#Cor T2 Vehicles Single Target Damage Dealer

1 messages · Page 2 of 1

toxic pumice
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Im afraid that giving it all terrain would give it too advantage, i can already envision people using swarms of those on the walls of hills and mountains kiting people to madness with unreacheable terrain advantage and sniper precision...that would be kind of game breaking, i had problems with the armada spiders on a hill once in a game was hard but it was still fun an manageable and they have not sniper range, and im immagining the same situation with sniper or starlight range and no that would have been too much and less fun to deal with, and not in line with cortex lack of mobility (high tank, firepower and straight forward attacks, tanky bricks slowly coming for you) i see more armada as the higher mobility guys, that said i would leave this as a thing to decide later one once more mechanics are definitive

ember wave
eager garnet
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It is.

Spam, spybots, arty and or fiends are the name of the game. I guess

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Since I have read that spybots plus Fiends (self-d) are OP in OP lobbies I want to try it out.

ember wave
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Good does not mean OP.. Its ok to have units one has to deal with. I am just giving an argument why I would not be afraid if the unit being op - it will move slowly I assume so all terrain would be OK.. Or we could just keep it 4 legged and let it be a lot faster (60?) than the Sharpshooter.. would also compensate somewhat and make it different

fervent oxide
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spybot + fiend is my go-to combo when transitioning from t1 to t2, it gets insane levels of value and turns the tables extremely quickly and before other players can react

toxic pumice
fervent oxide
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pretty sure the spider aspect was not meant to give it all-terrain though...
i think it was even mentioned that it wouldn't be an all-terrain unit in the other thread

toxic pumice
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The spider look was meant for more gun stability on a bot, i mean as i tought the legs

ember wave
toxic pumice
# ember wave I know, I am just looking for ways how to differentiate it from sharpshooter and...

Could it be that due to its laser pointer will be easier to spot if u look where it is coming from so a personal radar jammer could be an option, forcing a player to be careful where shots are coming from since its tankier shoud not be too fast, tho the player using it shall not relay too much on its jam and relocate it often, poor los and long range would make it a unit that need to be supported by some "eyes" on the field tho since this is already a thing for many units idk if some more unique features might be needed, i appreciate all propositions btw

narrow pine
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shouldn't this move to its own thread

cold gorge
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I like the idea of giving a low arc- sort of making it a hybrid between starlight and mauser- making it like a railgun, which looks like what you are doing. I wonder if ur planning for it to have t3 counter capability like the sniper, considering the stuff that is being thought up with the t2 bot

toxic pumice
white hornet
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i stopped playing core because dgun not working and losing core commander and game too often to that bug btw.

ember wave
tacit vortex
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i want this, where is this

echo dagger
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afaik it was just a draft, never uploaded anywhere

tacit vortex
echo dagger
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because a handful of bricks isn't a house?

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it would probably also be completely OP for the same reasons rauders can be

tacit vortex
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😡

vernal helm
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Aidannaut getting flanked by marauders right this second tho

spark siren
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All Core T2 and higher units apart from tigers, artillery and morties are situational, i.e. mostly useless.

inner gazelle
eager garnet
ember wave
echo dagger
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I have a load of 99% finished stuff that's awaiting more things to be distributable in a pack, working on it when I can

fervent oxide
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We need to open a section in #1077919764028080158 for Hornet's assistant

eager garnet
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First things first:
@echo dagger would such a thing help?
Secondly:
Who is in for a "help hornet" threat in the volunteers section or something similar? (If Hornet wants something like this?)

echo dagger
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at this rate the assistant would need an assistant

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I mean great in theory, but there's the issue of huge learning curve for most things bar, which means time is then needed to train assistant, catch 22. testers have definitely helped before though

void elbow
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What are the qualifications required to apply for this assistant position?

