What are your toughts about the TEC Loyalists in 1.52 with DLC from a balancing standpoint?
Is the faction
and if so, what changes are necessary in your opinion?
It really depends on when/where we're talking about, in terms of multiplayer I would guess they are probably still underpowered, although I cannot say for sure since I do not actually play on ICO. I base this on the fact that they are clearly designed to be a lategame faction. As TEC Loyalist the philosophy seems to be that you have to hold out during the early game, so you can get to the late game, where the TEC Loyalists actually are quite powerful with their Novalith spam, and with a fleet being supported by a high level Ankylon actually being a very fearsome opponent due to the wide array of buffs and debuffs everyone's favorite laser light show generating Titan can bring to the table.
The Loyalists' game plan seems to be to wall up behind double Argonevs and other defenses, supported by their fleet. With this in place, they can force other factions to attack this defense with their large number of Novalith cannons, which if left alone will eventually wreck their economy and make a long war unwinnable. Of course, with Militia Armor and Weapons, the TEC Loyalists have a distinct advantage on their home turf, in combination with their powerful defenses, which are only made more powerful by the previously mentioned research, essentially trapping anyone up against a well developed late game TEC Loyalist between a rock and a hard place. On one hand, you can get bogged down by their defenses by attacking directly, but on the other hand if you do not attack directly, they will eventually force you to do so with Novaliths.
So, in simple terms, I think they are kind of underpowered early game, and quite competitive and maybe even overpowered in the lategame. The problem I see with this design philosophy, is how do you make them competitive with the other factions and races in the early game while still retaining this unique identitiy, without making it too easy for them to get to the lategame where they are quite powerful? Well, I don't really know, so I won't try to answer, but those are my thoughts on the matter
TEC Loyalists are balanced, they are fine, they do not need any buffing...
Their titan lacks a high damage AoE, something that puts it behind the VL and AR titans....but, TL have easy nova spam and best defense....they also have the best corvette in the game...that's balance...
Their early game is great...both akkan and marza are fantastic leads and cobalt is solid LF...they have great repair and can get all early ships with only 2 labs...add on best corvette ability and they have solid early game for frontlining...if in eco, they have akkan colonize, modular architecture, tier 2 trade and a host of awesome economic techs....add on nova spam and better ability to quickly rush defenses, and you have an excellent faction at all stages and in all roles in a game...
TR is the problem faction....in eco, they have TAR which is either boom or bust depending on how many eco players you have and how much feed you need to provide early....best case scenario, TR are better than TL in mid-game eco...but TR's titan is the worst titan in game, their corvettes aren't as good, and they don't have any nice end-game strategy like TL do....
TL is balanced....TR is weak...factions that are stronger than TL are OP....
Sounds about right, I spose.
Are you trolling?
Give me one that's worse and I will tell you why it's not....
Kultorask... theres a reason why you never see vasari rebel in multiplayer...
I see more VR than TR...in fact, been a very long time since I've seen a TR that wasn't a random pick...can't say the same for VR, which I see picked often enough...not that those decisions are necessarily based on the factions' titans, but I think that is definitely a telling sign...
Ragnarov is good for only one thing: focus firing...it's main "AoE", scattershot, is generally easy enough to avoid...I'm no micro expert, and even I can easily micro my LFs around the Ragnarov, keeping them away from the front...while you might get a lucky shot with it, most players are smart enough and capable enough to outmaneuver the ship and avoid scattershot altogether....the armor debuff from scattershot is nice, but since you are likely only going to hit a few things with it, it basically is another ability that helps focus firing (by debuffing the target you are trying to kill)....
Snipe damage is pretty decent, but I'd rather have unity mass because it is more AM efficient...Ragnarov is an AM hog and at low levels won't getting too many snipe shots off...when you consider both cooldown and AM efficiency, UM tends to outperform snipe so long as you have lots of ships nearby (which you almost certainly should as AL)...the only way snipe outperforms UM is if you are at lvl 6 and have the Ragnarov ultimate or the AL (for whatever reason) doesn't have a fleet...
Another sad thing about Ragnarov is that other than its frontal DPS, it's total damage is actually subpar...
Kultorask is easily better...I wouldn't rank the Kultorask high (definitely one of the worst 3) because it's abilities only affect frigates...but, it is really good against frigate fleets...you can brute force against a ragnarov with frigate spam carried over from early and mid game as long as you avoid the front (which isn't hard to do)...brute forcing the Kultorask is pretty much impossible, and like the AR and VL titans it forces you to change your fleet composition to corvettes and SC...
