I wonder if there are psionic melee units. That would make them skip both armor and shield. Sounds pretty OP so I don't think we'll see psionic blades.
You mean like protoss zealots?
I'm hoping they'll be in an expansion. Could be amazing.
I wonder if there are psionic melee units. That would make them skip both armor and shield. Sounds pretty OP so I don't think we'll see psionic blades.
I don't find it odd, because otherwise what would the difference between shields and armour be?About the shields not being effective against melee attacks.
Does this seem odd to anyone else? Is there a rationale behind it?
About the shields not being effective against melee attacks.
Does this seem odd to anyone else? Is there a rationale behind it?
If you take a look at the Dvar infantry from an earlier screenshot, they seem pretty comfy behind their huge shields.
I would assume they could block incoming claws as well as laserbeams.
I feel we might be talking past one another.I think it's a reference to Dune, where abundant and busted energy Shields made everyone fight with knives despite having spaceships. The Dvar riot shield troops probably don't have any points of Shields - just high Armour and exposed flanks, like the bike. Shields is for energy defences.
Aside from the balance it might poorly interact with other mechanics. Like a melee block chance or armor bonus from energy/metal shields strapped to the arm. It could raise a ton of questions or require a ton of special case handling.I wonder if there are psionic melee units. That would make them skip both armor and shield. Sounds pretty OP so I don't think we'll see psionic blades.
The shown damage type for those Void Blades is Kinetic. Like Firearms.Aside from that, consider the following Void Blades provided by the VoidTech Secret Tech, and which I personally imagine are Kinetic damage which bypasses Armor(and being melee, also bypasses Shields). I mean, it's called VoidTech, so really:
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(They even look somewhat like the weapons of the Zealot units BBB mentioned.)
If it bypasses all mater and energy, it would do 0 damage. Kind of an issue with any weapon SystemI mean, it's called VoidTech, so really
Okay, a slight improovement to hopefully solve the whole "overly resistant" issue:I have a idea for a mod that could allow Psychic Melee Weapons in a somewhat balanced fashion:
Anti-Psionic Armor: Unit gains Psi Resistance equal to it's Armor value
That way the shield bypass in Melee would not mater so much, as strong melee units (more armor then shields) could just turn their primary defense into effective Psionic Resistance. Might be a huge balance issue for Ranged Psionic Units however (as they do still have to contend with shields).
To the first point, Kinetic is analogous to "Physical" damage, and has nothing to do with firearms. Remember that Weapon Groups and Damage channels are not straight lines of type. While most of them are fairly straight, Laser-type weapons deal Thermal damage, not 'Laser' damage. Heck, the Explosive Weapon Group of the Dvar(and potentially several other weapons, such as the Gunship's and Walker's missiles which are explosive in effect and deal Kinetic damage) deals damage primarily on the Kinetic damage channel. Or as another example, Promethean units and operations deal Thermal damage, but have nothing to do with the Laser damage channel.The shown damage type for those Void Blades is Kinetic. Like Firearms.
Of coruse that could have jsut been a early itteration.
If it bypasses all mater and energy, it would do 0 damage. Kind of an issue with any weapon System
As long as it affects the target, someone will invent a defense against it. It might not be a very effective or cheap one, but it can be done.
I am pretty sure this sentence from Hitchikers Guide applies:Also, consider this paraphrased inversion of your statement on defenses:
"As long as a form of protection affects a target, someone will invent a means to overcome it. It might not be a very effective or cheap one, but it can be done."
Those are limits all Melee weapons face.Anyway, as to the main point being discussed, I don't particularly believe that Psionic(or armor-bypassing such as if VoidTech does so) melee to be inherently a distinct concern. First, they will need to reach the target safely through potential overwatch, which may be quite painful. Perhaps in order to more safely reach their target, and for a melee unit in general, they need to invest in mobility unit mods, thus sacrificing potential offensive mods compared to ranged units which might more safely select a full suite of offensive mods.
They are all reasons why Melee is suboptimal.I though Fenraellis covered the possible reasons that Psi Melee could be sub optimal pretty well?