echo dagger
void elbow
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Dang, I got zero tolerance

echo dagger
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tbh, unsure, mostly a good testing mindset and ideally understanding of how some of the bar subsystems work
would be ideal if I could say to someone 'pls fix the lighting on this' or 'particle effects here pls'

void elbow
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How similar is spring/recoil to other game engines? I've got a decent academic background in general game design and working with/implementing game engines, but sadly not a ton of actual "real world" experience (decided to pay my bills with a boring normal software job instead). I'd be super interested in trying to help out if I can. I've been toying with teiserver and the backend stuff, but I'm pretty sure that's not what you need for an assistant (but I would love en excuse to touch more things and get the "full stack" experience)

echo dagger
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modelling is initially similar, and some of the initial unit setup stage, after that the animation and engine interacting sides are rabbitholes

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I'd hazard that some of the particle stuff would overlap, maybe lighting too, although the systems used to do so are unique

eager garnet
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that really sounds like a "Just try it out for a week or two"-scenario.
If it works, great! If not, nothing is lost.

For me personally it would be a great thing to see more of Hornets work in the game, so @void elbow PLS try it 😉

spark siren
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I think it's a bad strategy to add new units, when there are existing units that are rarely built because they are UP but that already fit that role. Both Banisher and Tzar are supposed to be Core T2 vehicles single target damage dealers, so it's better to buff those than to introduce another new unit. How about making Tzar more expensive, bso it doesn't get rushed as a first T2 unit, but better, so it actually fulfils its purpose as the top dog of simple to use Core-style T2 gameplay. This would necessitate fixing the friendly fire issue, where Tzars self-immolate as soon as they see a tick rushing towards them. Perhaps, give them a double LLT tower and make their turret and turn rates twice as quick? Banishers get completely destroyed by Starlights. It should be that any opponent coming up against Banishers should be quaking in their boots, rather than just sending 3 ticks and 2 flashes and taking them out (losing one tick in the process).

echo dagger
# spark siren I think it's a bad strategy to add new units, when there are existing units that...

it's not that simple unfortunately. tzar role is locked and will not get changes, nothing I can do about it, and banisher is a weird 'long range crowd control' as much as single target. main issue it has is wasting its DPS, I'm trying to get it fixed but it's not easy to do, and even if it IS fixed it will still be a different role and game impact to starlights etc. giving banisher 2 shots in a storable salvo is one possibility, as is letting it retarget a bit.

spark siren
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Doing some skirmish testing of Banishers versus Starlights. 6 Banishers (6000 metal) either destroys 1 or 0 out of 5 starlights (5000 metal). Against 9 Snipers (6120 metal), the banishers are destroyed without firing a shot. A fairer fight was 10 banishers (12000 metal) versus 5 snipers (3400 metal), with the snipers cloaked. The Banishers managed to take out 4 of the snipers before being destroyed. Sure, there may be some situations where you'd be better off with Banishers, but I can't think of any!

echo dagger
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which is why they're not counterparts
think of a banisher more like a hound than a sniper. there is no direct counterpart role (and that's fine), the issue is that 'long range hitscan' is a critical tool to have in the box, arm have 2 excellent ones, core have none)

spark siren
echo dagger
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rule 1 2 and 3 of BAR is ignore website 'counterparts'
in TA though, core could rez. arm could only salvage; that balance aspect has gone out of the window

spark siren
echo dagger
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banishers are underpowered for their roles, yes. but in theory you use them to poke at things rather than direct brawl

spark siren
echo dagger
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they're good very early T2 as a 'clean stuff up' unit, but more than 1 is often a mistake. same as with a lot of core veh unfortunately.
only having 1 avoids the 'both killing same tick' problem too

spark siren
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Can we have a mod where all the OP units are taken out? It would be interesting to try out playing with some "new" units!

echo dagger
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my balance pack tries to level the outliers somewhat, and deal with various rough edges / core taxes

spark siren
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Maybe the faction name should be changed from Coretex to Coretax!

fervent oxide
spark siren
fervent oxide
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When have you ever played a match where hpunds were that spread out. Also, did you try kiting with the banishers? They have more range and can fire in a pretty wide arc. They do to hounds what hounds do to t1

ember wave
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if you have hounds and see Banisher you just need to run into it. Banisher is way too week. Tzar id fine but is not a singles target unit at all. As Hornet says I think the Siegebreaker and Deadeye are needed for cor as it is too important role to not have. And these two units are very distinct from their arm counterparts.