In short, if an eco player throws in a ragnarov against you while you are stuck with your early/mid game fleet, you just have to be a little more careful with your micro...but if they throw a kultorask at you, you basically have to run around until you have the corvettes or bombers to take it down...
Kultorask has very dependable and very effective AoE...it has the ability to heal itself...it is game changing in that it forces enemy fleet compositions to change...the ragnarov only has FFing potential...
Is the Kultorask as good as the VL or AR titans? No....it may not even be as good as the TL or AL titans...but that's not the question, the question is whether it's better than the TR titan and I think it easily is...
No offense Seleucia, but I've only seen you play a few times in the past 6 months... I have definitely played more than that and I see tec rebel all the time... usually the lobby is just Tec Rebel vs Vasari Loyalist... Never seen vasari rebel, unless it was a random pick...
Very strange how you don't mention Explosive Shot, which is the main "aoe" of Ragnarov, not scattershot. Explosive shot has a huge range (nearly double that of UM and CB) so its very hard to avoid by microing your ships in time... Combine it with scattershot (Ragnorav only titan with two aoes) and you have every frigate dead short of HCs or carriers... It can even act as a Repulsion/ion bolt ability by pushing ships out of position...
This is almost as convincing as your "Why Unity Mass should do chain damage" post... Not only do you forget to mention that Snipe has triple the range of UM (which makes it harder to avoid), it also has half the cooldown of UM, which means it can be spammed quicker to kill enemy caps. Unity mass does have higher damage though, but its easily balanced by the fact that its damage is dependent on the number of ships surrounding it, which is definitely something that is easier said than done due to the game's horrid ai/pathfinding...
You also don't realize that the more you micro your ships to avoid the ragnarov's main gun, the more time they spend not doing damage... which basically means free exp for you opponent as his frigates destroy yours...
I admit, Ragnarov probably is the easiest titan to kill at lower levels, but this can be partially fixed by getting those cheap armor/health upgrades which advent can't do...
You can brute force Kultorask at lower levels too... you're forgetting that nano leech isn't a aoe ability; its a tanking one. Its damage barely breaks through health regen ever since the nerf. The VR doesnt get aoe till level 6. Gravity pulse and nano remit are powerful, but if you wanted to have a disable/healing ability, its better to go with subverters/overseers because you can chain-cast them...
IDK why we are even arguing about this... the VL titan is still so far ahead its in a league of its own it quashes enemy fleets like a bug. Maw still works against all ships (bug?) and MPJ means you can never chase it down... Desperation is still probably the best titan aoe abilty in the game, it kills anything short of vettes/HC very quick... Combine Vorarstra with overseers healing ability and we have a One Man Army...
Based on Seleucia's post, it can only be concluded he has a sinister hidden agenda to buff tec... maybe my "cobalts=confused sperm" post convinced him...
Why wouldn't he want to buff the futuristic version of the Western capitalist pigdogs?
TEC Loyalists are currently still underpowered.
The fundamental playstyle of TL doesnt work. Let me explain. Its early game, 10 minutes in. You and your opponent are facing off. Each side has the regular 20 or 30 light frigates. So you go starbase, they build another 20 light frigates. They ignore your starbase, run around your backworlds blowing up labs/extractors and bombing your planets. You cant do anything cause you have a weaker fleet
So, you must go light frigate spam yourself - you will probably get into a stalemate. Now what? You both go titan, he gets a titan that can counter your frigates, you get the ankylon, the most useless titan ever. E v e r. It doesnt counter a n y t h i n g (makes me rage so hard). You cant win the fleet battle versus the enemy fleet + titan now.
Alternatively, you go starbases while they go titan. They just ignore your starbase, run around your backworlds, then blow up everything with the fleet and titan which you cant take out. Unless you can get a powerful starbase on every world, which you cant (i have tried).
One way or another, TEC loyalists get screwed hard in this game against an aggressive opponent whose 20th century idol is the vietcong and whose favourite target is stuff that doesnt fight back eg. labs, tradeports...
The solution? Give the ankylon a massive and i mean massive boost in firepower. Give it the ability to go head to head against fleets solo (like the ragnarov) ... but only in your own gravity well. Make disruption matrix one shot light frigates in your own territory, but barely remove the shield of light frigates in an enemy world.
This will give TEC loyalists the mobile, effective defense it NEEDS BADLY TO COUNTER SHIT RUNNING AROUND YOUR WORLDS.
