of teamgames, in that people refuse to work together or build 3 llts and these type of strategies exploit that. Not much time was given for the meta to adjust though. Transports on non-athena would make teamgame rushing even worse, and wouldn't punish the players for doing that strategy.
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1 |
I don't think access to transports is what hinders their use. Gs factory is very commonly built. Valks saw some use, but then an unspecific nerf made them disappear. Maybe undoing the cost nerf would help a bit. I understand that this was nerfed because of teamgames, in that people refuse to work together or build 3 llts and these type of strategies exploit that. Not much time was given for the meta to adjust though. Transports on non-athena would make teamgame rushing even worse, and wouldn't punish the players for doing that strategy.
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2 |
Things that prevent me from using transports are:
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2 |
Things that prevent me from using transports are:
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3 |
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3 |
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4 |
1: I still don't know how their more advanced features function(ferrying- Ive never used it). I've never seen anyone use it.
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4 |
1: I still don't know how their more advanced features function(ferrying- Ive never used it). I've never seen anyone use it.
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5 |
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5 |
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6 |
2: Even if it functions well, cost makes me think its not worth the effort to reduce travel time by like 10 seconds.
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6 |
2: Even if it functions well, cost makes me think its not worth the effort to reduce travel time by like 10 seconds.
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7 |
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7 |
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8 |
3:
Multi
unit
transports
pls.
Transporting
units
1
by
1
is
very
strange.
I
think
a
slot
system
of
sorts
would
be
the
best.
Say
valk
gets
20
TS(
transport
space)
and
vindi
125.
Then
just
assign
transport
values
to
units.
Most
raiders
around
6.
.
.
riots
around
15.
.
.
striders
around
100.
.
.
wiggle
up
and
down
based
on
the
unit.
Using
mass
or
cost
doesn't
make
sense
even
though
it
would
please
the
realism
people.
Nobody
is
going
to
pull
out
a
calculator
and
add
up
the
super
random
mass
values
for
units.
|
8 |
3:
Multi
unit
transports
pls.
Transporting
units
1
by
1
is
very
strange.
I
think
a
slot
system
of
sorts
would
be
the
best.
Say
valk
gets
20
TS(
transport
space)
and
vindi
125.
Then
just
assign
transport
values
to
units.
Most
raiders
around
6.
.
.
riots
around
15.
.
.
striders
around
100.
.
.
wiggle
up
and
down
based
on
the
unit.
The
general
values
for
unit
classes
will
allow
for
people
to
intuitively
figure
out
what
will
fit
in
a
transport(
1
riot
per
valk,
but
3-5
riots
per
vindi,
depending
on
the
unit)
.
The
ts
value
for
scallops
would
for
example
be
a
little
higher
than
for
things
like
levelers
-
but
this
makes
sense
in
a
way
that
doesnt
involve
numbers.
Using
mass
or
cost
doesn't
make
sense
even
though
it
would
please
the
realism
people.
Nobody
is
going
to
pull
out
a
calculator
and
add
up
the
super
random
mass
values
for
units.
|
9 |
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10 |
4: Transports tend to die easily(in drop situations), so again with the cost thing; I would feel much more comfortable using them accepting that they would probably die after 1 use.
|
9 |
4: Transports tend to die easily(in drop situations), so again with the cost thing; I would feel much more comfortable using them accepting that they would probably die after 1 use.
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11 |
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10 |
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12 |
Buff it till people are forced to use it, and then nerf to a point at which they are balanced.
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11 |
Buff it till people are forced to use it, and then nerf to a point at which they are balanced.
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