Trying to locate my missing ore trucks
Right now, the game is already dominated by infantry and basic units aka spam play.
Most people want to nerf mammoth tank, currently it's insanely powerful as now it can kite infantry. The 4 rockets you mentioned. They vaporise almost instantly. Don't get to shoot a single rocket. Mammoth tanks were and still are anti-infantryLuftwaffe wrote: ↑Wed Apr 03, 2019 1:04 amNerfing advanced units is counter-productive imo. The mammoth tank is very expensive, takes a long time to produce, needs high-tech and is very slow. Takes only 3-4 rocket soldiers to take it out - level 1 basic units. Why remove detection and turret reach - absolutely no need. If anything, the mammoth tank should be given a more effective weapon or armor against infantry.
No, actually they don't vaporize - test it yourself. Make a map with 2 rifles and 6 rockets (the same cost) vs a mammoth and this is what happens: The mam killed only 1 rifle and 1 rocket.
Not to mention another example where 5 mechanics just take over 5 mammoth husks and instantly convert $2500 into approx $10,000.
The game is already favoring infantry spam - low tech - playstyle - as it provides a better return on investment.
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Against an experienced opponent. You killed a few mammoths, now you're going to get their husks right? Nope, your opponent either has more mammoths to defend them or has air/inf support. Rarely are mammoths wiped as they are all round and have a ton of health
You are judging just the raw health and damage. You should always consider range, movement and rotation speeds, vision, cost and kiting ability. Don't forget to put units in real situations
I'm just judging it by the fact that there are no "OMG mammoths are OP" threads or github issues (which existed for artillery for a long time). What issues are caused by the current mammoths despite being "OP" (honest question)? Are teamgames all about mammoths nowadays? What happens before T3 comes online, what do alllies do? Could it be that we see them more often currently because they have just become fun to use?
Many players are picking soviets these days in RAGL. I haven't been paying too close attention but I've seen mammoth rush strategies that are strong.
Mammoths are a jack of all trades unit. They need to be weak or they'll just be spammed.
There seems to be an odd inherits trait with RedEye in the yaml. In which its showing that RedEye is to inherit Nike which is another missile type with a range of 7c512. But doesnt appear to be inheriting it correctly because its missing the ^ . Daisy chaining it up Nike inherits from AntiAirMissiles and then to AntiGroundMissile which has the range of 5c0. (Which is what E3 currently have.)
Is this an intentional? Or was the inherit of RedEye incorrect?
When 2 Heavy Tanks (2300$) fight one (2000$) they annihilate it. One is left untouched while the other is left without health. Also both players have Iron Curtain so they can cancel out. This means that in soviet mirrors mammoths aren’t unstoppable.
It’s a different story against allies. One Mammoth (2000$) VS 2 Mediums Tanks (1900$). Mediums win but one tank is lost while the other is left without health. On the other hand allies have Radar Jammer. With them infantry can try killing Mammoths but it’s not that easy. Mammoths have only a bit smaller speed then infantry plus they shoot missiles while moving what means some rockets are going to connect and make infantry go prone further decreasing chances of catching up. Not to forget that vehicles (Radar Jammers) tend to poorly follow infantry. This means that some of the Tusk Missiles are going to kill the pursuers. Another counter are Longbows. 2 of them (4000$) + RJ (1000$) can kill one Mammoth (2000$). But it’s not worth having many Longbows against Soviets in the first place because of this wonder unit called Mobile Flak. Another thing is that that Soviets can fire Iron Curtain and just annihilate your jammers and crush infantry while doing so while destroying all other units you have. It doesn’t help that Chronosphere doesn’t work properly on moving targets.
Anti-tank defences trade only a bit more cost efficiently against Mammoths
I generally dislike all-round units as they are really steamrolly and make for boring gameplay. Mammoth Tank is currently really powerful because it’s ridiculously good against infantry and is hard to stop by all other means cost efficiently. I’m not sure what’s the best way to change it but I definitely want to keep it’s anti-infantry capabilities. In my proposed balance changes I get rid of their cloak detection and change Tusk Missile range from 8c0 to 7c512. It’s mainly done because most AA missiles have this range and because it is a nerf to them. Though an insignificant one.
I totally agree with you thought process and yes Mammoths are too good.In my proposed balance changes I get rid of their cloak detection and change Tusk Missile range from 8c0 to 7c512. It’s mainly done because most AA missiles have this range and because it is a nerf to them. Though an insignificant one.
But I would propose a change to splitt the TuskMissiles into Anti Ground and Anti Air and nerf the Anti Ground version from 8c0 to maybe even 6c512.
Mammoth Tanks purpose is not to hunt down air but defend against them and that range is kinda necessary and makes sense due to generalization of AA missiles but the Anti Ground weapon shoud not have such a high range.
Mammoth Tanks are anti infantry artillery with massive amount of HP right now.
Also yes they should also lose their detection radius.
I mean seriously there is a lot oof left over code/yamls strings that should be looked at and reworked like the cloacking mechanic in RA1.
The crucial example is that 6 rockets and 2 rifles provide a much better return on investment (same cost) than one Mammoth. If your desire is to incentivize people to use more infantry and skip teching-up then this is the way to go.
Punsho gives out another example where 2 medium tanks 1900 kill 1 Mammoth (2000). Imagine those 2 tanks with 1 rifle, probably they would both survive.
It does not make sense to spend time building all the required buildings, wait for Mam build time, and then have a subpar unit. There should be a balance-matrix that favors investing into tech and advanced units.
On another note, I am for giving back "steal money" ability to spies - both factions should be able to steal.
England needs some good special unit - maybe snipers.
The balance basic vs advanced units proposal: slowing down infantry speed for about 10%.