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[Balance]: Napalm is too powerful #3391

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Tiny-DM opened this issue Aug 27, 2024 · 2 comments
Open

[Balance]: Napalm is too powerful #3391

Tiny-DM opened this issue Aug 27, 2024 · 2 comments
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Balance For issues and PRs regarding game balance.

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@Tiny-DM
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Tiny-DM commented Aug 27, 2024

Napalm strikes are an AOE timed effect that's moderately effective against infantry and substantially more effective against vehicles, killing the crew and all systems while leaving the vehicles intact for recovery. More napalm airstrikes are being used to neutralize entire armored columns for cheap. A few possible solutions:

  • Cap airstrike points (maybe war level and increase regeneration speed?)
  • Adjust the cost of specific strikes. Everything costs 1 point right now, it could be changed to something along the lines of [Cluster, HE, Napalm to [1,2,3] or [1,3,5] to encourage usage of clusters at a risk of having a few loose toe poppers, and HE for softer vehicles and complete destruction
  • Napalm should either leave vehicles functional or destroyed, not alive but ineffective
  • Airstrikes should spawn from the friendly airfield so the ETA will be a couple minutes
  • A combination of the above
@Tiny-DM Tiny-DM added the Balance For issues and PRs regarding game balance. label Aug 27, 2024
@ante185
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ante185 commented Aug 27, 2024

If you make airstrikes more expensive, imma add the option to have a farmer hurl hand grenades out their plane

@Callum511
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Could reduce the number of bombs to 2 or 3. They are very strong and even a single direct hit on a small outpost will totally wipe it.

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