1. antonyboysx

    antonyboysx Member

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    So, I seen that there are some navy, are the weapons:

    Long range, so they are not useless when the battle is far from the shore?
    A mixture of weapons, such as anti-air and anti-ground?
    A mixture of types of weapons, such as anti air could be missiles and A.A. machine guns, and anti-ground could be artilleries and armour-piercing shells?
    Good damage?
    Have torpedoes for attacking other boats (submarines could do this as well)?
  2. KNight

    KNight Post Master General

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    We don't know anything for sure, not to mention that things will change a lot through teh Alpha/Beta.

    We can make some assumptions and educated guess, but nothing has been confirmed simply because it can't be yet, there are also varied opinions on how Naval units should interact with Ground and Air Layers.

    But the proposed Tech Structure(T1 -General Purpose T2- Specilized [No Power Gap]) leads to believe that units will be moderately specialized for the most part.

    Mike
  3. Raevn

    Raevn Moderator Alumni

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    Based on the whitebox pics, I'm not sure this holds for ships. The size difference is too big for there not to be a power gap.
  4. KNight

    KNight Post Master General

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    Well a Small Torpedo boat could still be seen as a specialized T2 unit, it just wouldn't cost the same as a Battleship.

    It's not about making everything cost the same amount of Metal, but more about making sure that X amount of Metal results in mostly 'equivalent' forces considering thier Role, so a small fleet or 50 torpedo boats is great against say subs, but are obviously useless as a bombardment unit like the Battleship and not as flexible as a more General Purpose unit like the "SupCom style" Destroyer

    Mike
  5. bobucles

    bobucles Post Master General

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    A change in raw materials can justify why ships are massive but not overwhelmingly different in power.

    But mostly, the roles between big and small shouldn't intersect. Big boats make great artillery ships. That's not very different from a land artillery role. They also work well as transports, support pads, and anything else that needs to be big.
  6. antonyboysx

    antonyboysx Member

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    I was thinking, that these could have mini-nukes on board, and maybe the ability to deploy satellites (whatever they do). They should also have some form of basic factory on board.
  7. yogurt312

    yogurt312 New Member

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    Although this might be going off topic a bit something about advanced units and no power gap ive always felt is that some units will be intrinsicaly more powerfull. the super heave tank is stronger and better than the heavy tank, however its cost atarts to be disproportionate to its stats. similarly a battleship should give frigates a devastating time instead of just being a bombardment platform. however its cost effectiveness is where the balance comes in.
  8. KNight

    KNight Post Master General

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    Exactly, it's not that all units are equally effective one on one, but that they are all using the same metrics for balance.

    The Tiers in SupCom aren't done like that, T1 units are balanced against other T1 units, not T2 or T3 Units in ANY way.

    Mike
    Last edited: April 3, 2013
  9. parge

    parge Member

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    I have to say, I very rarely used Navy in SupCom or TA, mainly due to the fact that there was often targets they couldn't hit (inland), they cost a lot, and they were very, very slow compared to air units.

    Hopefully they find a way to remedy this and encourage players to use Navy more often in PA

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