On Sun, 12 Jan 2003 18:37:20 -0800, "Shonner" <shonner@hotmail.com> wrote:
> How were they unbalanced in OTA?
Presumably you're requesting elaboration specifically of the Rapier/Brawler reference I offered by way of example?
Like most of us who have played the game since day one of its release, you'll remember the incredible combination *mobility*, *overwhelming firepower* and *versatility* *massed* gunships offered in ver 1.x without an effective deterrent prior to the availability of the Flakker, particularly against fixed positions. Whilst Brawler packs posed a similar threat, they weren't as fast or deadly in terms of firepower as the Rapier and were less often the choice of the Arm player due to Arm's alternative ground based units offering greater ease and cost of production combined with adequate speed and hitting power right from ver 1.x's outset.
Saliently and speaking as a Core player at the time, IME&O the introduction of the Flakker markedly affected the Core player's game much more so than the later introduced Cobra did the Arm player, in particular the strategic game of the Core "eagle". *At the time*, the Rapier was the *singular* Core weapon which not only offered direct superiority compared with its Arm equivalent, but offered in *combination* three essential factors other Core weapons lacked in OAT ver 1.x. ie: high mobility & speed, versatility, and critically *in combination with those factors* a low production (metal) cost...essential in opening game on other than metal maps.
Most importantly, although the passage of time has long since dimmed the significance of the disparity, you'll recall that Core's Cobra wasn't downloadable for some months after the introduction into service of Arm's Flakker, an interim during which Arm had a tremendous defensive advantage against any eagle player, notably emasculating Core's singularly outstanding *versatile* unit.
The availability of the Flakker, Cobra and other units included in TACC made available since the games initial, and further with the release and availability of the 3.1 patch (plus the downloadable six units unincluded in either the patch or TACC) address this and several other inequality issues, although they do introduce several of their own.
Sadly, many bugs (eg: Adv. Const K-Bot guarding/order bug as a singular example) and units introduced without an effective "paper, rock, scissors" counter-alternative being properly thought out thus allowed a marked strategic disadvantage of the sides (eg: Necro vs FARK in terms of guarding and affect on production rate) to develop affecting the game's overall strategic balance which wasn't ever addressed. OTA patched to v3.1c.
Such issues are probably not of the paramount importance to the casual or novitiate player unaware of them, but to the experienced capable player aware of every inequality & bug, they are critical levers. There are many times I'd like to play Core, but simply can't without being placed at a huge strategic and tactical disadvantage which equates to a player handicap because of the essential imbalance of those production-bugged weapon-unit-forces based issues.
As such these issues present a forced and discernibly different set of "which side to play" criteria versus choosing which side to play from a strategic perspective based upon terrain or resource availability just as the overall game strategy and choice of tactical unit particularly in opening game may be varied due to factors of map size et al.
I have a feeling you'll probably disagree with me on many if not all of these issues. Nevertheless we both share in common a longstanding play history and love for the game, warts 'n all.
cheers
Iguana Bwana
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