• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
What? The laser tank has +3 damage and +3 defensive stats over the Arborian Sentinel. I don't understand the point you're trying to make here.

The only thing I can think that you're trying to say is that the Arborian should only be considered when it's applied the +3 shields to itself - which I guess I can understand, but at that point it's not acting as a support unit but solely as a tanky blocker with mediocre damage and a situational movement restricting CC. The Arborian Sentinel still just has 2 raw defense stats otherwise, which is at best average across the T2s. The Laser Tank has 5 defense without sacrificing anything, and in fact can stack that defense with it's obscuring cloud for even more survivability. It's a strictly stronger unit in basically every way; all it loses is a bit of flexibility on it's active defense ability, and a swap from CC to an armor-ignoring, mobile single-action secondary attack.

I already made a comparison between the defensive capabilities between the two earlier, I'm not gonna repeat myself.
I will, however, say that the idea that the Sentinel is sacrificing anything by applying shields on itself is ridiculous, as it's a free action that the unit can apply to itself or to others. That isn't a con, that just gives the unit more utility.
Smoke, on the other hand, is an ability where you sacrifice one turn to apply a 2 turn buff that requires you to group up units at the stage of the game where Bombardons, Rocket Artillery, Barragers, etc. are abundant and eager to shoot at multiple targets at once. Anyone wanting obscured should use a pug or the operation.

Your implication here would mean that most t3s have mediocre damage, which I guess means the laser tank now fits right in doesnt it?
I've made no such implications, I only pointed out inconsistencies. 13 damage for a T3 can't be "extremely strong" if 10 damage for a T2 is "mediocre".
 
Because of damage scaling, it absolutely can be the case. A 10 damage attack with a 20% mod on it deals 36, whereas a 13 damage attack with the same mod deals 48 because of how the rounding works out. There aren't a ton of units that output 13 damage at 7 range, and I'm pretty sure that all of the ones that do are either Cumbersome, a T4, or have also been nerfed.
 
It's hard for me to tell what is the strategy with Vanguard for this map as I played with Kir'ko, but I assume different strategies are feasible.

I remember Laser Tank being said to be too powerful, so guess the nerfs addressed that. Unfortunately this kind of things are more impactful and persistent in MP games, so devs need to address them to keep multiplayer running (see Engulfer nerf). In SP it's only one way to beat a map, but in MP this might very well limit the options for players. At the end of the day it's multiplayer that decides about a game's longevity, like it or not (I'm a SP player myself so I tend to be biased, but I still need to respect some requests). I think if Laser Tanks were nerfed too much I'm sure devs will address that (if the subject is raised enough).

Unfortunately the pvp balance tend to hurt age of wonder games. My Quality of Life on playing the dreadnought class in aow3 suffered so much from all the salty players to the point where I got exhausted from just playing the class. Some nerfs was good, some nerfs was just bad. It seems like its a requirement now to learn how to mod the game to undo the only actually relevant to pvp balance nerfs changes that I dislike.

The problem is, this balance change was done in favor of pvp battles over Player vs AI battles, and AI tend to get powerful stacks filled with expensive cosmite mods very quickly. A good T3 ranged damage is one of ways to counter this bs. Now I have nothing. Remember, pvp balance = deathmatches 1v1 on symmercial equal maps that is very small where people enjoy their illusion of skill. It is very well likely that laser tank is very powerful in this very limited scenario until player fails to scout and check to see if his opponent is promethean then his laser tank spam gets wrecked and he/she loses. While the Laser tank is just fine if you're fighting off like several AIs at same time, thats when you learn to appreciate and love the overcharged laser cannon.

That early in the game, a vanguard player will generally have Troopers, Owls, Pugs, Engineers, biker gangs. Cosmites will be spent on Heroes, Troopers, Pugs, some of the motorcycles. Engineers tend to be not really viable because they're little bit pricy and i would rather buy a motorcycle over engineer until midgame. As for Gunships, there might be some built or not it depends on the map and opponents I face, their damage output is very low. Plus they cost 10 cosmite. That 10 cosmite is doing a good job of preventing them from being spammed hard. They all don't have the stellar damage at all.