Will this possibly make TL overpowered? na
Is it currently underpowered? ya
How many things do you have to change? just one - disruption matrix
thanks for reading, yo
That's an interesting idea, and one I had not considered. I was also thinking about the possibility of adding a small antimatter depletion effect to Disruption Matrix to make it more useful early game, with it starting out pretty high but scaling up slowly so that it would not make Disruption Matrix way more powerful than it already is late game.
I want a new Random option at race selection.
Random (excluding TL)
Thank you for your posts so far.
I find Novalith spamming only of limited use..... if you are lucky you get off a few surprise shots that kill a few colonies..... before your enemy enacts counter measures. With the money spent on the Novaliths, you rarely will be capable of going offensive with your fleet.
That leaves lategame..... where even 5 or 6 Novaliths do little more than to make a slight dent into the enemy economy.
Especially against TEC Rebels, who have access to the planetary shield generator, too, which counters all but the most vicious Novalith hail quite good.
Now with social upgrades the effect is likely more noticable..... but it is still far to weak to FORCE your enemy into attacking you.
As the Anklyon below Level 6 is a terrible ship for offensive purposes against fortified enemies, there is very little you can do.
Your enemy often will not choose to sacrifice his fleet on your mighty defenses, instead he will ignore the annoying but non threatening Novalith fire until he has the fleet necessary to wipe you out, even with 2 Starbases.
That strategy also denies the Anklyon XP and so it may never get access to Inspire and Impair.
You mostly name general TEC things with the exception of Corvette ability (see above) and Nova Spam. (see above)
In what way TEC Loyalist can better rush defenses?
I am not certain about that to be honest.
Vasari defenses with OP Disruptor Nanites, Phasic Trap on Hangar Defenses and mobile Orky + the ability to recall the entire fleet within 1 minute to any besieged system imho is at least equal.... if not superior.
Twin Fortresses suffers highly from being just as vulnerable to bomber spam as one starbase. And even two starbases can be easily avoided in most gravity wells, forcing you to fortify every backyard world too. Which becomes way to expensive, even for TEC.
TEC Loyalist mostly shine in "The last stand" type of engagements where the enemy can neither avoid the planet or fly by the starbases. There well supported twin fortresses + Anklyon can inflict grievous losses even in 2v1.
At least until they enemy realizes you are down to one planet and that he can culture kill you.
Not to mention that this situation does rarely happen in normal games.... nor you wish it to happen as it means you are basically loosing.
Agreed.
Without TAR their eco is just as good as TEC Loyalist eco..... not a particularly strong weakness... if one at all.
Yes, their corvettes are average.
I am uncertain about the Ragnarov being weakest titan to be honest.
The only weapon on the Ragnarov that suffers from a somewhat limited arc is the - underpowered (for its size) - railgun.
The Gauss guns have pretty good arcs.
Even without those... it should be noted that the Ragnarov has arround 74 % of the sidewards firepower of the Ankylon.
Being LEFT or RIGHT to the Ragnarovs muzzle does hurt 74 % as much as being broadsides by the Ankylon.
In terms of sideward firepower the list goes the following:
Anklyon: 99
Vorastra: 90
Ragnarov: 74
Eradica: 65
Kultorask: 50
Coronata: 13
The autocannons are quite powerful and more often than not they are supported from the frontal gauss guns, bringing the level probably up to Ankylon broadsides.
Both TEC factions have the advanced maneuverability upgrade, making their Titans comparable agile. Without TEC Loyalists Corvettes, outmaneuvering an Ragnarov is not exactly easy, especially as the only real weakspot is from behind.
On higher levels of scattershot and explosive shot, most frigates die quite quickly while the armor debuff makes massacring high priority targets far easier.
Dont focus on snipe that much anymore.... unlike earlier it is no longer the "end of all" but a long range weapon designed to hit the enemy on the approach and to pulverise fleeing capitalships.
Add overcharge to Scattershot or Explosive shot and your fleet is in a world of pain.
Certainly the Ragnarov can be AM drained too.... but unlike the Ankylon or Kulturask, it does not become helpless prey afterwards. The firepower of its weapons is more than enough to force that level 6 Kortul into retreat or destruction, something the Anklyon can never hope to achieve.
The only real weakness of the Ragnarov is its somewhat fragility on LOWER levels.
As TEC are the durability and repair experts of this game, this issue is usually quickly solved..... and there is nothing fragil anymore about a Ragnarov Levels 3 and above.
Imho Furios Defense should grant the Ankylon a small AM regeneration.... just enough to mitigate 1 or 2 AM draining mid level Kortuls.
