Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
HVs feel way underpowered
As the title suggests, HVs are really suffering under the cpu limits for re2. I have ALWAYS preferred HVs, as they are not the meta. But looking at the growth rate compared to CVs, they not not scale anywhere near the same rate.

What i mean is that a single quantum or aux CPU for a HV won't even support the addition of a single heavy weapon. whereas on a CV, they support the addition of 2 heavy weapons, with cpu leftover.

in it's current state, a quantum extender will only support 2 light turrets, 1 medium, and less than 1 heavy.

I'm going to suggest looking at the HV weapon CPU usage, as i feel it is not very balanced.
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Vermillion  [utvecklare] 11 jan @ 14:36 
Stop looking at CVs for the balance of an HV's CPU.
That's like having a motorboat and comparing it to a naval destroyer.

Ground POIs have multiples of 4 turrets, depending on the POI's tier. Each POI turret has 25000 hp.
One single HV heavy weapon has the Damage Per Minute of 80000 block damage (excluding damage bonuses). For every ONE heavy weapon you add, you can remove 3 POI turrets per minute.
That means an HV with a single Heavy weapon and nothing else can kill any T1 POI in under 2 minutes.

CVs travel space and do a lot of different things; they also fight ships and space POIs with several times more firepower than a ground POI that are always shielded and don't have blindspots. You aren't taking your HVs against Periats or Imerats are you? No, you're fighting immobile structures with less weapons, that are weaker, less accurate, with the terrain providing obstructions that protect your HV from sustained fire.
Not only that, an HV is a fraction of the cost of a CV to build and maintain.
Senast ändrad av Vermillion; 11 jan @ 14:37
In their current state I find that HVs are better at taking out shielded POIs than SVs or CVs, due to their sapping ability and having more CPU able to be put toward weapons than an SV that could do the same. I'm currently using HVs effectively against difficult POIs, which is basically what I've always used them for, so I guess I don't see what the issue is. with six medium lasers and two medium cannons I can take out any shield pretty quickly and take out turrets without any issues, and that's for a pretty cheap HV.
I just wish they (Eleon) would do something about the collision with HVs and terrain. a multi-tonne tank hovering 3m (almost 10 feet) dips while strafing or hits a shrub and is sent flying or flips over. They for some reason refuse to self level on the roll, but refuse to hold a change to the pitch when trying to line up a shot.
HV's have always been terrible. They never have enough lift so when you use them on harder planets with high gravity you always get stuck in craters. They need like 4x the lift and at least double the thrust before they'd be fun to use
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