echo dagger
spark siren
ember wave
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Well on the other hand, I think Hounds would deserve a slightly longer range like 750

echo dagger
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hounds already do too much too well

ember wave
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yeah you’re probably right. It’s just interesting they have the same range as Tzar so they cannot kite it. It is sad to see the dogs being obliterated by Tzars when you run into them :))

wispy shadow
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hounds are more independent and can actually kite heavy tanks but lose to mid range heavy units

eager garnet
ember wave
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@echo dagger why is Siegebreaker in extra units and not release candidates? It that on purpose as that is always the process? I am looking forward to seeing it in the game. I love how you managed to make it different from Starlight

spark siren
inner gazelle
wispy shadow
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@echo dagger 10% commander dmg is too low (at max range does 333 dmg a shot overcharged). I think the overcharge should kill com in 3 hits
a sniper kills in 4 hits iirc, angler for some reason does full dmg, kills in 3 hits

ember wave
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The "cabin" in the front looks like it is actually touching the ground - perhaps it could be elevated a bit? Maybe put on the same level as the front track so it does not protrude so much

echo dagger
echo dagger
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I should have just cloned starlight behaviour and stats 1/1 and watched the collective detonations
ideal situation golf course duels are the bane of my life

ember wave
# echo dagger I should have just cloned starlight behaviour and stats 1/1 and watched the coll...

Man, one thing I really like about what you did is how you made them different. They totally cannot be compared, because the Siegebreaker cannot essentially fire while on the move as it cannot target due to missing turret + it has shorter range. Naturally when stationary then it has to absolutely decimate things compared to starlight. Very well done!

One thing to consider - the cannon could move like 5-10 degrees - the "tank destroyers" that this resembles used to have that capability - it makes sense otherwise it would be difficult to target...

echo dagger
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I tried for that exact reason, and it works well, but then people plonk them in empty field faceoffs with a single unit target to shoot and are upset that it does a little more than a starlight might have

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they just don't compare it in situations where the downsides matter. scale it up and try to hold a choke with siegebreakers and say tigers, and compare the effectiveness with starlights and bulls or jags
starlights will scale happily and shoot over units, siegebreakers very rapidly drop off, and they really don't like walls & rough terrain

ember wave
echo dagger
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I think it's habit and kneejerk reactions. initial unit reactions are almost always useless for balance reasons, short of a flat out exploit
takes time for people to adjust meaningfully

ember wave
echo dagger
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most reactions I've seen are highly positive, worst I usually hear is 'about damn time' :P
it helps with tuning yes, takes some time for that

dense jungle
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what is damage to metal cost on that things overcharged shot? (havent seen stats)

echo dagger
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can't recall offhand, range is less than starlight though, and you can't shoot over other units, nor try to kite, so it needs to make the shots matter moreso. also overkills with the longer reload
I'll do a 'dps test' later for the curious, but I stress that doesn't relate to real battle usage, they're committal field guns much moreso

ember wave
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That is exactly the thing with Siegebreaker - it has to have a huge damage to metal. You actually cannot fire while on the move, cant fire over your own units either. It is a huge disadvantage compared to Starlight. It also has shorter range - perhaps another thing that you could consider - give it longer range for the overcharge.

echo dagger
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range isn't always that useful without vision, which core usually have less off, but in golf course battles it would give it a huge edge over starlights, which people wouldn't like
atm starlights have the alpha strike and secondary, before siegebreaker gets another shot

wispy shadow
ember wave
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True, in veh the gremlin is a huge advantage regarding vision. The Siegebreaker will be a lot harder to play with. I would still consider the 5-10 degree cannon adjustment to give it some chance of firing while moving. Not sure if it's not too much work though

ember wave
wispy shadow
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maybe make the default mode be overcharged laser

ember wave
wispy shadow
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3.33 shots = 1633 dmg in a 10 second window, on ~3.3 different targets, vs 3333 damage at max range
the normal mode takes 4 shots to kill a stout, whereas the laser just vaporizes at second 1

echo dagger
wispy shadow
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okay you can use the state saving widget

echo dagger
wispy shadow
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yes its only relevant for pawn cleaning but like would you rather kill 3 pawns or a stout

ember wave
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I mean it would be best if it was somehow possible to choose settings for units in the factory. Having to use widgets is for advanced players

wispy shadow
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siege breaker secondary weapon should only use for killing t1 infantry

