We have many tank weapons in Empires, but some of them are rarely or never used in normal games. Did you made the same experiences? Any idea, how the yellow and red weapons become more important? Standard Machine Gun Biological Machine Gun .50 Cal Medium Machine Gun .50 Cal Heavy Machine Gun Depleted Uranium Machine Gun Depleted Uranium Heavy Machine Gun Chain Gun Medium Chain Gun Plasma Machine Gun High Explosive Machine Gun Standard Cannon Ranged Cannon High Explosive Cannon Plasma Cannon Railgun Small Artillery Cannon Medium Artillery Cannon High Explosive Artillery Cannon Ranged Artillery Cannon Standard Missile Launcher Upgraded Missile Launcher Biological Warhead Nuclear Tipped Missile Launcher Salvo Missile Launcher Guided Missile Launcher Upgraded Guided Missile Launcher Homing Missile Launcher Upgraded Homing Missile Launcher Salvo Homing Missile Launcher Grenade Launcher Upgraded Grenade Launcher PS: For Plasma there are already some suggestions: http://forums.empiresmod.com/showthread.php?t=9037
lol for 2.12 is was: green = always used red = nver yellow = rarely Standard Machine Gun Biological Machine Gun .50 Cal Medium Machine Gun .50 Cal Heavy Machine Gun Depleted Uranium Machine Gun Depleted Uranium Heavy Machine Gun Chain Gun Medium Chain Gun Plasma Machine Gun High Explosive Machine Gun Standard Cannon Ranged Cannon High Explosive Cannon Plasma Cannon Railgun x11000 :p Small Artillery CannonMedium Artillery Cannon High Explosive Artillery Cannon Ranged Artillery Cannon Standard Missile Launcher Upgraded Missile Launcher Biological Warhead Nuclear Tipped Missile Launcher Salvo Missile Launcher Guided Missile Launcher Upgraded Guided Missile Launcher Homing Missile Launcher Upgraded Homing Missile Launcher Salvo Homing Missile Launcher Grenade Launcher Upgraded Grenade Launcher
One question to the Depleted Uranium. It should be used more often, because it's easy to research (near to reflective armor). And especially for BE, because it is strong against Light Tanks with reactive. So a combination of some APCs with Depleted Uranium Heavy Machine Gun and one APC with .50 Cal Heavy Machine Gun should be a deadly combination in early game. But I never saw this combination. Why? Wiki: Reactive armor: "Weak Against - Slower projectiles, missiles, depleted uranium machine guns"
You're kidding? I used to see HE and Bio Mgs pretty much every match pre-2.2. Especially from BE. Maybe a DU/Cannon combo should be tested before dissmissing it?
I also saw HE MGs often at BE side. But rarely in the last time. Maybe it is because commanders look what other commanders are researching. And so weapons come and go in waves. Right now it seem, that some people are trying chemical for NF at start. :eek: But the main reason I think is the overpowered reactive armor (and so NF nearly allways choose reactive first). It is strong against high velocity projectiles and biological weapons. Before 2.23 bio armor/engine was quite often at NF side. One question to Bio MG: What is the meaning of "Does not stack". Can 2 tanks shoot on one target for double effect?
It means that bio damage does not stack on a side. It is possible, however, for each of your armor sides to be attacked by bio.
Why is plasma MG red? It's pretty common at least on the european servers and works great in it's main purpose: overheating enemy tanks. One thing that should be changed is the nuke. It should really be an artillery weapon with a long reloading time (and with a decent explosion effect). It would be THE weapon to end games where the other team has already practically lost the game and has gone turtling. Something like this: http://www.youtube.com/watch?v=XT5jo7aZzTw
I disagree, shooting someone with plasma MG will basically just shut them down. It is highly effective. The reason DU MG isnt used is that an APC basically needs to have no armor in order to use it, making it trivial to die. Also, while it might be 'good' against many types of armor it only deals 50 damage per second, the same as plasma, and you can have no other weapon systems at the same time. It has the added bonus of being good against LTs, but unless you have a good driver that bonus is basically useless. It is slightly more legitimate on a medium to get the small version, which basically is a hit-scan cannon that ignores armor advantages, but that is also using up valuable armor weight. Oh yes, and bio is only rarely used now because it is in a research tree with very little that takes a long time. The engines and armor used to be good early game, but now they take far longer to research and have not been improved. One sticky grenade can blow up 2-plates of bio armor and the entire hull of an APC. I have hit LTs with 3 sticky grenades before with them still managing to live, and reactive takes literally half the time to research.
Plasma MG/CN is most effective when used as part of a tank squad. I've seen a Plasma MG APC - Heavy Tank combo effectively devastate larger groups of tanks because the Plasma MG APC overheats the enemy tanks and the heavy kills the now helpless tanks. However, this requires the type of teamwork rarely seen in pub matchs.
I suppose that NF had Plasma MG? Otherwise it would be difficult, because NF heavies normally have no head problem.
I have tested the DU Heavy Machine Gun. You can kill a LT will full reactive armor in 9 seconds. Even faster then with standard canon and missles (10 seconds). But the main problem is, that you must be close to the target. The tank crosshair is very irritating, because it doesn't fit to the real spread. At bigger distance (not to far) it took 50 seconds to kill the LT.
vehicle mgs have damage fall-off. It might not even be the spreads fault it takes longer on high ranges. The fall-off on the DUHMG was put in to prevent frequent comm snipings. I wonder if it can be toned down due to comm armor increase now.
I don't think the falloff is that high right now, bio and plasma will be changed for 2.24, not sure about DU, I calculated it's damage and it's intended to work like this (unless I messed up the falloff), would actually need to test it out myself to see what's wrong with it.
Weapons are getting re placed for next research tree so what ever. Then weapons will be used more snece you get like 5 weapons with one upgrade if i get it right.
Tested the DU HMG again. You need 1:40 min to destroy the CV (range of LVL1 turret). So I think it is no problem to raise the accurancy.