uberge3k wrote:The upgrade is never used primarily due to it's tiny range and necessity of being right next to your ACU. It's simply never cost effective as you'd have to give up gun to use it.
Hmm. The range is only 15 (compared to tech 1 tanks, which have range of 18). That is a very tiny range indeed. And yes, losing the option for gun is another important reason that nobody uses regen. Nonetheless, I think the regen aura is still a good case study because it's the only one... no other units in the game provide regen buffs to other units.
Hit and run attacks with any sized groups of t1 would be very effective - if the goal is to simply cause an equal amount of damage to the enemy's army it would be very easy to do so. It's effectiveness will increase exponentially with T2 and T3 units... and T4 would just be even better
For one, I specifically excepted tech 4 units in the original post. Did you even read it? For two, larger, tougher units are also slower and have more difficulty hitting and running. And do you really think 1 hp/sec on tech 1 units would be OP?
If it's primary reason is for buffing the "UP" navy (something which we have yet to even see conclusive proof of), why not only have it apply only to navy?..
This is another option, of course, but I do not prefer it because it doesn't make up for Seraphim's lack of options on land and in the air. Remember, most maps don't even have water.
"Winning" in this case simply means coming out ahead mass wise. Could you explain how it does not change? And if it doesn't change anything, what exactly is the point of this change... shouldn't all factions get it in that case?
I'm not following... What are you trying to say?
6 mass more. 54 to 48. Therefore, this is untrue, unless you also think Cybran should get a similar buff since their arty is so expensive and useless?
I vaguely recall posting a topic where I did state that yes, I believe the Cybran tech 1 arty needs a buff. However, try to stay on topic as we're talking about Seraphim.
How that is relevant to the T1 scout is beyond me.
No lab is more of a hurt than a good scout is a help.
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Funny how you treat the lack of a ghetto gunship as a negative... and then proceed to sarcastically claim that transports don't matter because they are underused. Should I ignore the cognitive dissonance and just cancel those two points out?
Allow me to clarify: *nobody uses transports to transport :p
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Since, by your definition, a "huge margin" = "6 mass", I could twist that in any way I felt like... Since I prefer to use actual facts and logic in my arguments, I'll instead politely ask for proof of your claims. Ishies might get kited, but you can only kite for so long until they are massacred.
Ah, yes, "politely" apparently means "condescendingly" in the uber dictionary... nonetheless, Illshova max speed is 2.5 and Hoplite max speed is 3.6. Hoplites can kite them forever.
If you take the literal definition of "unique" then that sarcastic and inflammatory statement (used as an excuse for a logical counterpoint to my obvious list of sera's advantages, not truly "unique" features) is technically true... at which point I am obliged to respond with my own sarcastic and inflammatory statement of the following:
Every unit of the Seraphim is unique. For example, their T1 tank has a different name and model than UEF's. Using this logic, your entire thread is invalid.
Going by your logic in the hydro upgrade topic, new models/bps/code do not, a new unit, make. Besides, I said "unique advantage", not "unique unit".
The reason I prefer sera shields is that they are easy to micro and guarenteed to protect your experimental. Try managing a comparable number of parashields to T3 mobile shields. Late game when you can easily support 50+ T2 mobile shields, there's a point where it's simply ineffective as they cannot all cover the experimental and the pathfinding starts crying in agony.
This may be relevant in team games, but is not in 1v1 where experimentals are rarely seen.
Faction diversity. When the total area of your base is limited, I'd much rather have concentrated and more effective shields rather than more less-powerful shields. Just as I might rather have more T2 subhunters so I can spread them out and cover more ground, instead of more powerful yet more expensive T3 subhunters.
Using your logic, T3 subhunters are bad because they're more expensive and there is no less-expensive unit which fits the same roll.
T3 sub hunters are only better than T2 sub hunters because they have more damage per cost, roughly the same hp per cost, and more range. If they had all the same stats but less damage per cost, basically the same as ow their shields are, they would be worse than T2 sub hunters.
Bricks can't kite as they are slower.
Bricks can kite for a short time. Specifically, the speed difference is that the Othuum is .5 faster, and the Brick has 10 more range. That means the Brick can kite for 20 seconds. At 400 damage a second, that's 8000 damage, per brick, that a group of bricks can do before a group of othuums can even start shooting.
If you think the oothum "gets absolutely pwned" why not buff it? If you have such conclusive proof that it is so UP (which could be the only plausible reason you could be making such claims), why not recommend it be buffed instead of every unit at once in the entire faction?
Because it is not just the othuum that is weak. Besides, I'm sure if I made a post about it, you'd argue that the othuum is awesome... an assertion I make based upon similar assertions, from you, in THIS topic.
That death weapon is equally effective against your enemy's base and army as well.
Using the same logic, you must not like power generators much either. Their death weapons are just harsh.
Power generators aren't offensive units, so they are easier to protect. Also, I've never lost a game because my acu was killed by an exploding power generator. I did lose one, however, when my ythotha's death weapon got my ACU. (It was othuums + Ythotha + ACU against some Illshovahs + Ythotha... took out his Ythotha and he took out mine.... ACU lived but could not escape the quantum creature.)
But yes, the Ythotha death weapon isn't exclusively a disadvantage because I've used it offensively as well. It just doesn't make the Ythotha fantastic.
Seeing as the burden of proof is on you to prove this, I would welcome the creation of a mod to test it. Until then you cannot conclusively claim that it is "absolutely needed", especially considering Seraphim, as a faction, has been getting along just fine for the past years.
I think I'm going to make a mod that includes several of the changes I've discussed, including this one. Also, seeing as you love being pedantic, I'll clarify again: Seraphim absolutely needs a buff like this regen.