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wow these own starlights in a direct fight. not unreasonable tho

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heavens, look at the time
it's tick o'clock

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seems like there's no micro trick to constantly swap modes, thank god

echo dagger
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which is a setting that doesn't account for the downsides too much

wispy shadow
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ofc the siegebreaker has more downsides. in higher skills you can get vision hold fire
clone them onto the starlights and 1 tap them

fervent oxide
echo dagger
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it can nudge itself a little when aligning a shot
that's not linked to the turn rate for moving or 90% of the aiming alignment, which isn't an amazing rate, nor is the acceleration

echo dagger
wispy shadow
echo dagger
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hmm, will keep an eye on replays, but that would imply it needs less damage with faster reload, which is closer in damage profile to the starlight than ideal

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the higher alpha is the payoff for the positional/committal issues, losing that would remove an aspect of the balancing, would rather not do it lightly

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unsure how often they'll be having a faceoff against starlights with fully clear lines of fire. I'd expect that any shot like that would be a pro manual micro moment, in which case you've been losing all the dps you could have had if it were on free fire the whole time

ember wave
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Exactly if you appear in the direct line of fire and in range of a stationary Siegebreaker - sorry but you deserve to die.

wispy shadow
quasi quiver
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Being able to beat starlight while having issues in other areas isnt a bad thing though. Why should starlight be the king of that?

echo dagger
echo dagger
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either way I'm watching to see how gameplay with it evolves once the initial kneejerk reactions die down, before getting too worried about theoreticals

void elbow
echo dagger
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they take time to turn, so you'd be doing a really weird stutter step to try it. also if you drove them right at the target while shooting, the target would be on top of them before the second shot, unless they were fleeing

wispy shadow
echo dagger
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would usually be a good way to feed the siegebreaker to a tick mob, but yes it's possible for them to chase

patent kiln
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why does the whole tank shake when firing the OC laser? and why doesnt the laser sweep everything when the tank is shaking :j

echo dagger
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'recoil', it already fired & what you're seeing is just persistance of vision

tbh it's just howthat works in BAR, it's technically possible to make it follow barrel perfectly, but it has some engine limitations, especially right now

patent kiln
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i mean i understand that its to visualize recoil, what im asking is why does a laser recoil in the first place, and so violently at that

echo dagger
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to emphasis the power per shot. laser recoil is a thing we have, although it is erratically applied I'll grant you
it's like star wars lasers making noise in space

patent kiln
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i concede my point

ember wave
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Well it’s not a laser but some sort of ion weapon right?

echo dagger
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flavour text mostly, it's effectively a laserbeam weapon as far as game is concerned

ember wave
vernal helm
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The recoil is not due to newtonian physical forces its due to (bs machine churning) uhh a quantum entangled reflection of particles

wispy lagoon
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What is the difference beyond damage and range between normal and overcharge shots? I'm not seeing a reason for ever using the normal setting. Both kinds of shots seemed to take the same amount of time to reload and appeared to use the same amount of energy to fire.

echo dagger
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starlight is surprisingly good against spam, siegebreaker is not. that's the alternate 'line holding' mode, equalises it a bit

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vision wars matter, that helps a lot holding fronts

wispy lagoon
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do the normal shots cost less or recharge quicker?

echo dagger
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yes

raw jacinth
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I really wanna see the beamers reused more often. How about giving core repurposed beamer tech for their single target tank? It would play different from a starlight. Just boost its damage, range and energy cost appropriately and put it on a tsar's treads. ARM has EMP bombers, why not beamers for core?

echo dagger
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it can't work, would be long range high power instant reload hitscan

raw jacinth
echo dagger
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it would be too 'anti everything', starlight already is tbh

raw jacinth
vernal helm
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That would make it less effective vs little guys but would quickly burn up the biggest.
Prob would want to cap it before you start erasing behemoths but would fit the role

raw jacinth
# vernal helm Is there a way for the damage to increase over time? Either linear or exponentia...

