JonnyC289 said:
1) The regular soldiers don't loose any efficiency until they die either man... let's not forget that an ant dies in one to two hits from predators, a level three ant shouldn't. If this is such a big concern then as the ant reaches a higher tier it should cost more food to hatch. Problem solved.
3 ants with 10HP take 20 damage, loose 2/3 of their DPS.
1 ant with 30 HP takes 20 damage, looses 0% of it's DPS.
This is ultra basic balancing stuff. It's so basic that you'll have a hard time finding something more basic.
JonnyC289 said:
2)That's the whole point of having upgraded, stronger ants. They survive longer and are just all around better, for a price.
Yes, but the price formula is a bit more complicated than "everything x3".
JonnyC289 said:
3)You have to remember that I'm talking about wood ant soldiers here, NOT black ants. They do the same dps as a worker, and they have no attack speed upgrades. Tripling their dps is the same as the dps of three worker ants. It's nothing and not even close to being overpowered, but in a large fight it will make them actually useful and worth getting, instead of using workers as part of your army which doesn't match realism and I'm pretty sure the devs never intended for players to be doing that.
Formica rufa soldiers are almost utterly useless.
1) The ONE AND ONLY ant in the Formica rufa unit palette that actually does damage is the shooter. All other units, soldiers included are absolutely pathetic at dealing damage, in a regular F. rufa army the shooters deal 95% of the DPS (probably even 99% when they have AOE).
They're not just having an absolutely RIDICULOUS damage to begin with, they also cannot block each other - there's a maximum number of soldiers that can engage a target in combat (usually 5-10 in tunnels, 30-40 on the surface), shooters don't have that issue (even in tunnels usually 50+ of them can shoot at a target, on the surface it's almost unlimited). Also as long as they have a buffer of any sort (even cheap workers are sufficient) between them and the enemy they're completely unaffected by any stun or concuss or poison or confusion or whatever debuffs and can constantly fire away at the enemy.
2) Most of the enemies in the Formica rufa scenarios can pretty much or completely ONE-SHOT even upgraded soldiers. The spiders deal a stupendous amount of damage and the sand beetles can two-shot even upgraded soldiers (and they even have a cleave attack that allows them to hit multiple targets) making the F. rufa soldiers pretty much a waste of resources (this is especially true in 2.1 where you need a lot of cheap food carriers but to a lesser degree also in 2.2).
The main issue with the F. rufa soldiers however is that they don't really have a role. They're just more expensive, tankier workers but due to their pathetic damage and high cost a zerg horde of cheap workers usually does the job of tanking for the utterly broken shooters much better. Because that's what the entire F. rufa gameplay boils down to - having some ants to provide a screen for the ludicrously overpowered shooters so they can nuke everything off the face of the universe with their combined area effect shots equaling the damage of an ICBM (and that's really not a very interesting nor diverse gameplay).
There have been suggestions how to fix that, mostly reducing the damage of the shooters to a reasonable amount, making them more support units by giving them powerful (non-stacking) debuffs instead of the single one damage dealer in the entire F. rufa unit palette, and giving the soldiers for example a burst damage spray attack (like the adult coach horse beetles have) or a concuss ability when they charge (in addition to a reasonable DPS) to turn them more into assault units with an actual unique role, but unit balance doesn't seem to be anywhere near the top priorities right now.
They could even apply a "cracked armor" or "open wound" debuff that increases the damage of any acid attack that strikes a debuffed target (which would actually make sense because that's what most of the formicine ants actually do in nature) which would encourage people to mix soldiers and shooters. Right now the shooters have all the damage upgrades including the ones that allow them to buff their own unit type's damage which doesn't really make sense and isn't good unit design either.
Actually the workers should have these abilities as well, just much weaker forms of them (much less damage spray with higher cooldown, less % from wound debuff).
JonnyC289 said:
[...] instead of using workers as part of your army which doesn't match realism and I'm pretty sure the devs never intended for players to be doing that.
I'm slowly getting annoyed and tired by this misinformation spread but I'll just have to keep repeating it:
FORMICA ANTS DO NOT HAVE SOLDIERS!
In fact, ant species of the Formica genus do not have ANY castes of any kind. Most of them aren't even very polymorphic. Yes, they have smaller and bigger ants but ALL of them ARE WORKERS. The shooters are already a stretch but I can live with those if something is done about their ridiculously broken DPS but the soldiers are so completely redundant that they shouldn't be there in the first place.
In fact, the cost of worker upgrades should be increased and the stats changed so the L2 workers become what the L2 soldiers are now and the L3 soldiers become even stronger than the current L3 soldiers and get an ability so they can actually tank (like they can never take more than 20% damage).
Then upgrading tiles would actually make a change you could FEEL and see instead of barely noticeable baby step upgrades that usually just aren't worth the painstaking effort it takes to get an entire chamber of them upgraded to the maximum level.
But then I'm still for a mechanic that makes level upgrades apply automatically and manual upgrades instead allowing the player to change the unit TYPE of the ant, like changing worker tiles into soldier (major worker) or shooter tiles. That would just make so much more sense and at the same time make upgrading tiles so much less annoying.