#Make t3 hovertanks good

1 messages · Page 1 of 1 (latest)

pulsar kettle
#

When was the last time you saw a t3 hovertank on the field?

Cataphract: starlight with less range less dps and bigger hit box. The whole point of the starlight was long range high dps. You've just taken that away.

Lunkhead: what feels like double the cost of a tiger for what? The same hp worse speed and slightly better range and dps?
The range is already offset by the fact your hull extends out further meaning you can be hit from further. And it feels like your even weaker as every tom duck and Joe is gonna be taking shots at you and hitting your big hull.

How to fix? Make them feel like t3 units! Up costs and increase hp and dps
Make the lunkhead have a faster reload to feel more like mamoth and less like budget starlight

Big model makes players instinctively think that these are powerful tanks not to be messed with. Leading to more aggressive playstyle which causes death.

blazing viper
#

You're missing the point. Hovers aren't supposed to be proper fighting units, you're paying extra for them being hovers.

Three reasons you don't see them: not enough maps with water, air is too good vs navy to use hovers, and amphib is better at raiding the coast

gleaming moss
#

The advantage of both cata and lunk is that they are hovers, they can move across the shore and attack land which no amfib unit can (like mara/sala). This means you can stay rather safe and keep yourself from getting dgunned or swarmed.

Lunkhead is actually better than a Bull with its equal dps and better aoe/range. It has LOS covering its attack range which is good.

Cata has long range, needs some extra vision to use it, like land army or radar push. Same as Lunk, can stay at shore attacking onto land. The somewhat long reload time can cause a lot of overkilling with long pauses so they need to be spread out.

Neither Lunk/Cata i would say is good for attacking into sea, this just isnt its use case with these stats. Its good vs subs/amfibs/seamexes but thats all.

#

This is where they shine

#

The Cata feels very off with its long reload time and supbar dps/burst, i would like to see it more rapid fire to not have such huge overkilling issues. The 500 E/s per shot feels a lot too.

Cata is NOT laser, it does 750 dmg no matter range. Which kinda makes up for its slow reload and weak dmg.

#

Im willing to change my mind a bit about it being bad vs sea. Lunkhead attack explodes close to enemy ships even if ship manages to dodge the projectile so it still does decent dmg. It can go 1:1 vs Cruiser.

Cata outranges Cruiser and fleeing it barely survives.

Seeing as Lunkhead got AOE but Cata dont, i think Lunkhead can battle sea fine, say mass cruisers, but i doubt Cata can without any aoe.

#

Still you get hard-owned by any emp or other air.

woeful torrent
#

They are torpedo bombers that are immune to fighters.
If enemy has tons of subs and fighters but few surface ships they might help retake the sea. Never tested this tho.

quaint hornet
#

cataphract seems to have too low dps, the range and snappiness are fine

proven halo
#

it misses less dps than the old one, but I would tend to agree it is a little too weedy in sheer output presently

pulsar kettle
#

Imo
There's a psychological factor

Yall are proably aware of the story where out of two identical guns in a video game one for some reason was just better and regularly got more kills
The reason was because one had a beefier sound effect

It feels very discouraging when your t3 units that cost 8k metal to even make die at the same rate as a bull

#

10 cataphract feels very powerfull much more powerfull than 15 bulls

So you push your 10 cataphracts against the 15 bulls across the gap and get brutally murdered because you overestimate your own forces

#

But hey I could be totally wrong and just bad at the game

pulsar kettle
royal dune
#

I think one problem with hover balance is that they’re a unit made to retake sea. Correct me if I’m wrong @quaint hornet but rarely do the person making ships and the person making t3 hovers have exactly the same level of economy, so it’s kinda hard to judge the matchup from a perspective of equivalent balance cost.

(Sry for tagging u, idk any other high os strait player who lurks in threads)

pulsar kettle
#

That makes sense
That's proably also why duck spam is so op

proven halo
#

duckspam is OP as they have land unit HP/metal ratio, but cross into sea which is completely different

thick pecan
#

they are units that are immune to subs but hit subs as well with the depth charge addition

quaint hornet
#

they sort of lose to cruiser and just about anything t2 per cost, cruisers are kind of mediocre (shit from an overall "influence the rest of the game perspective"

#

i dunno atm they are just a flagship or titan escort

#

with options like shruiken (if >=2 or fewer herrings) or the t2 air options, not much reason to raw dog t3 hovers

#

although cataphracts still shoot air, sometimes relevant

gleaming moss
proven halo
#

I geared the new cata weapon to let them have some anti air agency but in most cases it's the wrong target for them