Typhoon feels overnerfed

Discussion in 'Balance Discussions' started by Phireh, September 8, 2015.

  1. Phireh

    Phireh Member

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    I've been toying a bit with the post-nerf carriers and they seem very underwhelming despite being the most expensive T2 ship.

    The drones lose HP fairly quick and their effective range is quite small, which should be fine if you didn't have so few of them. You need like half a dozen carriers to have a menacing amount of drones... meanwhile building only one leviathan does a far better job at sieging your enemy...

    Am I doing something wrong or there's no point in typhoons anymore?
    huangth and gmase like this.
  2. burntcustard

    burntcustard Post Master General

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    Agree, slight overnerf. Mebbe -2 or -2.5 would be a better HP degenerating speed than the current -3 (was originally -1).
  3. cwarner7264

    cwarner7264 Moderator Alumni

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    I still feel like the most elegant solution would be to remove the ability to control the drones. Makes it interesting - massive firepower potential but a bit of a loose cannon.
    huangth, klavohunter, vyolin and 6 others like this.
  4. philoscience

    philoscience Post Master General

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    Yes this is quite sad. One of the most interesting and dynamic units in the game and this nerf was a major over-reaction. We didn't even have time to find a good place for it in the meta.
    huangth and stuart98 like this.
  5. killerkiwijuice

    killerkiwijuice Post Master General

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    They should be kamikaze drones if you ask me.
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  6. mered4

    mered4 Post Master General

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    But then it would just be a weird leviathan D:
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  7. MrTBSC

    MrTBSC Post Master General

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    no, i disagree with that ... lower the contol maybe to area attack/patrol but never fully take it away ...
  8. Phireh

    Phireh Member

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    If I remember correctly the Carrier in TA (or at least in PA Spring) was also a mobile radar. That'd be cool niche and would help finding targets for its drones. Also they could backpedal a bit the drone nerfs... or if they want them to be that weak don't make Typhoons cost 6300 metal :(
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  9. burntcustard

    burntcustard Post Master General

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    All units should be kamikaze.
  10. stuart98

    stuart98 Post Master General

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    All units should have death explosion damage; I don't think that many of them should have it as their primary attack though.
    tristanlorius likes this.
  11. elodea

    elodea Post Master General

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    hrm i think the problem with typhoon is the range now that you can no longer manually launch drones by attacking wreckage.

    Carrier auto attack range is pitifully small at 250. Orca is 180, levi is 400, and more importantly stingray is 260. Basically, levi pretty much does everything the typhoon can do but better. And the stingray counters it so hard it's not funny - basically cementing levi/stingray/sub as the only composition really worth building.

    If carrier auto attack range reflected true drone range, and there was a way to control launching, then i think the drone nerfs we got would work ok.
  12. temeter

    temeter Well-Known Member

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    I'd love to just get a manual launch function. The dronecarrier is a damn cool unit, but it is impractical to use.
    huangth likes this.
  13. burntcustard

    burntcustard Post Master General

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    Controlled drone launching with alt-fire works well. Nice because it uses the same keyboard shortcut as the commanders Uber cannon. Does not stop the carrier auto-attacking.

    pa\units\sea\drone_carrier\carrier\carrier.json:
    Code:
    // Add command caps to allow secondary fire:
    "command_caps":[
      "ORDER_Move",
      "ORDER_Attack",
      "ORDER_Assist",
      "ORDER_Patrol",
      "ORDER_FireSecondaryWeapon"
    ],
    
    // Add secondary weapon property to the weapon:
    "tools":[
      {
        "spec_id":"/pa/units/sea/drone_carrier/carrier/carrier_tool_weapon.json",
        "aim_bone":"socket_muzzle",
        "record_index":0,
        "fire_event":"fired",
        "muzzle_bone":[
          "socket_muzzle"
        ],
        "secondary_weapon":true
      }
    ],
    
    As a mod (can be put in your mod folder and used with PAMM).
    Last edited: September 9, 2015
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  14. temeter

    temeter Well-Known Member

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    This needs to be in the game!:eek:
  15. pieman90

    pieman90 Active Member

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    Liking that build name ;), wished it could be a ui mod or be added ingame if they don't expand the carriers deployment range
  16. huangth

    huangth Active Member

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    I think the best solution to typhoon is increasing its auto range to 400 or even farther.
    The carriers should be out range the battleship, WW2 shows that.
    Then, we can see it is overpower or not.

    Even with the auto-range buff, I think typhoon may be still not overpower.
    Many units can anti-air, and the missile drone is not free.

    I also hope the missile drone doesn't destruct itself.
    Just give them a energy bar as a timer, and force them to return to the carrier when its energy is empty.
    Make the missile drone more durable but also more expensive.
    I think it is fine.
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  17. Phireh

    Phireh Member

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    This. So much this. The idea of ramming into enemy range with A CARRIER is absurd to me. They should have as much range as the drones can travel.

    Usually I wouldn't like having 2 long-range sieging units in T2 naval, but I feel like leviathan and typhoon are different enough to coexist. Leviathan should be the go-to unit to take down land and surface sea, while typhoon can shoot at air and submarines from long range but is worse vs well defended bases.

    I don't see a reason why typhoon shouldn't have long range. Right now it's a clunky underpowered 6000 metal brick.
    elodea, huangth and raphamart like this.
  18. V4NT0M

    V4NT0M Well-Known Member

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    It's useless imo, bad damage/health and drones that don't work properly with combat fabbers.
    raphamart likes this.

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