And with the overnerf done on the laser tank a vanguard player is now in trouble and have to wait even more longer for a walker just for something with 9 range and even then, it's alpha strike damage got reduced anyways preemptively by 4 damage. Although at least the missiles isn't so costly for the walker to use anymore and its slightly more likely to survive some matchups with the change from full action to free action. I need to test walkers again now to see how flexible they are, i build alot of them prepatch although only lategame.

Note: I am not complaining about the reduction from 14 damage to 13 damage, its still acceptable. I'm complaining about the overcharged laser cannon nerf.



I mean, it sounds like instead of just getting the One Broken Unit and just winning now you need to actually use all the tools that are given to you. That seems like much better balance in my mind.

Accusations of how a player plays the game without observation the said player playing the game have a tendency to look like flaming + dumb. So calm yer feelings from all the defeats handed to you by overcharged laser cannons.

As for your accusation, I use all the units except for the drone carrier for vanguard pre-trex patch. <3
 
And since you brought it up...

I mean, people are discussing whether the 60 HP, 5 Shields, 3x10 damage Amazon T2 unit is weak, while the 60 HP, 5 armor, 3x13 damage Vanguard T3 is ok?

Arborian Sentinel is supported by the -2 Biomancer Scan and its -2 Thermal is hardly as debilitating as the -2 Arc on Mechanical units. Apart from lowering damage resist (which both channels have access to) the worst that can happen to you with Thermal is Immolation, meanwhile Arc can stun and hijack your units on top of applying dot.
The tank, however, is immune to Bleed and Poison, but its armor is easily bypassed by Psi units changing damage channels. Sure, Sentinel's shield can also be bypassed, but it requires melee or luck with NPC factions, otherwise the best you have is -3 from the nerfed Firearms mod. Whether Armor or Shield is easier to outright strip is debatable, so I'll skip that.
Sentinel also has a slightly better defense mode, Overwatch and enjoys rapid movement on Forest hexes.
Then we also have ways to counter their weaknesses, in which I believe the Sentinel has an advantage as Promethean tech gives it a wider variety of protection than the Tank enjoys with any easily accessible resist source.

Overall, if we call it a draw defense wise, Vanguard pay more production, energy, research and 20 extra cosmite to produce a unit that does 3 more damage per hit than an Amazon T2.

You didn't need to heavily nerf the tank to balance out the Walker boost.

Thermal has a mod with a disintegration save-or-die chance, that seems pretty bad to me. It also has the entirety of Promethean to deal with, along with being generally more common than Arc in my experience.

If you consider the Scan as part of the Arborian's kit, then you have to consider Targeting Calibration from Engineers as well for the extra free range. While the Sentinel's +3 shields is, indeed, a free action it's not without a cost - it cannot be up 100% of the time and it can only be applied to a single unit at any one moment. It's not correct to assume that the Sentinel is a 5 defense unit. The closest you get is if you assume there aren't any other units in your stack you might really want to be applying that +3 shields to (Lancers, Tyrannodons, Heroes... even Huntresses in some circumstances).

Forest Movement is an Amazon ability, not an Arborian ability. If you consider that, then you need to consider that the Vanguard will always be starting with an extra level for +8 HP. IF you meant Forest Concealment, sure, that's a nice little benefit to consider that doesn't mean anything on the tactical side. Overwatch is... OK, but as the Amazons will be at a range disadvantage in basically every fight I'm not sure how you're going to force the opponent to run into it.

But let's ignore all that discussion. Even if I agreed with you that it was a draw defense-wise, the main point is that YES, it's worth it to pay all that extra stuff for +3 damage per attack (assuming the same range). Doubly so if you consider how the Laser Tank functions in the greater tactical gameplan of the Vanguard post-Tyrannosaurus. Now that Engineers exist, a prime rank tank (which is even easier to get now) can be dealing repeating damage at sniper range, with 32 movement and the defense stats of a tank. That is extremely strong since raw damage increases scale extremely favorably with mod multipliers. Your tank will always be dealing consistent damage - unlike a true sniper, which sacrifices a lot of power whenever it moves, the Laser Tank has a powerful single-action secondary to encourage mobility.
 