If I am not mistaken that is how beamers are currently working. @hornet Starlight has 2500 burst damage and is balanced to 531 dps for its range for 1k energy per shot. That burst is what is so nasty. You could put the dps @300 for the same range as starlight and have it scale to 600 as the range closes. Energy cost could be 25 per tick to balance it. There is a lot more to game balance than gun goes boom at said range.

echo dagger
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you are mistaken
and oddly enough I'm highly aware of that, that's why it does what it does

wispy lagoon
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Mobile beamer tank would be so cool to see in action, just saying.

echo dagger
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incinerator?

wispy lagoon
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Wait! Do we already have a unit like that?

raw jacinth
# echo dagger incinerator?

Ahh, someone with twice my playtime told me it got an increase in damage the longer it fired for. Incinerator is close, but it is medium ranged not long ranged. The DPS is too high for long range. Had not played with it or Legion very much yet. Still fully learning arm and core to go hog wild for a faction that is not in every match.

wispy lagoon
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anyone have a link to a match that showcases great siegebreaker usage?

spark siren
eager garnet
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And where is the surprise?

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After many playing hours I now manage to use the Tzar to some of its potential.
It includes spamming Scouts and AA and Radar and making sure no cloaked Com can D-gun it... And Arty to deal with Sharpshooters and Starlights.
A Tzar combined with a Starlight would be too OP, honestly.
But I'd really love to have an easy to use CORE unit. A bit like the Salamander. Which is a great unit in total (even though it feels quite weak when firing at full range.).

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I'd change the description on the website tbh.

It is CORE that is highly specialized and needs deep knowledge of the game. In addition you need to understand how every unit needs to be maneuvered actively to get your metals worth of damage.
ARM is more like: it has an excellent and easy to use unit for every situation. Its raiding units even have AA.

spark siren
ember wave
echo dagger
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arm: a tool for every job. core: the units simply are tools

void elbow
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But they make satisfying sounds when they shoot.

echo dagger
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pew pew

quasi quiver
echo dagger
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core are great if you have OP apm and game awareness, and/or want to rush a unit and stare at it the whole game (ideally in 1v1). issue is by definition most people & games are not that category

quasi quiver
ember wave
quasi quiver
ember wave
quasi quiver
ember wave
quasi quiver
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yeah, you should probably ignore everything the website says

wispy shadow
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starlight brute force 😎

wary anchor
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Out of interest; what would be the design decisions on "this is only an armada thing"
or "this will be an armada bot" but a "cortex vehicle"

otherwise suggestions will be to homgenise the units abilities.

the third faction is different but tending that way.
It'll end up being legion has .. napalm area denial .. where is our armada or core area denial; we want armada electro storms and cortex, um, flame nope too much like napalm. uh cortex, something

ember wave
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The best would be to give the fire completely to Leg - so they are consistent and Cor should be about Shells and Rockets

eager garnet
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Core once had the only T3 unit.
This is why ARM got the starlight.

But now T3 is very much dominated by ARM in OS 0-25 lobbies. And at least some OS 50+ (like DarkSpityt) also see it that way. I guess that is why this threat is so insanely active for such a long time.

ember wave
odd edge
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what is siegebreaker?
core starlight??

please no... dont copy units, just buff/rework banisher , why similar role in the same lab with new unit?

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i'd try banisher rework like making it more similar to shooter and starlight - slower/ but higher range and alpha/ perhaps slower reload.

pliant heath
fervent oxide
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also, banisher fills a different role than shooters and starlights, and that is the anti-skirmisher role. Change it to be able to compete with shooters and starlights in single target burst and cor loses that capability

echo dagger
echo dagger
wispy shadow
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banisher is like sniper but more expensive, mobile, less alpha
heavy skirmisher

echo dagger
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banisher relies heavily on splash and sustained fire to add value, snipers tend more towards free delete. OP banisher micro can make them okay in certain windows, but IMO they once again fall into the core veh trap of 'good for a bit if all you do is rush one and manually fire it'

ember wave
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I mean, it is true that we are giving by Siegebreaker a single target precision shooter to Cor, which is supposed to be the Arm niche, and yet Arm does not have a skirmish crowd control unit. Effectively giving Cor many more possibilities in veh roster. I love the Siegebreaker, yet it does break the faction supposed focus.
Without it, Cor has hard time dealing with T3 though, whereas Arm somehow survives without crowd control veh.

