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heavy missile spam #40
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actually i just tested that out - hgn dd takes I forgot the dd turrets have two barrels each: Turrets: So: Which is what I just timed to be true |
A better comparison is the stats you get per time and per ru: LIVE STATS:
here we see expected results that everyone knows - DD is best per unit. For the frigates, hw1 ions kills caps best, HMF kills frigates best, hgn is shafted BUILD STATS:
A little harder to tell what's going on here - if all races were given just one queue to build units with, the most valuable unit per unit time (assuming no unit caps and units are immortal) is the HMF - hw1 ion cannon is best against capitals (beats the DD): DD has more HP/s (by Healing is also a factor - a huge one. I'm pretty tired so I won't work out the HP/s/s here that you build per HMF, but its not hard to see that destroyers will NEED bonus regeneration to match the regeneration rate of (typically) 10 or more frigates. HW1 ions will also definitely need the help of support frigates to cover this bad matchup. I will mention at least though: HMFs heal Logistics are another huge factor - Vaygr have the cheapest carriers in the game and technically still have the cheapest manufacturing upgrade (hgn is hidden behind adv. module). In general, vaygr will have +1 queues over their opponent for a given non-capital unit type. For capitals, the queue difference is usually +2 or +3. Keep in mind that the HMF is already winning stat matchups in single-queue comparisons. Now double or treble those stats. Looking at this, I'd recommend upping HMF build time, making imp. man more expensive, or nerfing HMF HP. HMF is actually not terribly unbalanced - however it is the best. Truly. |
I think a 5s build time increase for both hiig and vaygr would work, I think hiig needs the same treatment too since its easiest just to preserve as much of the existing balance if it isn't broken. While hiig ions vs hmf would be the same mostly, everything else hiig has vs hmf would become better. For DDs I think we should increase missile travel speed and reduce reduce frigate heal rate - Id be fine with a -50% nerf to heal. That being said the other frigate build times could be looked at like flak which is 50s but is arguable worse than assaults rn - you almost never see them built and when they are, they don't seem that effective especially vs hw1. |
Also what if vaygr carrier build time was slightly increased, rn its 40s which is the same as a mob, I literally dont even care when I lose a carrier because I know I can build a new one so quickly. Id increase it to 45 seconds just as a minor nerf which also makes mass hmf arrive slightly later. |
Hgn carrier is So yeah fucking jesus christ 28 seconds is utter nonsense LOL. Vgr carrier also builds ~37% faster than the Hgn, so... Hgn carrier: Leaving both fine imo - why nerf both? Because defensive macro is way too meta rn. |
3x improved manufacturing carriers from vaygr into hmf spam is honestly so good that its entirely on the vaygr player to lose the game rather than their opponent to win it
while I definitely agree that backstabbing etc is a good counter to such pushes, the fact of the matter is that the numbers for this build are straight up upsetting - ill use hgn dds as just one example:
Fear:
so it takes 4 destroyers inside maximum fire control to just about equal the hp per second being thrown at them - im not saying HMF spam is game breaking and as mentioned, there are definitely some weaknesses to it, however its insanely overbearing to play against
backstabs are fine, but its also fine for the vaygr to split 1-2 hmfs to kill refineries
def fields are fine in a cloak... if they are supporting enough dps (which will also require fire control)
destroyers are mostly not fine
pulsars get sliced up by lances and missile vettes
im down for discussion on this but i really think hmf cloud has to be cut somehow - adding a few seconds to hmf build time would be a good start, and perhaps adding the dd regen thats been on the backburner for a while
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