Unfortunately the pvp balance tend to hurt age of wonder games. My Quality of Life on playing the dreadnought class in aow3 suffered so much from all the salty players to the point where I got exhausted from just playing the class. Some nerfs was good, some nerfs was just bad. It seems like its a requirement now to learn how to mod the game to undo the only actually relevant to pvp balance nerfs changes that I dislike.

The problem is, this balance change was done in favor of pvp battles over Player vs AI battles, and AI tend to get powerful stacks filled with expensive cosmite mods very quickly. A good T3 ranged damage is one of ways to counter this bs. Now I have nothing. Remember, pvp balance = deathmatches 1v1 on symmercial equal maps that is very small where people enjoy their illusion of skill. It is very well likely that laser tank is very powerful in this very limited scenario until player fails to scout and check to see if his opponent is promethean then his laser tank spam gets wrecked and he/she loses. While the Laser tank is just fine if you're fighting off like several AIs at same time, thats when you learn to appreciate and love the overcharged laser cannon.

That early in the game, a vanguard player will generally have Troopers, Owls, Pugs, Engineers, biker gangs. Cosmites will be spent on Heroes, Troopers, Pugs, some of the motorcycles. Engineers tend to be not really viable because they're little bit pricy and i would rather buy a motorcycle over engineer until midgame. As for Gunships, there might be some built or not it depends on the map and opponents I face, their damage output is very low. Plus they cost 10 cosmite. That 10 cosmite is doing a good job of preventing them from being spammed hard. They all don't have the stellar damage at all.

And with the overnerf done on the laser tank a vanguard player is now in trouble and have to wait even more longer for a walker just for something with 9 range and even then, it's alpha strike damage got reduced anyways preemptively by 4 damage. Although at least the missiles isn't so costly for the walker to use anymore and its slightly more likely to survive some matchups with the change from full action to free action. I need to test walkers again now to see how flexible they are, i build alot of them prepatch although only lategame.

Note: I am not complaining about the reduction from 14 damage to 13 damage, its still acceptable. I'm complaining about the overcharged laser cannon nerf.





Accusations of how a player plays the game without observation the said player playing the game have a tendency to look like flaming + dumb. So calm yer feelings from all the defeats handed to you by overcharged laser cannons.

As for your accusation, I use all the units except for the drone carrier for vanguard pre-trex patch. <3
Isnt this just an issue of personal play style? I've never found myself hurting as a vanguard player without laser tanks. You've got jetpack infantry, secret tech stuff, rocket engineers, assault bikes, gunships...

The laser tank was just so much better than anything else that not going for laser tanks didnt feel right. Now there is a nice, solid progression to their unit line rather than a giant cliff.
 
Accusations of how a player plays the game without observation the said player playing the game have a tendency to look like flaming + dumb.

I mean, sure, but...

So calm yer feelings from all the defeats handed to you by overcharged laser cannons.

...practice what you preach. Laser Tanks come out late enough that they're pretty rare to see ever; they're far from a meta unit in my experience. Powerful? Of course. Game-winning? Can be, if you don't get rushed down. Practical? Not really. My fault with them was that they completely invalidated the Walker as a unit - who needs artillery when you have a range 9 sniper shot that ignores cover and LOS? The Laser Tank's primary was nerfed to bring it into line stats-wise, but the secondary wasn't really nerfed much if at all in my opinion. It just has a different use case; instead of sniping, you can move up and take a shot for ~2/3 repeating damage (instead of 1/3), with the potential for a bit more because of the armor ignore.

While range is an extremely powerful stat in the game, it's not the solution to all problems - but if that's the way you like to play the faction, then I encourage you to try out the new-model Engineer because if gives you range on everything if you want it. It's not like the race itself took a major nerf, if got just as much back as it lost.
 
