khaibar Advanced
Joined: 14 Dec 2007 Posts: 1141
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Posted: Sat Mar 08, 2014 12:59 am Post subject: Heavy Energy Turrets on inf |
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The primary issue with heavy listic turrets was with their short range not damage (11). Units with range 10 would have trimmed your base taking minimal damage. That's y I pushed for making heavy missile and heavy energy to be made inter because of their range (up to 14).
Originally I separated the two given that I thought that energy is gona be OPed with its burst damage that could take out at least a third of your simple army but both eventually got in. But now that they did, they are some what OPed (especially with energy enhancer)
Getting energy back to advanced would mean static bases of heavy missile since they have more range and more damage. To-hit penalty from being too close is easily neutralized with tracking station. We don't want static bases.
So perhaps the best way to fix this issue is to up the power consumption of heavy energy.
Quote: | Turret - Heavy Laser
A massive defensive weapon, the Heavy Laser turret can vaporize most mekas in a single shot.
Shields: 100 [ +30% / 30 Shields / Turn ]
Armor: 30
Power Generation / Use: 0 / 8
Combat Efficiency: 350 (Intermediate) |
Quote: | Turret - Heavy Missile
A heavy-hitting turret; however its twin missile attacks can be a weakness certain mods can take advantage of.
Shields: 100 [ +30% / 30 Shields / Turn ]
Armor: 30
Power Generation / Use: 0 / 7
Combat Efficiency: 350 (Intermediate) |
That doesn't make any sense.. only 1 extra power?
Maybe if we increased the heavy energy turret's power consumption to lets say 15? that way a full energy base would take too much power and is easily powered down.
Another solution would be to down the recharge to 2 and down the damage to 25. The problem isn't with high damage. It's with high enough damage to 1 turn armies. This maybe best solution. Hotwires might make this oped but u need to be down and u can't hotwire an entire base. |
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