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  1. The issue with such a weapon is that it will likely overshadow both the Titan and the Wolverine due to its mobility. I'd argue that speed is the most important stat of the three classics (firepower, armour, mobility) and as such, giving it a general purpose gun might throw the balance completely off the rails. We've already had issues with balancing the Attack Cycle and the Hover MLRS. Both units need their mobility to function as intended, but a speed+firepower stat too high, and they become overpowered. A stat too low and they become almost useless. That's the issue with units that rely on their high-mobility for balance. (Both as an actual speed stat, and a general mobility stat, such the ability to move in 3 dimensions.) Similarly, the AAPC needs its mobility to deliver its cargo. Its purpose is to transport infantry from point A to point B as fast and safely as possible. It is a job that it currently does very well, if not a bit too well. If it really needs to fight something, its cargo can unload and do the shooting for it. It doesn't need a pop-gun for that. It already has: cargo space, speed, protection, and the ability to go where Nod can't; water. Nerf its speed and it becomes bad at its role. Give it a gun and it'll likely turn into a light mbt, which isn't its role. The Nod SAPC's ability to dig is indeed a balance issue at this moment in time, in fact, it needs a counter to function in a balanced manner. That said, it is a gimmick. A gimmick that tends to get old really fast. In fact, if we look at the test server statistics and results, the AAPC is miles ahead in terms of usage over the SAPC, let alone the poor sod that is the Orca Transport. If anything, those are the units that are ''not fun'' and the units that need the attention. The AAPC isn't for everyone in its current form, that much is likely true. However, we need to understand that not all units will be fun for everyone. Will we give the Harvesters and MSAs guns as well to let the drivers have something to do? Not everyone will enjoy the same units equally but reaching out for this by giving the AAPC a gun won't really help it in its intended role: moving infantry from point A to B. Like mentioned before, people will likely buy it as a combat unit instead, which isn't the thing it is supposed to be. I've heard the argument that, for $800, why buy the AAPC if one can buy the Titan. The answer is because said person prefers the Titan over the AAPC due to its capabilities as a stand-alone unit which doesn't require teamwork. However, the intended role of the AAPC as a unit generally requires teamwork. If one puts emphasis on teamwork as a player, the AAPC can, in many cases, be more viable than the Titan. It depends on what a player prefers. If one prefers to go alone or have his own unit, the Titan, Disruptor or another unit will fit better up his/her alley. As for the Mobile EMP, that change was necessary based on a balancing principle, not a subjective reason one such as this one. To continue on from my wall 'o text above, the Mobile EMP needed a change because it couldn't be balanced in its RTS form: the near instant wave of EMP. We have balancing measures in terms of reload, gatling logic, mobility, armour, EMP duration and AOW, but we couldn't get it right. Changing this new unit, which had balance issues, to a new format thus made sense. The AAPC, which is a unit that has been in the game since the 2013 release and has done its job ever since, is instead being changed on a subjective reason. The argument to deviate from source material, I agree, isn't as important. Sure, we're limited to TS in terms of many things, but we have made changes for the better of the game. Handing the AAPC a gun, is, at least from my point of view, not one of those improvements. Instead, I consider it a detriment to an otherwise good unit that may very well affect the game balance negatively and/or make it more difficult to balance the game right.
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  2. im not saying it has to be an exact clone of TS. I just don't see any need for a gun on the apc. I find the gdi apc to be a very fun unit to play, even without the gun, just because its so good at squishing people. Plus, if you add a gun to the gdi apc, wouldn't you have to add one to the Nod counterpart as well? I think my main gripe is that you'd be changing the look of an iconic tiberian sun unit, even if it is only slightly
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