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MO3.0 Feedback // BALANCING


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#661 lovalmidas

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Posted 11 June 2014 - 06:24 AM

Why would anyone use it? The IFV acts as a troop carrier too. And SEAL IFVs make for more focused firepower (you can pack more firepower in fewer squares - especially when you deploy). I agree that GI IFV is better in some cases. :p


Edited by lovalmidas, 11 June 2014 - 06:25 AM.

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#662 mevitar

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Posted 11 June 2014 - 10:10 AM

Or keep SEAL IFVs as they are, but give them CellSpread. Surprise! Area anti-infantry!
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#663 MIG

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Posted 11 June 2014 - 12:49 PM

Allied need area anti-infantry unit. XD

#664 TIjey

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Posted 11 June 2014 - 05:17 PM

AI of any complexity, does not kill air units



#665 switchblade16

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Posted 11 June 2014 - 07:01 PM

Why would anyone use it? The IFV acts as a troop carrier too. And SEAL IFVs make for more focused firepower (you can pack more firepower in fewer squares - especially when you deploy). I agree that GI IFV is better in some cases. :p

 

better against armor vs SEAL IFV


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#666 Toveena

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Posted 12 June 2014 - 01:37 AM

SEAL IFV is a joke compared to GI IFV, nuff said~



#667 MrFreeze777

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Posted 12 June 2014 - 05:03 AM

I looked at the code for MG IFV vs. SEAL IFV. The machine gun weapon does 25 damage in bursts of 2 with a 10 frame reload time. The SEAL IFV weapon does... oh. It has the EXACT same stats, except it uses the HollowpointSEAL warhead instead of the SSA warhead.
 
Really.

[CRM60]
Damage=25
Burst=2
ROF=10
Range=7
Projectile=InvisibleWork
Speed=100
Warhead=SSA ;Verses=100%,80%,65%,30%,20%,20%,20%,15%,10%,100%,100%

[CRMP5]
Damage=25
ROF=10
Burst=2
Range=7
Projectile=InvisibleWork
Speed=100
Warhead=HollowPointSEAL ;Verses=105%,95%,90%,30%,15%,8%,0%,0%,0%,100%,100%

 
Compared to SSA, HollowPointSEAL has slightly better verses against infantry but worse verses against vehicles and no ability to target structures.

The GI IFV: ~$600 (give or take $50) + $120 = $720
The SEAL IFV: ~$600 + $650 = $1250

So, the SEAL IFV is just a moderate improvement against heavy infantry for almost twice the cost per unit, not to mention a downgrade against anything else. Why would anyone use it?

For that similar price I could buy a Warhawk, a Prism Tank, or a Blizzard Tank which does a hell of a lot better at killing infantry than a SEAL IFV ever could. I agree with mevitar's idea. SEAL IFVs should get a buff that has CellSpread damage so it affects groups of infantry.


Edited by MrFreeze777, 12 June 2014 - 05:31 AM.


#668 Atomic_Noodles

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Posted 12 June 2014 - 05:19 AM

Maybe it could have cluster shots (Think Zephyr Shells) or give it CellSpread (Kirov Bombs) to provide AoE.

 

Alternatively make it like its Vanilla Mode where it shred infantry with less than 125 HP in 1 shot.


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#669 X1Destroy

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Posted 12 June 2014 - 07:54 AM

Might be a little bit too much.....but the SEAL IFV is no longer inefficient now.

Damage=45
ROF=10
Burst=3
Range=7.5
Projectile=InvisibleWork
Speed=100
Warhead=HollowPointSEAL

 


Edited by X1Destroy, 12 June 2014 - 07:55 AM.

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#670 MIG

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Posted 12 June 2014 - 09:15 AM

Might be a little bit too much.....but the SEAL IFV is no longer inefficient now.

Damage=45
ROF=10
Burst=3
Range=7.5
Projectile=InvisibleWork
Speed=100
Warhead=HollowPointSEAL

 

lol

#671 X1Destroy

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Posted 12 June 2014 - 10:23 AM

What's so funny?


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#672 Divine

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Posted 12 June 2014 - 11:14 AM

Just an idea: give the Navy SEAL a shotgun instead of the MP-5. That way it would be more unique, and you could modify the SEAL IFV to be a close range, but brutally efficient infantry annihilator.


Edited by Divine, 12 June 2014 - 11:14 AM.

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#673 Toveena

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Posted 12 June 2014 - 03:13 PM

Shotgun? you got it~

 

[FV]

BurstDelay0=0

 

[CRMP5]

Damage=35
ROF=30
Range=6
Projectile=InvisibleWorkspread
Speed=100
Warhead=SGSSA
Report=RobotTankHMG
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Burst=4
Bright=yes

 

[InvisibleWorkspread]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

Ranged=yes
Inaccurate=yes
FlakScatter=yes

 

[SGSSA]

CellSpread=.8
PercentAtMax=.5
Verses=100%,95%,90%,20%,16%,12%,0%,0%,0%,120%,100%
Versus.libra=50%
InfDeath=1
AnimList=PIFF
Bullets=yes
Wall=no
ProneDamage=80%
 


Edited by Toveena, 12 June 2014 - 03:16 PM.


#674 MIG

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Posted 12 June 2014 - 03:38 PM

Shotgun? you got it~
 
[FV]
BurstDelay0=0
 
[CRMP5]
Damage=35
ROF=30
Range=6
Projectile=InvisibleWorkspread
Speed=100
Warhead=SGSSA
Report=RobotTankHMG
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Burst=4
Bright=yes
 
[InvisibleWorkspread]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Ranged=yes
Inaccurate=yes
FlakScatter=yes
 
[SGSSA]
CellSpread=.8
PercentAtMax=.5
Verses=100%,95%,90%,20%,16%,12%,0%,0%,0%,120%,100%
Versus.libra=50%
InfDeath=1
AnimList=PIFF
Bullets=yes
Wall=no
ProneDamage=80%
 

Range=7 :)

#675 Sizyfos31

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Posted 12 June 2014 - 04:53 PM

Range of 7 is a bit too much for shotgun. Unless the shots at max range will be less powerful.


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#676 Meyerm

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Posted 12 June 2014 - 11:59 PM

I don't think having a damage increase correlating with range is possible on the engine.



#677 Atomic_Noodles

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Posted 13 June 2014 - 01:52 AM

Needs a dummy invisible SHP Projectile...

; Degenerates = Does the bullet strength weaken as it travels (def=no)?

On the projectile of the Weapon.


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#678 Graion Dilach

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Posted 13 June 2014 - 09:11 PM

Fact is that Degenerates acts too hardcoded. I don't like it because of that.

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#679 doctormedic

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Posted 02 July 2014 - 07:47 AM

Was the Stallins fist inspired from C&C TS firestorm's GDI Mobile war factory?  :thumbsuphappy:


Edited by doctormedic, 02 July 2014 - 07:48 AM.


#680 Rushing Russian

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Posted 16 August 2014 - 01:33 AM

Is it me or the Tesla Cruiser is preety underwhelming against other T3 vehicles? 






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