Because of damage scaling, it absolutely can be the case. A 10 damage attack with a 20% mod on it deals 36, whereas a 13 damage attack with the same mod deals 48 because of how the rounding works out. There aren't a ton of units that output 13 damage at 7 range, and I'm pretty sure that all of the ones that do are either Cumbersome, a T4, or have also been nerfed.
So a 30% more damaging attack does 30% more damage after applying the same boost to both the weaker and stronger attack, except here and there when numbers get conveniently rounded up? Fascinating.
I won't even touch the arbitrary comparison.

Thermal has a mod with a disintegration save-or-die chance, that seems pretty bad to me. It also has the entirety of Promethean to deal with, along with being generally more common than Arc in my experience.
Starlight Projector is unlocked with the mod. At that point anything T1 or T2 that isn't running Promethean or is being covered by Focus: Flames will likely get disintegrated.
Run the aforementioned Promethean tech's PyrX Absorption Panels or park your units next to an Aegis Tank if this has you worried.
Meanwhile, what are you gonna do to protect yourself from Positron Converter activation, all those Stun abilities and the entire Synthesis tech tree? You gonna have an army comprised mostly of Network Links so you can manage to protect yourself by the time operations become usable?

While the Sentinel's +3 shields is, indeed, a free action it's not without a cost - it cannot be up 100% of the time and it can only be applied to a single unit at any one moment. It's not correct to assume that the Sentinel is a 5 defense unit. The closest you get is if you assume there aren't any other units in your stack you might really want to be applying that +3 shields to (Lancers, Tyrannodons, Heroes... even Huntresses in some circumstances).
It lasts 3 turns and has a 3 turn cooldown, it's up during the most important part of the battle.
This whole thing with trying to spin its ability to give this shield to another unit into anything other than a positive is silly.

Forest Movement is an Amazon ability, not an Arborian ability. If you consider that, then you need to consider that the Vanguard will always be starting with an extra level for +8 HP. IF you meant Forest Concealment, sure, that's a nice little benefit to consider that doesn't mean anything on the tactical side.
Movement bonus along with the Scan is just me pointing out that Sentinels are backed up by a better kit.

Overwatch is... OK, but as the Amazons will be at a range disadvantage in basically every fight I'm not sure how you're going to force the opponent to run into it.
Overwatch helps them deal with melee units, the type of unit that bypasses their defenses.

But let's ignore all that discussion. Even if I agreed with you that it was a draw defense-wise, the main point is that YES, it's worth it to pay all that extra stuff for +3 damage per attack (assuming the same range). Doubly so if you consider how the Laser Tank functions in the greater tactical gameplan of the Vanguard post-Tyrannosaurus. Now that Engineers exist, a prime rank tank (which is even easier to get now) can be dealing repeating damage at sniper range, with 32 movement and the defense stats of a tank. That is extremely strong since raw damage increases scale extremely favorably with mod multipliers. Your tank will always be dealing consistent damage - unlike a true sniper, which sacrifices a lot of power whenever it moves, the Laser Tank has a powerful single-action secondary to encourage mobility.
Let's ignore all that, but bring up the Vanguard kit, huh? Well, if we actually do ignore that then we have +1 range on Prime rank from the tank while Sentinel gets bypass cover, well I'd say that the tank got a better deal there if it weren't for the fact that even cumbersome units get 1 free movement hex.

Regardless of whether the tank has some marginal bonuses on top of the +3 damage over the Sentinel, the main problem with the unit isn't that another race has a comparable unit of a lower tier, rather the fact that the tank serves little purpose in its own racial tree.
The Assault Bike is better at applying thermal status and does almost the same amount of damage when firing at a group of 2 units. At 3+ units, it outdamages the tank.
The Walker matches the tank's damage and can get the same range, while doing aoe damage, with its primary and gets a free massive impact, 16 damage aoe every other turn.
The Drone Carrier also matches the tank's damage and can attack once while printing disintegration drones with Reactive Armor Plating every turn.