They are all reasons why Melee is suboptimal.
It would not change that Melee that skips Armor&Sields > Melee that skips Shields
And that just sounds like a balancing nightmare to happen.It's balanced in the same way psi damage is balanced, by having lower damage than a similar non-psi attack, with a less aggressive unit build.
And that just sounds like a balancing nightmare to happen.
Now you need to balance attacks not only to be balanced on their damage channel, you also need to include a reduction if they are melee (and thus also skip shields).
"Simplicity is the highest for of Sophistication
That is a good thing, not a bad one. Few things are quite as annoying as being unable to put up a fight because the enemy got T2 or T3 units before you. Or loosing any initiative in a war, because you suddenly need T3 units to even be competitive.
Mind you there is a lot of room between "being unable to put up a fight" and "higher tiers being worthless". Both Maintenance, the XP Sytem, Weapon Options and the "6 untis per army" limit can incentivise bringing less boots to the fight.
A 30 damage attack is +50% stronger then a 20 damage attack. If both take the same amount of AP, wich one would be better?1.New armor system. It favours low damage units(aka lower tiers) and it feels "less powerful". Having +5 armor in AoW 3 often meant that lower tier units did only minimal damage to you(like 1-2), while in planetfall +5 armor have smaller impact, especially against low/mid tier units. Generally speaking armor is only usefull against higher damage units.
Apparently Mana/Spellcasting has been split into 3 parts:2.Cosmite. High tier units need this special resource. It's tempting to call this planetfall's "mana" but according to the dev journals it's much rarer and harder to get. Rightly balanced this means less doomstacks which is a good thing. On the other hand if cosmite turns out too hard to get then you might forget those high tiers at all, especially since unit mods needs cosmite to produce.
Didn't AoW 2 had units gated behind Population Levels (because you could not upgrade the Production building without the right counts?)3. Those high tiers need to be researched first(well every "non basic" unit). This is the most important change regarding higher tiers.
The devs already explained why substractive armor was a problem. It actually limited the range of damage values and abilities they could field, because it had to be balanced agaisnt the armor values+HP. Rather then just HP.
If a unit doing 8 damage which system is more favourable to it:You also underestimate just how much effect that +5 Armor will have.
Armor 0: 100% Damage
Armor 5: 59.049% Damage
Yes class units, but not racial units. In Planetfall you have to research even your racial units. You could field T3(racial) without research, now you cant even train T2. That's a big difference is you ask me, especially since there are much more things to research than in the previous games.Didn't AoW 2 had units gated behind Population Levels (because you could not upgrade the Production building without the right counts?)
Also AoW 3 required you to reserach your class units already. So it is not a totally new thing for the Devs to balance.
Apparently Mana/Spellcasting has been split into 3 parts:
Strategic Operations/Policies - Global Spells
Tactical Operations - Tactical Spess
Cosmite - permanent Unit resource
Making them 3 resoruces allows the devs to balance each income seperately. They can now give you plenty of Cosmite without accidentally giving you abundant useage of Tactical and Strategic Operations.
And this is not the first time. AoW 3 already split Knowledge gain from Mana income to make those easier to balance.
Yes class units, but not racial units. In Planetfall you have to research even your racial units. You could field T3(racial) without research, now you cant even train T2. That's a big difference is you ask me, especially since there are much more things to research than in the previous games.
Case A has a higher absolute reduction. If a high absolute reduction on that scale is intended, the unit will be given appropirate defenses in the new System.If a unit doing 8 damage which system is more favourable to it:
5 armor means 5 less damage so 8-5= 3 damage
5 armor means around 41% reduction so 8-3,28= 4,72 rounded up to 5.
If it's doing 20 damage:
20-5=15
20-8,2=11,8 rounded up to 12.
My point was that they already have experience with gating units behind research.Yes class units, but not racial units. In Planetfall you have to research even your racial units. You could field T3(racial) without research, now you cant even train T2. That's a big difference is you ask me, especially since there are much more things to research than in the previous games.