No other Titan in this game is so vulnerable to AM draining..... and attacking and digged in Vasari with Disruptor Nanites is pretty much impossible..... 5 minutes without abilities make the Ankylon as good as worthless.
And the only TEC Loyalist endgame strategy is Novalith spamming... which doesnt do much against a late game economy of a player with remote understanding of the game.
Quoting Sinkillr, reply 4Are you trolling?Give me one that's worse and I will tell you why it's not....[/quote]
Ankylon
Why would you use LF against a Titan? I somehow doubt that this will work against Titans above level 2 or so.
Assuming you can avoid the front for a while..... how long will it take until a competent player will try to counter that?
I think you should try Scattershot and follow with a possibly overcharged explosive shot..... not much left of most fleets afterwards.
Enemy Titans and capitalships will likely have significant trouble in staying away from the Ragnarovs front.... and as long it can use its abilities..... it is indeed the most deadly Titan from the front.
Dont use snipe on low levels for anything but opening shots and nailing fleeing ships of importance.
You cannot compare snipe to Unity Mass..... Snipe is a long range attack... Unity Mass is a short range sledgehammer, on a Titan that only has Supression Aura as another useful ability.
Is it?
It does certainly beat the Ankylon.
TOTAL FIREPOWER (all weapons, all banks)
Ankylon: 286
Ragnarov: 333
Coronata: 388
Eradica: 483
Vorastra: 372
Kulturask: 356
FRONTAL FIREPOWER:
Ankylon: 46
Ragnarov: 150
Coronata: 216
Eradica: 291
Vorastra: 180
Kulturask: 194
AFT FIREPOWER:
Ankylon: 43
Ragnarov: 37
Coronata: 146
Eradica: 18
Vorastra: 12
Kulturask: 63
LEFT OR RIGHT FIREPOWER:
Ankylon: 99
Ragnarov: 73
Kulturask: 50
To be fair.... having enough ships in the rather generous radius is rarely the issue.
https://www.sinsofasolarempire.wikia.com/wiki/Unity_Mass
It maxes out at nearly 9000 damage points,..... that does leave a mark... even on high level Titans.
BUG, already on the fix list.
Generally speaking, a defensive faction needs to have some incentive for the enemy to try attacking the fortified worlds, fighting the war on the terms of the TEC Loyalists.
The developers knew this... and so they invented Novalith deregulation.
The problem is... the novaliths are not up to the job. They dont do enough damage to force an attack..... and they dont do enough economic damage to grant your fleet significant numerical superiority.
There is a certain imbalance in the Novaltih defense.... leaving the planetary shield generator aside, there is nothing but a starbase that counters it. So without starbases it is actually quite powerful.
But once starbases come up.... it goes from powerful to basically useless and at best slightly annoying.
What could be done to make the Novaliths of the TEC Loyalist more useful?
Suggested general TEC Loyalists Balancing adjustments:
again
Problem with this is the devs will not be buffing Novalith cannons, with so many single players still calling for a disable superweapons button.
I will say on a 5v5 game it is quite easy for the Novalith to pay for itself. One Starbase with Auxiliary Government costs 4800 credits, 725 metal and 525 crystal. If you force the enemy to build two starbases he wouldn't otherwise of built just to defend against the Novalith it has already paid itself off, and the trade and population debuffs will ensure it does far more over its lifetime.
The real problem with the Novalith is that it really only helps you speed up a game you are relatively secure in if not winning. If you are losing to the enemy it is quite likely you cannot protect your Novalith from the enemy fleet, and thus it would be an extremely expensive lost investment if destroyed.
I'm not sure if I agree that the TEC Loyals are that underpowered anymore, but if they are Novaliths are the wrong way to do it, they already have by far the best Superweapon related bonuses and the real reason Novaliths are underused cannot be fixed short of either making them an I win button or making them ridiculously cheap.
I read up to here.
I agree. If anything they just don't suit some peoples playstyle.
Good point.
Your loss.
The last few patches helped TEC Loyalists a lot..... Group Shield for the Ankylon, Inspire and Impair affecting Titans.
Yes, they arent that underpowered anymore..... but they feel still subpar compared to other factions.
What playstyle would you suggest to be successful with them?
OK do that and then try to kick ass tec loyal eco player or tec loyal player that gets feed for twin fortress spam on edge worlds or chokes with pjs lying around. With self heal and dmg you suggest ....
