APC balance change not balanced for current version

Quovatis

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Aug 29, 2015
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Shortening the deploy time of the first units from the APC was a good move before the missile silo (I had suggested exactly that), but now the problem is hitpoints. Yes, the APC is more survivable right after deploy, but now that it deploys so many units, it's a ripe target for the missile silo. The APC itself has so few hitpoints that that missile silo will 1-shot it.

So while the changes would have been perfect pre-v5.8, the APC now needs more hitpoints to still be relevant in the age of the missile silo. Just hope it doesn't take a year to make the change like the current changes did.
 

melheor

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Sep 18, 2017
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Yep, I made the same request last week: https://forum.nexonm.com/forum/nexon...beef-up-apc-hp

Really hope this request gets seen by devs. When APC is without units, it's effectivelly naked/unprotected. To me a 2-stage death makes sense (missile silo kills units and makes APC vulnerable), but insta-kill does not. It is an armored vehicle - effectively a tank, after all.
 

yemen

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Mar 24, 2017
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It is a broken building. Nothing is balanced for it. If you start tweaking units to work around the silo as currently constructed, you end up terribly overpowered for anything that doesn't have a silo.

Stop trying to find ways to deal with the consequences of a terrible decision, and just roll it back entirely.
 

melheor

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Silo isn't the only danger to APC. As mentioned in the other thread, random, weak defenses like spike traps from 4 ages back and ballista towers can 1-shot APC as well. Why is Atomic Age unit getting owned by technology from Ancient Rome?
 

yemen

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In terms of realism, I tend to agree - spike traps are meaningless to modern armored units, or should be. But the game doesn't work that way in any area, and couldn't be a balanced game with different ages interacting if it did. In any case, APCs are very susceptible to IEDs, which are the modern version of spike traps (cheap and easy to make). You want realism, it should take less than a day to build a single IED type of trap rather than months to upgrade from a spike trap to a top end land mine. So call the spike traps "IEDs", and recognize that a cheap trap can destroy an expensive machine.

For game purposes, APCs defend themselves by having a shield of infantry out in front of them. That draws the fire and damage of everything from land mines to anti-tank guns, regardless of age, and functions as their "armor". They are strong enough to not die instantly to mortars or sniper towers, the kind of shots that will often go past their shields. Their weakness is that the infantry may all die or wander off, or be killed faster than they can spawn.

APCs are well balanced with appropriate stats against everything except the missile silo and the bazooka sentry. Those two buildings are the problem, not the APCs. The addition of the BT/BS was a huge issue, but at least it was temporary (unless you were rich). The addition of the other was game breaking.
 

melheor

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Well, IED is basically a landmine, which is also in the game. I'm ok with it 1-hitting the APC. Landmine does well over 4000 damage and would continue to kill the APC in 1-hit even with an HP boost.
 
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