AdrianTheStrategist wrote:
Thanks for the reply freezy, I think it's the combination with the Pan-Asian doctrine that makes the rail gun pretty much in invincible. It travels at a speed of 37 on plains, while in COW 1.0, it travelled at about a third of this speed. So firing rockets at the rail guns would often miss, when playing against a very active player. The issue about making troops to rush the rail guns are that the enemy could just simply split a portion of units to block. With the firing rate at every half hour compared to an hour in the old game, it quickly shreds anything coming at it. Possibly, one would need to outnumber the rail gun stack significantly and approach from multiple angles to have a chance to eliminate such a stack.Making a huge stack containing 10+ rail guns, with loads of anti-air, several spotting AC's, shreds almost any light tank rush quickly. Especially that the spotting AC's have such a massive view range (160). That combination of bonus speed, view range, and movement speed, makes it almost impossible to beat. The stack I'm facing is a stack of 41 - it seems to be me that the sbde penalty is insufficient to discourage over stacking. In my view, it appears that stack running rail guns, with anti-air in huge stacks will have to become to norm. Before I had rail guns of my own (Comintern), couldn't stop that rail gun attack using other methods. The old 1.0 limit was 3 rail guns which quickly weakened the units upon overstacking. I just think it feels historically inaccurate to have rail guns be the backbone of the army, since they played a very minor role historically.
But for sure, I understand why it is difficult to balance. What I think would be suitable as a balance is to slow down the rail guns further, to a point where it is maybe slightly faster than the 1.0 speeds. After all railroad guns need to be moved on railroads, and I guess infrastructure suits that task. Right now in 1.5, it seems that infrastructure is almost an unimportant investment.
Thanks for the additional insights.
Keep in mind that all movement speeds were increased by 1.5, not only that of Railroad Guns. So a Railroad Gun in 1.5 moves at the same relative speed as it does 1.0, in relation to other units like tanks or rockets. That's why I can't imagine the problem being with the base movement speed. If anything it it must be the combination with the Panasian Doctrine bonus specifically, but we cant really remove the Panasian bonuses without becoming inconsistent. So that it not an option. If we lowered the base movement speed of the railroad gun to 1.0 levels, it will still be 20% faster for Panasian, while it may feel too slow for all other Doctrines. So not so sure about this suggestion yet.
Sidenote: The range of the railroad Gun in 1.5 is smaller than in 1.0 (120 vs. 150).
The loss in damage potential for overstacking is actually quite big, but I think the communication how much damage potential is lost was missing in the past. We rectify this by introducing a new army bar in the next update that shows more info about inefficient stacks.
Stacking limits for ranged units can always be circumvented easily though by splitting a stack, even if its basically in the same location.
If you face such a doomstack with your own doomstack I recommend to you splitting your own one into multiple armies, even if you are fighting in the same spot with all units. You can keep them split by giving those armies different orders. That way you can prevent your stacks from losing damage efficiency and speed up the battle time tremendously, making you able to catch the enemy railroad guns faster.
And if the enemy splits off some troops to block your incoming troops, maybe the railroad stack is vulnerable to attacks from attack bombers at that moment.
All this said, we actually nerf Railroad Guns in the update this week a bit by removing the terrain bonus in Plains and by making its research and production and upkeep costs slighty more expensive. Maybe this alleviates some issues already.
We will keep monitoring it and may add further nerfs in future updates as well.
Ruy Diaz de Bivar wrote:
I'm having the same issues in a FFA 1.5 match, while the cost comparisons in resources for 1 railroad gun and 3 tanks is fair to say it does not take into consideration the build costs for 3 tank plants vs 1 secret lab or the expense of upgrading which is unneccesary with the railroad guns.With a little buying and selling on the market and perhaps a modest investment in gold it isn't hard to get a doomsday stack of 6 or 8 railroad guns then add the armoured cars and cheap AAs and ATs and go on a rampage. The only early game counter I can think of is a doomsday stack of your own.
Yes it is not hard to spread LTs and ACs and go all around them. My expirience is that the players building these monstrosities just go straight for your core and wreck everything if you do manage to carve up their homeland.
As Adrian said that sort of defeats the purpose of diversification for different combinations of units and strategies as early and mid game the railroad gun doomsday stack reigns supreme as it exists now.
They railroad guns are now too fast, overpowered and easily mass produced imo.
Thanks for the feedback! I want to comment on one thing in your post: To optimally produce a Railroad Gun (without wasting production time), you need a Secret lab level 3. While for building light tanks lvl1 optimally, you only need a Tank plant lvl1. In the production time of 1 Railroad Gun you are able to produce 3 Light Tanks lvl1 with only 1 Tank Plant lvl 1. With 3 Tank Plants lvl1 you could actually pump out 9 Light tanks in the same time 1 Railroad Gun is finished. So the expenses for production buildings is actually bigger for the Railroad Gun in the early game.
Still balancing wise Light Tanks are of course not the best option to fight Railroad Guns, it was just an example to highlight the differences in production time & costs.
As said above we nerf Railroad Guns slightly in this week's update (for new game rounds only), and we may do further adjustments down the road.