The tank is a waste of cosmite.
 
So a 30% more damaging attack does 30% more damage after applying the same boost to both the weaker and stronger attack, except here and there when numbers get conveniently rounded up? Fascinating.
I won't even touch the arbitrary comparison.


Starlight Projector is unlocked with the mod. At that point anything T1 or T2 that isn't running Promethean or is being covered by Focus: Flames will likely get disintegrated.
Run the aforementioned Promethean tech's PyrX Absorption Panels or park your units next to an Aegis Tank if this has you worried.
Meanwhile, what are you gonna do to protect yourself from Positron Converter activation, all those Stun abilities and the entire Synthesis tech tree? You gonna have an army comprised mostly of Network Links so you can manage to protect yourself by the time operations become usable?


It lasts 3 turns and has a 3 turn cooldown, it's up during the most important part of the battle.
This whole thing with trying to spin its ability to give this shield to another unit into anything other than a positive is silly.


Movement bonus along with the Scan is just me pointing out that Sentinels are backed up by a better kit.


Overwatch helps them deal with melee units, the type of unit that bypasses their defenses.


Let's ignore all that, but bring up the Vanguard kit, huh? Well, if we actually do ignore that then we have +1 range on Prime rank from the tank while Sentinel gets bypass cover, well I'd say that the tank got a better deal there if it weren't for the fact that even cumbersome units get 1 free movement hex.

Regardless of whether the tank has some marginal bonuses on top of the +3 damage over the Sentinel, the main problem with the unit isn't that another race has a comparable unit of a lower tier, rather the fact that the tank serves little purpose in its own racial tree.
The Assault Bike is better at applying thermal status and does almost the same amount of damage when firing at a group of 2 units. At 3+ units, it outdamages the tank.
The Walker matches the tank's damage and can get the same range, while doing aoe damage, with its primary and gets a free massive impact, 16 damage aoe every other turn.
The Drone Carrier also matches the tank's damage and can attack once while printing disintegration drones with Reactive Armor Plating every turn.

The tank is a waste of cosmite.
So the tank is a waste of cosmite because a unit that take twice as many turns to even tech does the same job? And ignore that one of them has a cosmite upkeep? I dont think that argument holds water. Tanks dont need to be snipers to be effective, nor do they need to be the best unit in the roster to have a roll.
 
Speaking of changes, after playing a full game I do find the new economy research tree a good overhaul overall. The game does feel faster (but in a good way), and the tree is not clogged anymore. It's also a nice addition that you don't need to research everything in-between to research some later techs now, as there are branches that enable you to skip some earlier ones. Economy and getting resources does also feel less of a drag. All this while the game doesn't feel drastically changed. I was afraid it would be dumbed-down but it wasn't. Good work devs!
 
Regardless of whether the tank has some marginal bonuses on top of the +3 damage over the Sentinel, the main problem with the unit isn't that another race has a comparable unit of a lower tier, rather the fact that the tank serves little purpose in its own racial tree.

...

The Assault Bike is better at applying thermal status and does almost the same amount of damage when firing at a group of 2 units. At 3+ units, it outdamages the tank.

Except you need to be in near-melee range, and the opponent needs to kindly stack up a bunch of units for your AOE pleasure.

The Walker matches the tank's damage and can get the same range, while doing aoe damage, with its primary and gets a free massive impact, 16 damage aoe every other turn.

Except the Walker is squishier, Cumbersome, and costs a lot more in research.

The Drone Carrier also matches the tank's damage and can attack once while printing disintegration drones with Reactive Armor Plating every turn.

Except it's a TIER 4 UNIT. Those things are supposed to be pretty hard carries because they have a cosmite upkeep... and even then, it's literally the same primary attack as the tank!

So a 30% more damaging attack does 30% more damage after applying the same boost to both the weaker and stronger attack, except here and there when numbers get conveniently rounded up? Fascinating.
I won't even touch the arbitrary comparison.