echo dagger
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that 'focus' is a lie, arm break the supposed rules all the time
what it amounts to in reality is just a faction that's harder to use and worse at dealing (enemy) damage. long range hitscan is basically an essential tool to have

ember wave
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You are right. The two faction are quite similar though. At least the Legion seems quite different. I wonder if Arm and Cor can be somehow differentiated without making one clearly disadvantaged. I am actually seeing in most tournaments Cor used way more - 1v1 to 5v5, nation wars etc. - its Cor 75% of the time (my feeling) and it cannot just be grunt they favoured even in veh realm. Isn’t that so?

quaint orbit
wispy shadow
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sheldon, t1+t2 cor bots really good, cor t1 air no brainer

echo dagger
ember wave
# quaint orbit Maybe due to Cor air having shurikens and better T2 figs.

And better bombers, essentially the whole air is better for cor. Ships also in fact, at least when I tested all coresponding ships 1v1, cor wins per metal mostly.
Bots also better cor. That is a lot of better areas for core, while arms is better in T3 perhaps and was for veh but with Siegebreaker the tide will turn perhaps

echo dagger
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arm seaplanes are much better than core, in vanilla

wispy shadow
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arm has a lot of op bullshit but a few core units are better for cor
thug, sheldon, fiend (although well micro jag kills it on flat ground)

echo dagger
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core are basically held up by relatively few units, unfortunately. then people think they're OP as they're seen 'too much', without really appreciating that when the only tool you have is a hammer, every problem looks like a nail

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and FFA tends to polarise to the core game ender units, so people think 'omfg dragons OP' without seeing the win condition is actually the 30 afus in the corner

wispy shadow
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dragons suck, first it's the eco, secondly plp don't have practiced responses against it
kite backwards with flak trucks or skaters mmm

echo dagger
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nerf chisato pls, not dragons

ember wave
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To me the Dragon is brilliant in one thing - when you build the airpads, they will automatically retreat and get repaired, which makes then indestructible esp. if you support them with figs. I think it is ok, just arm dors not have a unit which it can use effectively the air pads. (Leg will have such a unit too)

echo dagger
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liche benefits from them

wispy shadow
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air repair pad is super niche but like most of the time when you go air you have a lot o fnanos you can afford to repair
or have laz

ember wave
ember wave
echo dagger
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yes, and that's default HP, after basically any kills it gains more of a health pool

wispy shadow
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usually you don't want it to return automatically

vernal helm
fervent oxide
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It stops killing things and is still way slower than its main counter (fighters)

spark siren
spark siren
echo dagger
raw jacinth
fervent oxide
echo dagger
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generally however, it is considered prudent for attackers to approach from the non-gun end of the operation

spark siren
raw jacinth
fervent oxide
odd edge
echo dagger
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I'd guess it's probably more an anti rush tax, to reduce front clearance abilities with pro build timing and apm/micro

odd edge
spark siren
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A Starlight has the same energy cost as a bull. I always assumed it would be much higher. Maybe that's a good nerf for starlights, increase their energy cost to 30,000. For some reason, I don't often see players rushing Starlights

spark siren
ember wave
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Starlight is fine imo.. its huge disadvantage is they blow up when die making them somewhat harder to play. The Siegebraker is super powerful but also has interesting disadvantages. Overall I like these units which make strategic thinking of utmost importance

spark siren
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Mauser bull jag all do better vs t1, alot better while being cheaper and not costing E to fire

odd edge
# spark siren it costs E to fire and sucks vs t1 units

lets remove E cost for all energy units then. Its absolutely doesnt mean they should cost less E to manufacture. Their weapons is incredibly strong with insane range accuracy and DPS for their cost.
And they are not sucks vs T1 units that much, they have almost 50% faster reload than banisher or shooter, and their beam duration is enough to kill few T1 units in one shot giving them nearly same aoe as banisher.

