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Some ideas for balance (Air Vehicles)


friezkrieg

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Good mornin/day/evening, lads. I want to introduce some fixs for balance. I'm playin as a aircrafts mostly and i'm using every air vehicles (depend on role ingame). Soooo, after some hours of gaming, I think some vehicles must be buffed or nerfed.

1. Need to buff:

a) Boeing/Sikorsky (both of them) - I think controlable turret of main wpn will add some points for this vehicles, and upgrade a dmg lvl a little (5-7% fair enough)

b) Kawasaki - the main function of this chopper (for me) is hunting for cloaked vehicles. So, increasing a scanner range will provide more vitality for this vehicle (main wpn is good enough without any dmg buffs). Also, you can make ballistics of rockets more straight-lined, less looking like arc projection.

c) Orca Fighter (personal pain) - after being nerfed already before (cutting secondary mode's range) this aircraft looks mostly pathetic. I'm using this Orca for ambushing land vehicles, and range of secondary mode not givin u a little chance VS aa tanks or even lightly armoured vehicles to survive. You literally must to make some cqc, what is unacceptable sometimes. Im not asking to return a previously range, just add at least 30-35% additional points into the range.

2. Need to nerf:

a) MI-24 - ffs im playing too much on this heli and its so dumb. You  can easly repel any lightly/medium armoured vehicles from a fantastic range of main firing mode. Decreasing range or dmg of main firing mode is vital for balance this vehicle (from my point of view ofc).

b) Apache/Orca (Escort and AT) - in this case I mean fixing their machinegun dmg and range, looks really weird when u annihilatin someone from a far.

3. Personal request for some vehicles:

a) Because mostly GDI vehicles are heavy and well-armoured, but slow, you can invent for Chinook ability to airlifting. If same script can be used (I mean delivery big vehicles when u purchasin them from terminal) - that would be rly cool.

b) Buff movement speed for Wolverine ffs. No one uses this mech because its too slowly for this vehicle role. 75-80% fair enough.

That's all. And goodsee3

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Apaches and Comanches don't need any sort of buff, especially the Comanches. The AT Comanche is extremely good against most tanks while also being stealth which is extremely powerful. You can patrol around the map while being completely undetectable and get behind enemy aircraft and easily kill them in a few missiles. The escort one is only useful for one thing and not many people know it, the laser pods secondary attack WILL destroy a 36 Mammoth in just 2 or 3 bursts granted he doesn't have any other teammates behind him.

The apache is more or less just a way to get on the cliffs and destroy defenses with a rocket soldier, it only costs 800 but the AT one can be useful on certain maps where you can get behind cover.

 

The Kawasakis also have just one role, while they're decent at killing tanks, people usually mass them to rush obelisks and such. I wouldn't say that they need either a buff or a nerf, maybe just increase the detection range so you can counter Comanches better.

 

Orca Fighters used to be very good, I have no idea why they were nerfed to this point where you basically need to be point blank to use the alt attack. They should get a armor buff/change to be able to counter hinds without getting wrecked in two bursts.

 

Hind - Yes.

 

Chinook with airlift would break most games since you could just airlift some stronger tanks to the cliffs or edges of the Nod base. You wouldn't even need to go around.

Maybe increase the missile damage against Hinds since currently it's the only GDI air unit that doesn't die in literally 1 burst, the other being the orca fighter which dies in 2.

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On 2/7/2023 at 11:56 PM, WNxHeadShot said:

Apaches and Comanches don't need any sort of buff, especially the Comanches. The AT Comanche is extremely good against most tanks while also being stealth which is extremely powerful. You can patrol around the map while being completely undetectable and get behind enemy aircraft and easily kill them in a few missiles. The escort one is only useful for one thing and not many people know it, the laser pods secondary attack WILL destroy a 36 Mammoth in just 2 or 3 bursts granted he doesn't have any other teammates behind him.

The apache is more or less just a way to get on the cliffs and destroy defenses with a rocket soldier, it only costs 800 but the AT one can be useful on certain maps where you can get behind cover.

 

The Kawasakis also have just one role, while they're decent at killing tanks, people usually mass them to rush obelisks and such. I wouldn't say that they need either a buff or a nerf, maybe just increase the detection range so you can counter Comanches better.

 

Orca Fighters used to be very good, I have no idea why they were nerfed to this point where you basically need to be point blank to use the alt attack. They should get a armor buff/change to be able to counter hinds without getting wrecked in two bursts.

 

Hind - Yes.

 

Chinook with airlift would break most games since you could just airlift some stronger tanks to the cliffs or edges of the Nod base. You wouldn't even need to go around.

Maybe increase the missile damage against Hinds since currently it's the only GDI air unit that doesn't die in literally 1 burst, the other being the orca fighter which dies in 2.

