I hate water maps & the navy

Discussion in 'Planetary Annihilation General Discussion' started by Quitch, March 7, 2014.

  1. stormingkiwi

    stormingkiwi Post Master General

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    Yes, You can put your mind at ease!
    kimmynl and Geers like this.
  2. Mosse

    Mosse Member

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    Have Uber said anything about aircraft carries where we can build air units? Would be handy for big planets.
  3. stormingkiwi

    stormingkiwi Post Master General

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    Not needed, air units do not have fuel or ammunition to resupply, so an Aircraft carrier is unnecessary, and the naval fabbers fulfil the rrpair role.
  4. ohnimus

    ohnimus New Member

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    i would take out all water buildings except warfs, torpedoes, AA (but have torpedoes not being attackable by aircraft) - addin underwater silos, torpedoes to the T1 cruiser, underwatercruise missile, underwater orbital-radar + sonar
    and let the T1 constr. be a sub
  5. Geers

    Geers Post Master General

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    Underwater missiles = torpedoes.

    Unless you mean missile launcher.
  6. ohnimus

    ohnimus New Member

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    oh i forgot - addin: aircraft carrier ;)
  7. keterei

    keterei Active Member

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    Naval is useless. I never use it. It is always overpowered by air.
  8. Quitch

    Quitch Post Master General

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    You need to build the Stingray then, it completely invalidates air. Seriously, it's pretty amazing.
  9. stormingkiwi

    stormingkiwi Post Master General

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    I absolutely agree with everything you say.



    In saying that, I do think that against the AI, because t1 ships are not ubercannonable to the same extent that bots and tanks are, that naval currently has the only strategy where you can even vaguely anyone who plays at the same level as the AI.


    I'd also say that t1 units are irrelevant - they're just fully outclassed by everything T2.
  10. Quitch

    Quitch Post Master General

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    I think T1 land has its place, you need to continually harry the edges of your opponents base to prevent free expand, keep them occupied and threaten them if they do nothing but tech. But turret costs need to be sorted to allow T1 land to play a larger role in the game than it does now where it's all about rolling to T2.

    Of course, the ubercannon change is also a factor.
  11. mabdeno

    mabdeno Active Member

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    The fog of war being hard to see is a fairly important issue I find. Im not too sure why sight range is so hard to determine on water but it would be nice if it was more distinguishable.

    That and being able to see queued power gen placement on water would be nice.
    Quitch likes this.
  12. BulletsFrozen

    BulletsFrozen Active Member

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    EDIT: Sorry for the double Post
    Last edited: March 9, 2014
  13. BulletsFrozen

    BulletsFrozen Active Member

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    To balance the boats I think they should first and foremost upgrade the manoeuvrability and speed of the boats. Seriously its like the boats are programmed to crash and get stuck in every tiny crevice on the map. The larger boats like the leviathan and stingray i guess can be a bit slower, but there is no reason for fabs to take hours to get from point A to point B. The fire power on the boats I must say is pretty dam good, I mean mobile catapults FTW. Then there comes one of the biggest problems, which is the water surface are. You might find one large lake where you build a naval factory but after that the boats have no where to go since alot of water masses are not connect by a river or etc. It think a naval transport that might carry boats over land to other water bodies might be an interesting idea to fool around with and see how it does. Man I love the naval but its impossible to use it efficiently or practically in its current state :(.[/quote]
  14. igncom1

    igncom1 Post Master General

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    Id would be nice to have boats and ships.

    As for the T1 ships, I agree that they could be faster, but I do kinda like having to escort my super heavy ships around.
  15. tohron

    tohron Active Member

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    I think navy could be made considerably more fun by giving it +50% HP and -33% damage/shot. Right now, the combination of slow speed and rapid deaths mean naval turns into "send your ships at theirs --> both die" repeated ad-nauseam until someone gets a significant unit advantage.
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  16. ace63

    ace63 Post Master General

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    I also agree that naval units - especially for their size - still feel like paper units crushing into another.
  17. igncom1

    igncom1 Post Master General

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    I kinda like their fire-power, but then again most units are very fragile.
  18. MrTBSC

    MrTBSC Post Master General

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    imo t2 leviathan increase range and damage per shot decrease rate of fire significantly more metalcost and high fire arc
    stinger should be t1
    put in minranges on artillery units ...
  19. Quitch

    Quitch Post Master General

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    You mean Stingray? That couldn't be T1, its AA is amazing.
  20. chronosoul

    chronosoul Well-Known Member

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    I think T1 navy needs more patrol boat speed naval units. The naval fabbers also need a speed boost to give them an advantage compared to using an air fabber.

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