balance changes I would like to see
-genral changes
-ground fire on subs needs fixing. Bug abuse not gameplay element.
-all factions units
-land
-T3 artillery mass cost 800-600 - cost is better invested into percivals unless position is very heavily defended.
-T3 sniper bots mass cost 800-600. Never used at the moment.
- mobile T1 AA - funkOffs idea :I'd rather just make mobile AA like tanks... cost the same and do the same dps. That would be a change from 36 mass to 50, and a change from 16 dps to 24.
-SCUS need massive cost and builtime decrease. Prehaps as somebody said have ones you get pre upgraded at the gate when you buy one. Combat or Engineer.
T4 -
-land experementals build time increasedby 50%
-structure
-Stationarty T1 AA - dps increase to around 50 from 24. It is never used. why not make it a counter to T2 gunships?
-T2 flack 20% dps increase? its still on of those units you should never build It only got like 4 dps more than mobile flack and 44 range instead of 40.
-T2 artilley cost -20%, double rof and half damage. At the moment there is no real counter at T2 to a PD on a chokepoint. MMls are easily beaten by TMD unless enemy is UEF and you are cybran, once they got 5 or so flack no chance in T2 gunships/bommbers working and pds are very good against frontal charge. T2 arty reloads slower than T2 shields recharge. you are betetr off investing mass into T3 fac and T3 arty. Also increase there splash to that of there T3 mobile counterparts. The cybran one would be great way to deal with a swarm sitting out of range of your PDs.
Give it tracking and much faster turning speed. This would make it more effective vs ships or other moving units. at the moment it takes around 30 secs for it to move 180 degrees
-massfabs
T2 fabs upkeep 150-120
T3 fabs upkeep 3500-3000
T3 fabs all build cost -20%
T2 fabs hp 360-600. the death explosion does 370 damage but has an AOE of 5. this means you need to kill two mass fabs to start a chain reaction not just one
T2 fabs buildtime 500-250
-Air
-Transports beam up units from longer range and drop them faster. Making the faster and easier to use might make people use them more.
-T2 gunships need changing? or only T1 aa needs buffing?
-Naval
-give carrier anti nukes? and possible better AA?
-seraphim
-T2 units
- torpedo launcher hp 4800-5800
-long range bot needed OR Mr Pinguin great idea. My 'solution' was to make the Yenzyne into a mid-ranged sniper tank. I never got around to testing this, but my plan was to give it slightly shorter range than the kite bots (e.g., ~30), and then tweak the DPS and RoF. T2 hover tanks are fast, which makes them a decent counter vs kite bots, but the risk with a longer-ranged Yenzyne is that it could get OP'd if it was too good at kiting other T2/T1 units, especially since it could harass from the sea (like Auroras and Fobos).
-If people dont like Mr Pinguins idea then yenzyne needs fixing badly.
-Destroyer - more beam and torpedo DPS. the worst of them at the moment as they also dont have T2 sub/anti sub ship.
-fix topedo bommber sucking by making its torpedos not anti torp interceptable and make them work in shallow water
-Sera T2 fighter/bommber needs changing a bit. Janus is far better in every way (at bommbing, sniping ACUS, fighting inties, killing large groups, hitting stuff)
-Cybran
-T1
-medusa and lobo cost swap. medusa is the worst T1 arty by a long way but also the most expensive
-T2
-corsair kiting aa needs fixing but no idea how
-make hoplight take up a T1 transport slot again. The cybran transports suck and stealth drops are the cybran way of fighting
-T3
- brick walks funny. If anyone could do a new animation to it it would be great. At the moment it just looks stupid. This is not a bugfix but something that bugs me
-UEF
-T1
-Lobo and medusa cost swap
-T2
-UEF TMD needs fixing. It is worse than the other factions in every situation. Also cant shoot ACU TMLs as they are too high for it bug other factions TMD can
-T4 novax cost decrease and give it much bigger view range.