It seems to me the TEC Loyalists are best for players who are already great players. If you're more skilled than your opponent you're likely to be able to afford those Novaliths with a better economy while also having the fleet to defend them. In that case the Novaliths can basically guarantee your opponent will never catch up. Also since many of the TEC Loyals good techs are late game, being skilled ensures you will actually live long enough to get things like militia weapons and cheaper starbase upgrades.
A faction that requires a significant advantage in skill to be successful is not balanced.
The opposite you can see with Vasari VS Advent.... where it is no uncommon sight that a less skilled Vasari player crushes a more skilled Advent player.
Not quite what I meant. Most games have factions or strategies that can only be properly executed by skilled players, the Vasari used to be that way long ago. Like the TEC Loyals all of their awesome stuff was also late game, but once they got to that point they were very difficult to defeat.
Simply put, if the TEC have a weakness it is the lack of any comeback capabilities once they start losing (minus Missile Barrage, which is arguably enough). Hence the players who can take advantage of their strengths are the ones who do not lose 1v1 very often.
Not really. Your posts are usually an unreadable jumble of whitespace and poorly quoted as well.
I think if you have to ask this your play style doesn't match up very well.
You state that TEC Loyalist are balanced as a faction. I tend to disagree..... then you claim that it is a question of how to use them successfully. Maybe that is right..... but unless you allow us to participate in your strategic wisdom, there hidden strenght may be lost forever. So I have to ask you to enlighten us with your insight about the faction and the unique strategies where they shine. What are their strenghts, that make them a worthwhile faction to play? If you cannot answer that..... maybe I am right about them being subpar.
What playstyle do you suggest?
-deleted
Just give Tec Loyalist a 2nd level of development mandate already... it would make the faction the best eco which fits in with the design philosophy and compensates for its weak Titan...
Just cause you don't see me doesn't me I don't play...I could flip the table and say I have only seen you a few times in the past 6 months, what meaning does that have? None...I've seen grimm and nayru even less than I've seen you, but no one here would dare dream of using that as evidence they aren't skilled or knowledgeable....
I really don't care what you or anyone has seen in the last 6 months, only what has been seen since v1.5x...since the v1.5 patch I seem a lot of TL and very little TR...just because your observations of player habits are different from mine doesn't mean my observations are wrong...
Explosive shot isn't nearly as damaging, and like scattershot only affects targets in front of the titan...having an ability combo that is still only limited to frontal targets is a huge weakness...in most cases, the only ships that are going to struggle to avoid the front of the ragnarov are carriers, which are the very ships least likely to be killed by the Ragnarov's "AoEs"...
You tell me how awesome these abilities are...and I keep recalling to mind the many times I have downed Ragnarovs because they couldn't hit my fleet....either microing away from the Ragnarov's front is real easy to do, or no skilled players use the Ragnarov...either conclusion is rather telling....
Btw, VR titan has 3 AoEs (technically 4 but I won't count the middle one since it is defensive in nature), so Ragnarov is by no means unique in that aspect...if you mean only "high damage AoEs" in the strictest sense then VR titan would have 2, dissever and the combination of nano leech and gravity...
I will reiterate that the DPS of UM is superior to snipe...cooldown and damage per use are deceiving when looked at independently, you need to consider both at the same time...and quite honestly, the one with more damage and longer cooldown is the more devastating, because the target may retreat or move out of range after the first hit...you also have completely ignored AM in your comparison...UM is far more AM efficient...Ragnarov is a huge AM hog and at low levels is very limited by that...
If microing around the ragnarov is so crippling to the damage your fleet does, how is that I have killed many Ragnarovs with pure LF or heavy LF fleets? You also are just like cat, having to jab in a completely irrelevant detail to this conversation just to continue an argument from elsewhere....why would you even bring up the superiority of TEC HP and armor techs if you are trying to argue that TL is UP?
The Kultorask is extremely difficult to brute force with frigates precisely because nano leech is a tanking ability....unless you happen to kill the Kultorask between uses of nano leech (possible but incredibly difficult to do if it has any support at all), you are never going to drain it's AM and either have to retreat or focus on everything but the Kultorask (which just means you suffer more AoE damage)...either way, the Kultorask puts you in a tough spot...I will reiterate my previous point which I believe still stands, that if a frontliner is in the stage where their fleet is still mostly frigates, an eco or eco-fed enemy Kultorask really forces a winning frontliner to change tactics and probably run/retreat while the Ragnarov does not...
