| 1 |
Amphtank feedback (v1)
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1 |
Amphtank feedback (v1)
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| 2 |
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2 |
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| 3 |
- Murderhole (floating armed construction tank - anti sub)
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3 |
- Murderhole (floating armed construction tank - anti sub)
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| 4 |
balance/stats : OK? It's a welder with slightly better weapons, including the underwater niche, but only 2/3 of the build power. Welder's probably slightly OP
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4 |
balance/stats : OK? It's a welder with slightly better weapons, including the underwater niche, but only 2/3 of the build power. Welder's probably slightly OP
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| 5 |
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5 |
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| 6 |
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6 |
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| 7 |
- Springald (light raider amphtank)
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7 |
- Springald (light raider amphtank)
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| 8 |
balance/stats : OK
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8 |
balance/stats : OK
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| 9 |
\n
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9 |
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| 10 |
- Anura (Subsurface assault/raider amphtank - anti sub)
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10 |
- Anura (Subsurface assault/raider amphtank - anti sub)
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| 11 |
balance/stats : OK? No burst but quite strong in all-in brawls.
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11 |
balance/stats : OK? No burst but quite strong in all-in brawls.
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| 12 |
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12 |
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| 13 |
- Mangonel (Skirmishing depth charge launcher - anti sub)
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13 |
- Mangonel (Skirmishing depth charge launcher - anti sub)
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| 14 |
balance/stats
:
UP
on
land,
OK
vs
underwater
niche.
Reduce
cost
to
300m
->
260m.
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14 |
balance/stats
:
UP
on
land,
OK
vs
underwater
niche.
Reduce
cost
300m
->
260m.
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| 15 |
\n
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15 |
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| 16 |
- Hive (deployable riot swarm missile amphtank)
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16 |
- Hive (deployable riot swarm missile amphtank)
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| 17 |
balance/stats : UP. Decent at area control vs enemy riots but short range is crippling. Its cost in glaives or assault just moves in and kils it. An ogre can drive in and almost kill it.
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17 |
balance/stats : UP. Decent at area control vs enemy riots but short range is crippling. Its cost in glaives or assault just moves in and kils it. An ogre can drive in and almost kill it.
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| 18 |
Imo increase range from 420 to 500 and double missile acceleration.
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18 |
Imo increase range from 420 to 500 and double missile acceleration.
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| 19 |
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19 |
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| 20 |
- Crocodile (subsurface assault bombard - anti sub)
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20 |
- Crocodile (subsurface assault bombard - anti sub)
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| 21 |
balance/stats : slightly OP. Stats too high. Increase cost 750m -> 850m. Apparently can push crabs off spires and kite sirens from underwater
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21 |
balance/stats : slightly OP. Stats too high. Increase cost 750m -> 850m. Apparently can push crabs off spires and kite sirens from underwater
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| 22 |
OPness depends significantly on how fast the turret turns given high hit n run/kite potential.
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22 |
OPness depends significantly on how fast the turret turns given high hit n run/kite potential.
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| 23 |
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23 |
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| 24 |
- Arbalest (rapid fire gauss fire support)
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24 |
- Arbalest (rapid fire gauss fire support)
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| 25 |
balance/stats : significantly UP vs land, OK vs underwater niche, maybe. Reduce cost 900m -> 700m
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25 |
balance/stats : significantly UP vs land, OK vs underwater niche, maybe. Reduce cost 900m -> 700m
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| 26 |
(didn't notice the description that it heats slower on water, that'd change things a bit)
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26 |
(didn't notice the description that it heats slower on water, that'd change things a bit)
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| 27 |
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27 |
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| 28 |
- Plaguerat (amphibious terrain flattening and nanoplague bomb)
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28 |
- Plaguerat (amphibious terrain flattening and nanoplague bomb)
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| 29 |
balance/stats : OP. This seems busted if you lob it together with a scallopball into some enemy position. The wrecks will turn on them, possibly creating a pain in the ass to remove.
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29 |
balance/stats : OP. This seems busted if you lob it together with a scallopball into some enemy position. The wrecks will turn on them, possibly creating a pain in the ass to remove.
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| 30 |
Seems it revives units after like 15s regardless of their cost. Maybe a simpler mechanic would be for the plague to heal allies by 300, hurt enemies by 300 over 15s and "digest" and remove wrecks.
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30 |
Seems it revives units after like 15s regardless of their cost. Maybe a simpler mechanic would be for the plague to heal allies by 300, hurt enemies by 300 over 15s and "digest" and remove wrecks.
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| 31 |
\n
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31 |
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| 32 |
- Ballista (disarming AA amphtank)
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32 |
- Ballista (disarming AA amphtank)
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| 33 |
balance/stats : UP. better at stopping bombers from dropping their load, but mediocre hp/cost and poor actual dps. Reduce cost 500m -> 400m.
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33 |
balance/stats : UP. better at stopping bombers from dropping their load, but mediocre hp/cost and poor actual dps. Reduce cost 500m -> 400m.
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| 34 |
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34 |
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