Commanches can be counter by a Kawasaki, as I said previously, but ur point better maybe.

Kawasakis: : friezkrieg :"asking for increase detection range", WNxHeadShot: "asking same things, but used different words", Threve: "Damn, WNxHeadShot so smart and sexy, 100%", meanwhile friezkrieg: ":what:"

About Chinook - not sured what airlifting can ruin gameplay (if yes - can be fixed easly by server rules.) Maybe made some poll of vehicles what can be lifted.

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It's pretty rare to see Comanches get countered by Kawas. It's a waste of 1700 creds(or however much it costs) because the guy can see you from far away and already plan on how to destroy you while you're looking around for them.

Comanches usually get blown up by base defenses, Chapperals and normal orcas that just happen to get extremely lucky and get the drop on one.

To be honest getting a MSA and then just normal 800 orcas is a cheaper way to try and hunt them down(at least on maps like infinite isle) but if it's something like Battle for Midway you can forget about going solo with gdi air. At that point all you can do is either buy or have someone else buy a Chapperall and try to bait them with a cheap orca.

 

Kawasakis: : friezkrieg :"asking for increase detection range", WNxHeadShot: "asking same things, but used different words", Threve: "Damn, WNxHeadShot so smart and sexy, 100%", meanwhile friezkrieg: ":what:"

 

I think that's because the detection is more of a niche on the kawasaki and that I pointed out the main purpose of them is to mass rush obelisks.

Edited by WNxHeadShot
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Well, Orca + MSA, even escort Orca, mo expensive than Kawasaki. Plus, u need to make a protection to sensor, and move it close to frontline. Anyway, it depends of pilot skills of player to beat any type of vehicle, who encountered u. Its too many options: type of enemy player; type of vehicle what he's using; what kind of map and quantity of allies near you and target. I just using main gameplay situation when u flying solo. Our arguments may vary in different situations. Whe you see an opportunity, other player seen only some problems. Not at all lads in our community are pros or purely Mavericks. Thats why mod must be easly to understand.

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On 2/10/2023 at 9:33 AM, friezkrieg said:

Well, Orca + MSA, even escort Orca, mo expensive than Kawasaki. Plus, u need to make a protection to sensor, and move it close to frontline. Anyway, it depends of pilot skills of player to beat any type of vehicle, who encountered u. Its too many options: type of enemy player; type of vehicle what he's using; what kind of map and quantity of allies near you and target. I just using main gameplay situation when u flying solo. Our arguments may vary in different situations. Whe you see an opportunity, other player seen only some problems. Not at all lads in our community are pros or purely Mavericks. Thats why mod must be easly to understand.

Orca AT: Great unit that is the mainstay of GDI AT Forces.

Kawasucki: Can't detect anything. The "Detection" feature is more so a thing where if it works it's an added bonus. The missiles on this unit fire faster however and it can carry 2 people. Also it accelerates very fast.

Orca Scout ($800): Mainly a sucide transport with the added bonus of being pretty good against things that are not AA. Might I mention that the Vulcan machine gun also has MASSIVE range.

Chinook: Primary reason for this unit is Anti Infantry and a Transport. Serves it's purpose very well.

Bomber: A Hidden GDI trick to get a last second win. Requires GDI to actually save up $ to use effectively. Can be countered by a SA-88 Geko.

Overall GDI Air: Great units that provide great firepower. However, they do so in a balanced way that requires skill to bring out the most.

Apache Scout: Same as GDI.
Apache AT: Same as GDI.

Hind-24: This is the only unit that i'm iffy about. It can carry 6/7 people. The range is MASSIVE. The damage is pretty good. The right click is a nice bonus. If this had to be changed i'd reduce the range slightly. Buff the right click missiles and a slightly longer reload. But I don't think it needs changes.

Commanche AT: This unit is extremely powerful in the right hands. But it requires a lot of cordination, visual recon and being able to read situations in the game. To get the most you have to really apply yourself. But you'll be well rewarded. Be aware the cost makes this unit it super pricy if you fuck up multiple times. A Tank Ace is a must. Can be killed using a ramjet, base defences or Chapperal. If you're using a Kawasaki with an MSA to find this unit you're doing it wrong. Get a ORCA Scout and Ramjet/AA Stinger and wait to be attacked. Or just get a ramjet and wait in field.

Commance Normal: Used only to 2 Hit K/O a full HP 36 Inch mammoth tank.

Banshee: This unit should be $2,000 how it is now. It constantly tetters more than any unit on being too powerfull or nerfed to shit.

Overall Nod Air: Really good and balanced when compared to GDI. The Banshee needs to be slightly changed. The AT Commanche requires a vet to use effectively in a normal game and the Hind is controversal but bear in mind that GDI has the SPAAG - 87 Anti everything gun.. so I think things balance out.

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