Sure, I didn't map out every single possible comparison at any given % modifier. The point is that 3 raw damage on a repeating attack will generally have a significant impact, which often scales disproportionate to the original damage increase.

Meanwhile, what are you gonna do to protect yourself from Positron Converter activation, all those Stun abilities and the entire Synthesis tech tree? You gonna have an army comprised mostly of Network Links so you can manage to protect yourself by the time operations become usable?

I mean, I've fought against armies of Network Links and the answer is basically "yes", although that says a lot more about how broken I think Network Links are than any weakness of the Laser Tank. More practically, if someone's teched into the entire Arc and Synthesis trees you should have won already via doomsday. Units matter in the context of when they're actually available. Arc Weakness is a weakness, but it's hardly crippling or gamebreaking. Don't complain when you tell someone you're going to play rock and then they play paper; Vanguard has other units that can handle arc just fine, as do the secret techs.

It lasts 3 turns and has a 3 turn cooldown, it's up during the most important part of the battle.
This whole thing with trying to spin its ability to give this shield to another unit into anything other than a positive is silly.

I'm not saying it's not a positive, I'm saying that you cannot assume the Sentinel has 5 shields because there are many times it won't. I play a ton of Amazon PvP; I'll be the first to say that I think Sentinels are extremely solid units. They also have real weaknesses. More practically to this discussion, I find in practice that they very often won't have those shields because something else really needs them. I'm talking opportunity cost here - the ability is always and obviously a net positive, but where it goes has consequences that are ignored when a person blithely says "Arborians have 5 defense stats". They don't, they have 2 plus a support ability that they can self-target.

Movement bonus along with the Scan is just me pointing out that Sentinels are backed up by a better kit.

I disagree. Or, to be fully accurate, I disagree on the notion that anyone could just claim the Amazon kit is strictly better than the Vanguard's. I'm willing to discuss relative merits but at the end of the day the difference is very minor, and depends on so many variables in opponent/situation/playstyle that it's effectively erased into the noise.

Overwatch helps them deal with melee units, the type of unit that bypasses their defenses.

I mean, not the only type of unit... remember those Laser mods you were so derogatory about earlier? Or what about snipers? Or artillery? Sentinels aren't doing a whole lot against those units, are they? Whereas Laser Tanks are a lot more capable at moving to engage with those threats. The tanks aren't out-shooting them anymore, because tanks shouldn't be beating artillery at their own game, but that doesn't mean the tank is at a massive disadvantage now either. And that's not considering that...

then we have +1 range on Prime rank from the tank while Sentinel gets bypass cover, well I'd say that the tank got a better deal there if it weren't for the fact that even cumbersome units get 1 free movement hex.

... Laser Tanks are still able to get to 9 range. It's almost trivial for the sort of game I gather you play, when things go long, you can farm XP, and tech costs are not a huge issue. What astounds me is that you're complaining about an extra range up, which is almost certainly the strongest Prime upgrade possible (and before you say it, yes, I did quote that "while range is an extremely powerful stat in the game, it's not the solution to all problems" - that just means range is not outright broken as a prime upgrade, not that it's not the best one). I don't really know what "even cumbersome units get 1 free movement hex" is supposed to imply, because the majority of Cumbersome units are really hoping to run away when in range of a Laser Tank and one tile isn't going to help that much.


The tank is a waste of cosmite.

So I get you're mad that this unit got changed. The thing is, most of the change was just that - a change, not a nerf. It needs to be handled differently, but it's still a very good unit. It fits a solid role for the Vanguard as a late-game all-rounder, capable of engaging just about anything at just about any range as the centerpiece of the army. Not every race gets one of those. Just because it's no longer the mega-sniper extraordinaire with zero effort doesn't suddenly make it useless. In fact, it can still become that mega-sniper with only a little effort.
 
Except you need to be in near-melee range, and the opponent needs to kindly stack up a bunch of units for your AOE pleasure.
PUG obscured, Evasive Prime Rank and for closing in you are rewarded with 18 dmg single action aoe with high stagger that is fantastic at applying status. It has a setup and a function that it does well.

