Exactly, skill in empires is not measured in points, it's measured in how many rounds you're winning. People want rewards for hard work, if you don't reward someone they stop contributing, once that happens you get more rambos, or people leaving because there's no real advancement for the infantryman. It's like research, if empires isn't WoW, why do our tanks get better over the game? That's fucking stupid!
what about an rpg that does a lot of dammage vs. researched armour but does less damage vs. the standard/paper armour?
I reckon RPGs should do damage multiplied by the number of plates. Obviously with a base amoutn so if it hits hull it does damage. But it should always be doing say, 20% of the tanks total armor on that side, that way it takes 5 RPGs to cut through ANY tanks armor.
20% of total armor or 20% of armor on the side thats being shot? meh either way bad idea. edit: oh also, just speed them up and make them easier to guide and give a max distance while unguided. I though we already went over this. nuff said
I'd tone that down a bit. Make it less scaled, so five plates might take seven shots, while three plates would take four. A heavy tank would still be tricky to bring down, but not impossible, while a medium tank would be easier, but still not easy pickings. Having a grenadier be able to single handedly take out a heavy tank isn't a good thing, you should need at least two skilled grens to kill an expensive and heavily armoured tank. I still think giving grenadiers a choice of stickies or mines would solve a lot of problems, as it would multiply their firepower vastly.
That was just a quick sketchup, obviously liable for nerfing. Still, it shouldn't take literally a visit to the ammo crate to kill a heavy, that's insane.
It should if you're a single grenadier. If you have ammo upgrade then possibly not, but one grenadier shouldn't be able to kill a heavy tank without support. If you want, make it so they can do other things, like slow them down, or disrupt their aim or something, but causing a loss of that much material can't be justified.
True, but a grenadier rarely goes intot he fight toting more than 3 RPG rounds, unless there's an ammocrate nearby [people normally switch to gren quickly because the base is under attack or something] at the moment that doesn't mean squat, since a grenadier really isn't going to make much of a difference except his mines. Someone said somewhere that grens should get lockon missiles instead of guided, I support this idea.
Well an unprepared and hasty class change shouldn't be as effective as someone who has had time to get ammo and set up in a good position. If you want you could simply increase the spawn ammo for grenadiers. Homing missiles would be interesting but I'd have them as a separate weapon, possibly one which does more damage but with a slow ROF, less ammo, and which is designed for long range use. Basically the dumbfire/guided RPG would do more damage at close range because of the rate of fire, but the homing launcher would be better at long range because you can hit things easier with it.
I say definitely no to doing any kind of per plate multiplier. The problem with that is that it makes armor with a heavier weight per plate more effective against grenadiers. (Reactive becomes better and regen or composite becomes weaker, say, because reactive's weight disadvantage is nullified.) Is there any reason to do that? Instead, make it a multiplier based on the size of the tank. Not too big, but maybe +20% damage vs meds and +40% vs heavies... would that be too much? Not enough? Just right? Of course, this would make paper heavies even weaker, but screw paper heavies. ...and yeah, a desperate last-ditch switch to grenadier to save your base should be weaker than someone who carefully planned their defense and loaded up beforehand. Teams should be rewarded for being organized and looking ahead, while being penalized for dashing around everywhere frantically like headless chickens.
You gotta think about escort too, but that's not the most important priority. I'd prefer some kind of scaling in the lategame, any scaling really. I'd at least like the RPG to do as much damage as the mortar, [it has negative splash so it's not going to become an uber weapon]
I don't see why the BE Grenadier needs those panzerchecks rpg kind of look, it takes half of your screen while BF grenadier don't. And it sure as hell doesn't protect you from being shot...
BE grens do 105 extra damage by default, I think a crappy screen view nerfs it nicely, even if it is a bug [but every server fixed it so *Shrug*]
empires tactics isn't about tanks requiring infantry support. it's not rock paper scissors, i.e. so grens are good against tanks, but infantry are good against grens. empires is like; mouse looses to cat looses to dog. (on equal skill) tanks beat grenadiers. so in empires, you just want to spam tanks as much as possible. that's ok! many people like that. the way to win in empires is to get as many tanks as possible out, but this is balanced by tanks requiring resources. there's no need or point in "supporting the other styles" in current empires gameplay. just don't think empires is about teamwork any more than just sticking together is teamwork. once med tanks come into the equasion, infantry and turrets are obsolete. in my opinion, that's not how empires should be. I think that a smart team with a lot of true teamwork, i.e classes supporting eachothers weaknesses, should be able to fight against a larger force and win. so a couple of grenadiers with some riflemen protecting them from infantry and engineers to revive really would be able to fight back against a bunch of idiots spamming tanks. but that's not how empires is currently. the problem i see with empires currently is that it can easily put you and your team in the position where it is impossible to win. no matter how much teamwork you have, no matter what skill you and your mates are, there is no way on earth that you can fight back from many midgame situations.
Arms races aren't fun. It's fun when no matter what, you have a shot at catching up, at the moment, in empires, building a VF instead of a radar first can lose you the game.
I agree with Sandbag and Empty's posts above, these are very good points. Personally I think the only way of addressing these gameplay issues is to implement a way to get proper intel on enemy research. This belongs in another thread though, as the OP is about replacing the RPG (lol).
IDSRRET mixed around that spells RED IS RT obviously some encoded message that tells us NF is a steaming nipple that needs to be sucked. Nah, radar sapping is fine as it is.