spark siren
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Right but 1 bull can kill infinite t1 units, mausers oneshot them in aoe etc, starlight sucks compared to other options u have in t2 arm veh lab with dealing with t1 units

odd edge
spark siren
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Right and you wouldnt make banisher first unit with t2 lab either

fervent oxide
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I would, to counter other t2 rushes

spark siren
spark siren
distant loom
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How has the response and testing been now that the Siegebreaker has been in for a bit? @echo dagger

echo dagger
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mostly good, ideally I should have overcharge as their default mode though, which had some issues when implemented before, I'll have to see if I can make it behave

proper belfry
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You're playing arm at t2. What do you do if you see:

  1. Razors -> Make snipers
  2. Maras -> Make snipers
  3. Thor -> Make snipers
  4. Juggernaut -> Make snipers
  5. Behemoth -> Make snipers
  6. Tanks -> Make snipers
    What's the solution for core at t2?
fervent oxide
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Mammoths

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Or this unit when it's fully complete

wary anchor
# proper belfry You're playing arm at t2. What do you do if you see: 1. Razors -> Make snipers 2...

there might be some "make starlight" in there too

for Core ..
it's "make a transport so your commander can be there to intercept"
slow push with sumo+sheldon and hope they don't build t3
also; make sure you have some spybots to freeze

for early t3 it's tiger + banishers
after that I prefer mammoths + kargoneth + catapult

if you're seeing juggs and behemoth then it's porc or have eco for some of your own.
also; you can ask a team mate for an Arm T2 and make snipers ..

eager garnet
wary anchor
# eager garnet Jap, that's why we need a unit for Core, too. Because "ask ARM for their units,...

i maybe actually think it is fine to share like this; or at least require that on your faction

1v1 balance is a seperate issue so in that context; fair enough it's asymetric balance and I think anecdotal the top tier 1v1 is using Cortex more ..

but in the 8v8 format while you pick coretex for tha air units (shuri); perhaps you pick armada to provide tech 2 support to front line as you need those snipers.

long range
mobility
hitscan weapons

It's not rocket science those in general are the three favoured abilities; mainly range since if you're not getting shot at you're safest.
combine it with radar + jammers to make best use of that range.

mauser/quaker, starlight, banisher, hounds, sheldon, snipers

They do all seem to combine for Armada
hounds have it early and with the toggle get all 3
sheldons and snipers have bot mobility

While both factions have rover/rascal frustratingly only Armada gets the tick; which if you're in bots is a great counter for the hitscan weapons ..

eager garnet
#

The thing is:
Many ppl tell CORE players to just ask for an ARM con...
And few ppl tell ARM players to ask for a CORE con.
Sure T2 Figs are powerful for CORE and you get a few % better AFUS but that's about it.
And this tells a story in itself.

fervent oxide
#

you also need to account for the edge case of a team not having any arm players or any cor players
each faction needs to be self sufficient, capable of efficiently completing any task, even if it might be weaker at some tasks than other factions

spark siren
wispy shadow
#

Cor bots make spybot, cor veh has nothing besides a leveled tzar is basically a shiva

spark siren
#

For the Core Single Target Damage Dealer, can the Banisher be buffed until it is perhaps 80% as good against ground units as a Starlight, as it supposed to be the equivalent? With the 20% missing as it can also target air. Something like a 3X DPS buff would probably be about right.

ember wave
#

The Siegebreaker is Core Single Target Damage Dealer. However, Banisher while being different in role still needs a buff.

inner gazelle
# spark siren For the Core Single Target Damage Dealer, can the Banisher be buffed until it is...

While a small buff might be worthy of considering, 3x is insane. You would see nothing except banishers and spam in t2 if that were the case. Banishers don't chain like starlights, are faster, and have a wider firing arc in addition to hitting air. They also have minor aoe.

I could see a small like 10% burst buff paired with maybe bringing them up to LOS parity with starlight, possibly even a vtol modifier so they can be used more effectively against dragons or and some combination of those but definitely not tripling DPS

ember wave
spark siren
eager garnet
#

Look at and play the balance pack. They get buffed there. 😉

ember wave
spark siren