Except the Walker is squishier, Cumbersome, and costs a lot more in research.
Does a lot more damage, cumbersome isn't much of an issue when you have that much range and you can produce other necessary units and save resources while research is being done.

Except it's a TIER 4 UNIT. Those things are supposed to be pretty hard carries because they have a cosmite upkeep... and even then, it's literally the same primary attack as the tank!
Cosmite is 30% cheaper now and the upkeep is only 2 a turn.
And yes, it's the same attack, but it also makes units that have 11-13 attack, draw enemy fire from your permanent units and reflect damage done to them back.
Point is it does the same thing the tank does on top of being able to make units.

Sure, I didn't map out every single possible comparison at any given % modifier. The point is that 3 raw damage on a repeating attack will generally have a significant impact, which often scales disproportionate to the original damage increase.
It isn't nearly significant enough to deserve the initial praise you've given it.

I mean, I've fought against armies of Network Links and the answer is basically "yes", although that says a lot more about how broken I think Network Links are than any weakness of the Laser Tank. More practically, if someone's teched into the entire Arc and Synthesis trees you should have won already via doomsday. Units matter in the context of when they're actually available. Arc Weakness is a weakness, but it's hardly crippling or gamebreaking. Don't complain when you tell someone you're going to play rock and then they play paper; Vanguard has other units that can handle arc just fine, as do the secret techs.
Compromised is a T3 mod with a 5 cosmite cost and Hackers come equipped with a 2 turn disable. Amazon Hacker also has Scan to make everything even easier. Synthesis T3 unit has mind control.
None of this goes into "teching into the entire tree(s)", which was an unfair remark to begin with since you were the one that brought up the final Thermal mod while I just listed a few Arc problematic things, among which was the final Arc tech, in response to your comment.

I'm not saying it's not a positive, I'm saying that you cannot assume the Sentinel has 5 shields because there are many times it won't. I play a ton of Amazon PvP; I'll be the first to say that I think Sentinels are extremely solid units. They also have real weaknesses. More practically to this discussion, I find in practice that they very often won't have those shields because something else really needs them. I'm talking opportunity cost here - the ability is always and obviously a net positive, but where it goes has consequences that are ignored when a person blithely says "Arborians have 5 defense stats". They don't, they have 2 plus a support ability that they can self-target.
Just stop already.
I never said they had to self cast the shields, I said they could and then made a defensive comparison between them and a T3.
They have that defensive potential and whether or not you will use it for them or something else is completely and utterly irrelevant to the discussion.

I mean, not the only type of unit... remember those Laser mods you were so derogatory about earlier? Or what about snipers? Or artillery? Sentinels aren't doing a whole lot against those units, are they? Whereas Laser Tanks are a lot more capable at moving to engage with those threats. The tanks aren't out-shooting them anymore, because tanks shouldn't be beating artillery at their own game, but that doesn't mean the tank is at a massive disadvantage now either. And that's not considering that...
I wanted to reply here, but then I've noticed this:
So I get you're mad that this unit got changed.
Yeah, when a "u mad" variation pops up in a conversation I know I'm wasting my time.
I'm done with this.
 
PUG obscured, Evasive Prime Rank and for closing in you are rewarded with 18 dmg single action aoe with high stagger that is fantastic at applying status. It has a setup and a function that it does well.


Does a lot more damage, cumbersome isn't much of an issue when you have that much range and you can produce other necessary units and save resources while research is being done.


Cosmite is 30% cheaper now and the upkeep is only 2 a turn.
And yes, it's the same attack, but it also makes units that have 11-13 attack, draw enemy fire from your permanent units and reflect damage done to them back.
Point is it does the same thing the tank does on top of being able to make units.


It isn't nearly significant enough to deserve the initial praise you've given it.


