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Making MAD Tank more viable


Get rid of MAD Tank's friendly fire?  

21 members have voted

  1. 1. a

    • Yes
      11
    • No
      10


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Trouble is, that safe zone tends to be far away enough from the enemy base that trying to avoid it will just hinder your offensive more than continuing to attack will. By the time the MAD detonates and you get back in range people will already be repairing stuff. And if you decide to ignore it and just attack regardless of the friendly fire damage you'll take, enjoy having your vision obscured. Remember Reborn's MSA/MSG dome spam? And those were units that didn't even get deployed 3 at a time within 20 metres of each other like MADs do, so you only ever had one dome to squint through at a time.


Perhaps a similar dome, which is only visible to the MAD driver and can be toggled on or off, would be handy for seeing if you actually have any buildings in range to hit though. But since it's not my script I'm not certain of whether the MAD's damage works as soon as the splash sphere touches part of the building mesh, or touches the centrepoint of the building; if it's the latter then a range dome would be of dubious use - alternatively there could be a "rangefinder" button which simply tells you if there are any main buildings in range by searching in the same way as the splash sphere does.

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Why not just make the MAD tank slightly faster? It's has the power to damage a whole base.

If MADs win allies could lose most their base.

I don't think a demo can knock out multiple structures.

Also there's response time of the allies.

 

I had a successful MAD rush because we we were far away from the main allied rush.

Sure we lost FTs and a CY. But the allied rush couldn't retreat fast enough and they lost barracks and WF.

 

The MAD is not a rush vehicle (neither are demos). They are best a sneak attack vehicle.

Basic Blitzkrieg distract and push. I've used a MAD as a distraction for a rush and also a rush as a diversion for MADs.

 

The idea is that all the allied focus is on killing the mads, often that escorts are ignored. Allies lose a lot of meds and phases just to kill a mad. Either way if MADs are killed or survive the escort force is often ignored.

 

Also consider this if mads are escorted by mammoths wouldn't leaving the mammoths alive after a successful MAD attack be game breaking?

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Bottom line

If you want the MAD to be more tactical

Just boost its speed and allow it some hill climbing so it can be versatile.

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My worries are those of Raptor29aa basically. Additionally, I also believe if you want to buff the mad, buff its mobility first.

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I agree as well, however I still feel that there should be a slight damage increase so that a couple well-placed engies don't completely ruin the attack in an extremely cheap way. I vote buff the damage to 35% (40% seems a bit overboard), and if that doesn't work, give it more mobility.

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My worries are those of Raptor29aa basically. Additionally, I also believe if you want to buff the mad, buff its mobility first.

Yea, after driving one around on different levels and terrain... There are some hills/slopes it almost gets stuck on, yet mammoths and ore trucks can climb with ease.

Edited by Raptor29aa
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