If the player is using bomber spam and/or corvettes then sure you're Kultorask is probably rather useless but the ragnarov is in the same boat...if you tell me the Ragnarov will be better at killing carriers because of its high damage "AoEs", I will remind you of nano leech + gravity which completely disables their movement and is a true AoE, not some silly frontal cone...
No one as far as I'm concerned is arguing nor could argue that the VL titan is anything but the best titan in the game...we are talking about whether the TR titan is the weakest or not, how is this at all related to the VL titan which is clearly not a contender for such a position?
And btw, if I was really on a hidden agenda to buff TEC, then what is all this?
I guess just intentional misdirection, right?
Ragnarov's "AoE"s can often be avoided almost completely...disruption matrix (which btw is awesome counter to maw and missile barrage) can't...at best it's even, since one AoE can do lots of damage but can't hit jack while the other one can hit everything but doesn't do much damage....at worse, the Ankylon always does at least something while the Ragnarov doesn't or can't hit anything...Ankylon can repair itself and stay alive longer, Ragnarov can't...TL don't have the power of AR or VL, but they are still good in a fleet battle, certainly not any more disadvantaged than the TR and their undependable titan...
Ares, I'm not going to bother even trying to quote your post since it is a mess (as always it seems)...I'll just bring up a few points...
Nova spamming works...it isn't an instant I WIN button but it definitely has an impact and being able to have twice as many shifts nova spam from annoying to actually economically crippling...TR being able to have shield generators is moot since TL also have shield generators, so that isn't a TR advantage....obviously we will never agree on this but seeing how many "gg"s I've seen from skilled teams after they start seeing the Nova spam, I find it hard to believe it is just a useless advantage....unless someone is trolling or some player just really won't leave with their team, you aren't seeing "kostura spam" or "DE spam" as common strategies....
Btw, planet shield generators don't do jack to negate the trade penalty (which lasts a very long time)....
As for planetary defenses, Vasari no doubt have best early and mid-game defences....when it comes to late game though, being able to plant 2 SBs is huge....a TL eco player can, when necessary, spam SB constructors and start building 2 SBs on several worlds...when you need defense in a pinch, being able to start up 2 SBs simultaneously is very nice as even if the enemy gets there before they are fully prepped, they still have 2 SBs to kill...
You say 2 SBs is nothing against bomber spam...I strongly disagree, since RBing one SB wipes all the bombers and still leaves you with an SB...that is a huge advantage and it is a strategy I have done as TL eco quite frequently to quickly deplete an enemy of their firepower while still maintaining control of a gravity well (easy peasy way to get tons of XP)...TR do have RB but they pay a price by then not having an SB there to continue the defense (and auxiliary gov.)...when it comes to the late game, 2 SBs is no doubt the best defense against any faction can put forward...phasic trap's target cap won't stop late game bomber spam at all, and no Orky has the firepower or staying power of 2 TEC SBs...
I will grant that phase stabilizers are awesome, but I'm not sure I consider that part of "defense", perhaps just a matter of semantics....
I feel I've already spent enough time on how easy it is to outmaneuver a ragnarov (it's ultimate doesn't change that fact, though it does at least give lucky shots the instant kill you would need), so I would readdress that...
You give me numbers for fire power, and low and behold the Ankylon is the only titan worse than the ragnarov....I think that qualifies it as subpar...
I will freely admit that the Ankylon is one of the weaker titans...but I don't think it is worse than the Ragnarov, because it's abilities are circular AoEs and thus are much more dependable...having a self-heal is also very valuable and a main selling point of the Ankylon over the Ragnarov...
For the record, my preferred buff for the Ankylon is for furious defenses to make all weapon damage temporarily AoE (like the Kol's finest hour)....but, I'm not convinced the Ankylon needs buffing as it may indeed be preferable to nerf the VL (and possibly AR) titan...
Using LF fleets to kill titans isn't so much a choice but a necessity...if you are a frontliner that has been carrying with LF spam for a while, and suddenly an eco or eco-fed player rolls out a titan, there are some titans you can brute force and some you can't...both TEC and the Coronata can be brute forced, the other 3 are much harder and if supported pretty much impossible...I don't build LF to "counter" titans, but if I have LF I'm not going to scuttle 80 cobalts because the enemy brought out a titan...
When I think about the fact that I can outmaneuver the Ragnarov with LFs quite easily, the main difference between the Ragnarov and the Ankylon is that the Ankylon will still hit me with some light AoE damage and will heal itself while the Ragnarov will just spin in circles...thus, I'd rather have to brute force with LFs against the Ragnarov....
There are many great features available to you once you register, including:
Sign in or Create Account