-Aeon
-T2
-make aeon T2 shield upgradable into the T3 one like all other factions shields
-reduce destoyer and T2 pds charge up time for main gun. The desoyer is good on paper but wont hit anything if its been microed well. HP nerf for destoyer might be needed because of this.
-T3
-T3 absolver anti shield range 60-80. At the moment it is outranged my ravages and mmls. With this change it will have the same range as the UEF anti shield spearhead.
-T4
-Temptest hp 35000-70000 as funkoff said would be good change. At the moment it loses to summit class(9k mass) and it cost 28k mass.
ACU changes that I like and copied and pasted from trebles post
Seraphim
Left Arm: Chronotron Accelerator >> Refracting Chronotron Amplifier; Resource Allocation System >> Advanced Resource Allocation System
Right Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Restoration Field >> Advanced Restoration Field
Back: Personal Teleporter; Tactical Missile Launcher; Nano-Repair System >> Enhanced Nano-Repair System
Refracting Chronotron Amplifier needs at least a 25-35% cost reduction and both Restoration Fields need a range boost, maybe about 50 (T2 pd range).
UEF
Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nano-Repair System
Right Arm:Zephyr Amplifier; Resource Allocation System
Back: Personal Teleporter; Personal Shield Generator >> Shield Generator Field; C-D1 Shoulder Drone >> C-D2 Shoulder Drone; Tactical Missile Launcher >> The Billy: Advanced Tactical Missile Launcher
Aeon
Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Quantum Accelerator >> Enhanced Quantum Disruptor
Right Arm: Resource Allocation System >> Advanced Resource Allocation System; Enhanced Sensor System >> Chrono Dampener
Back: Personal Teleporter; Personal Shield Generator >> Heavy Personal Shield Generator
These changes would make the Aeon ACU very powerful as it could have both guns and shield like now but also add the sensor suite and chrono dampener. Perhaps the enhanced sensor package would need a slight cost increase (750/12500 to 1000/20000), as it is basically free at the moment and would allow it to fire back at stealthed units.
Chrono Dampener field range is 22 which is the same as the un-upgraded gun. It fires once every 5 seconds as long as the gun is firing ,uses 200 energy/shot and is unaffected by either gun upgrade. It stuns all T1, T2, and T3 units within its range for 4 seconds, it also stuns SCUs but does not stun Experimentals or other ACUs. It also does not stun structures so it is useless vs pd. It will stun air but only if the gun is firing, so there must be enemy land units within range or you need to fire at the ground.
I would propose that the cost remains the same (2500/125000) but the range is increase to 35, the range of the enhanced gun. (I also think that it should not stun air as you could hold out a very long time against gunships just by force-firing at the ground.) These changes would make it useful against T2/T3 bots, although it is less effective vs front-loaded damage like Percivals and Obsidians, as they would still get thier full damage out during the 1 second of no stun.
Cybran
Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nanite Torpedo Launcher
Right Arm: Microwave Accelerator >> Microwave Laser Generator; Resource Allocation System
Back: Personal Teleporter; Personal Stealth Generator >> Enhanced Armor System >> Personal Cloaking Generator
Enahnced Armor System adds the HP boost that was previously associated with the Personal Cloaking Generator. It adds 15000hp with no regen bonus and should cost about 1500/100k about the same as the personal shield upgrades for Aeon and UEF. Personal Cloak is reduced in cost by the same amount (6000/750k to 4500/650k).
This would give the Cybran ACU the ability to be useful on the front lines past the late T2/early T3 stage as it could have significantly more hp. Early game Cybran ACU is more useful as well as it can utilize both engineering suites and gun upgrades as well as personal stealth.
Obviously, there are more ways to rearrange these upgrades and I'm sure there are many logical reasons for other arrangements. Also, I don't want to see the ACU become the all-powerful weapon that is possible in SupCom 2. I just think a few changes can give more options to the player.
These changes are just my sugestion. I will add to this list in time I have not always put why I want these changes as if i did the list would be so long nobody would read it