QOL? X-ray sight is not exactly QOL bud. That's a big buff for really no reason. Thing is already constant recon in a really big radius and it doesn't even get one shot. It's not exactly the worst unit in the game, it was wildly OP before it got nerfed.
Tbh that wouldn't necessarily be a bad thing.
If the power bump came from 7 man instead of the T70 we might see some su76s or quads out and about instead of just the T70. Power bump is still a power bump so idk if it needs to come from the T70 specifically.
However a sooner 7 man would need maybe for the mp reduction to be delayed till t4 possibly but it's something Tha could be played with
There would be some serious REEing if 7 man came earlier free of charge.
Another possibility is the sound/animation no longer exists. Talking with SneakEye about Map objects he noted that a certain map object was set to a setting that was not defined or existed anymore. So maybe there is some weird bounce possibility that triggers sounds/animations that are not defined anymore?
Above clip also rules out that as a possibility I guess, since (I'm assuming) a bazooka literally can't bounce on the rear of a 222 if it hits.
I would never build a nerfed 280/90 centaur. IMO its performance would not justify delaying a tank at all if it performed any less than it currently does (not saying it's bad, I think it's pretty good especially with vet) and it'd still be a pretty significant delay.
Quad is simply op it can down 2 loiter before the fire a single shot. If all AA weapon are buffed at that level loiter planes will simply become obsolete.
Good, loiter planes take 0 effort to use and shouldn't take that much effort to counter. Air and AA is IMO pretty poorly implemented in this game but that's what we have to work with.
“There’s no warning they’ve been used against you”
You mean aside from the flares that light up the whole area and are impossible to miss?
You ever play against spec ops flares in a teamgame where a lot of things are going on? Not terribly hard to miss, they need to be viewed from just the right camera placement to even appear on screen and the lighting effects are sort of map-dependent and not super hard to miss either. Ability makes almost no noise and the visual cues are really missable. Much harder to see than other flare abilities.
It has always been a horribly overpowered ability with absolutely no counterplay. It has probably been overlooked a bit since the nerfs of the command panther, but in team games (and particularly on choke-pointy maps) it is just a terrible game mechanic as it allows rocket arty and other long range weapons to just go crazy for no risk.
My personal advocation has long been to make it grant longer sight range to units in the area of effect so that some risk is required in the form of actually sending units into the enemy territory. It seems that Sander93 has achieved something to this effect in his latest mod:
Honestly, this is probably superior to plane scouting in terms of game mechanics given the troubled role of AA weapons and how planes are apparently killed with random deflections rather than actual HP damage(?).
There's a lot of things wrong with spec ops flares. Their cooldown is barely longer than their duration, meaning constant recon if you want, there's no warning when they're being used against you and your camera has to be at the exact right angle to even see them, you can put them wherever you want, and there's no way to counter them.
Honestly they should just be removed and replaced by a recon overflight or infantry-fired flares like pfusies and USF rifle company riflemen have.
Alternatively, quote from Shadowlink: "If they were 150 muni, people wouldn't spam them"