Compromised is a T3 mod with a 5 cosmite cost and Hackers come equipped with a 2 turn disable. Amazon Hacker also has Scan to make everything even easier. Synthesis T3 unit has mind control.
None of this goes into "teching into the entire tree(s)", which was an unfair remark to begin with since you were the one that brought up the final Thermal mod while I just listed a few Arc problematic things, among which was the final Arc tech, in response to your comment.


Just stop already.
I never said they had to self cast the shields, I said they could and then made a defensive comparison between them and a T3.
They have that defensive potential and whether or not you will use it for them or something else is completely and utterly irrelevant to the discussion.


I wanted to reply here, but then I've noticed this:

Yeah, when a "u mad" variation pops up in a conversation I know I'm wasting my time.
I'm done with this.
Ahahahahahaha
 
Maybe it's just me but comparing a T2 unit in a "squishy" faction that doesn't have a lot of tank units outside of Animals with a T3 unit in a faction that is based on tactical positioning and defense is a bit out of place? The units have different roles even if stats are comparable, that's what being asymmetrical is about...
 
9-basic range
+1 -rank
+1 -engineered
+1 -networked

30 base damage
5 shields bypass
No penalties
1 tirn CD
Has smoke
Can target air

= Totally balanced
 
Last edited:
Just for comparrison:
Rocket artillery:

Much later tech
55 hp 3 def
9x3 r1 aoe basic damage
11x3 secondary firearms
Range: 7
+2 - train weapons (used instead of smoke)
+1 -rank (harder to get)
+1 -networked
+1 -operation
20 base acc (+40 from train weapons)
Can't target air
 
Last edited:
Tank has 7 base range on its primary and the secondary has a 2 turn cooldown, not 1.
Artillery can attack air units with its Mounted Gun ability and has mods to extent the range of its firearms and/or explosive attacks, so you missed a +1.
Rank is also easier to get now due to sector leveling and Military Innovation changes.

I also never said that the tank was balanced prepatch, rather that it was nerfed too heavily now.
The unit should have been given the Dvar Dreadnought treatment. Have Overcharged work similar to Broadside Bombardment or keep the current damage, range and single action cost but have the tank use Deploy Smoke in conjunction with Overcharged and remove penetration.
 
Isnt this just an issue of personal play style? I've never found myself hurting as a vanguard player without laser tanks. You've got jetpack infantry, secret tech stuff, rocket engineers, assault bikes, gunships...

The laser tank was just so much better than anything else that not going for laser tanks didnt feel right. Now there is a nice, solid progression to their unit line rather than a giant cliff.

Jetpack Infantry costs cosmite.
Secret tech stuff got nerfed.
I like being promethean, i disliked the summon cost nerf for plasmoids.
Gunships cost cosmite.
Rocket Engineers cost cosmite.
Assault bikes is pretty good right out the gate and i use them plenty.

Personally I probably would've been mostly fine with the Laser tank nerf probably if it got to keep its +2 range for overcharged laser cannon. I knew it punched well over its tier level. And I felt a nerf would come someday but I hoped it would be pretty good nerf not a bad one like right now.

The cosmite cost is alot more trivial to manage if its just 1v1 but I have to be more careful in who i choose to develop and use if i'm fighting against multiple foes at same time.

The gunships is just okay, it depends on what terrain I have around me that will lead me to prioritize gunships over assualt bikes and et cetera et cetera.

In fact while typing this, I just realized, why not let overcharged laser cannon keep its +2 range and make it so that Walker's missiles do heavy damage and have its range which would motivate me to keep on pushing the research to unlock walker for that heavy alpha strike while keeping laser tank in a good place albeit no longer that red anger of wrath it was before.
 
Jetpack Infantry costs cosmite.
Gunships cost cosmite.
Rocket Engineers cost cosmite.

Secret tech stuff got nerfed.
Laser tank - cost cosmite

Secret tech stuff - still plenty out there and most nerfs thus far have been pretty reasonable.

In fact, regarding cosmite, launcher pack engineers cost less than laser tanks, so I'm not really seeing the justification there. I really see this as nothing but complaining about an easy crutch being pulled away.