Lobster:Lobster always continues to fire, happens so often that he fires a 2nd time without being connected to a unit and wasting his shot - or he ends up firing some units somewhere where u didn't want them at all (launching Commander into enemy units, for example).
I think it would be more intuitive if it would stop firing after the first shot/lob.
If you actually happen to want him to continually lob stuff somewhere u can always use repeat order.
I know the problem is that this is a general unit behaviour thing - units continue to attack ground unless given a stop order... but perhaps it could be treated like its a D-attack?
Btw I tested - giving repeat order for D-attacks works. So I think it would be a viable solution.
Desolator:It has a closed, armored state, same as for example Crab, Lucifer, Razor or Faraday and Gauss.
Lucifer needs 5 seconds to go from closed to ready to fire. Others even less.
Desolator - over 15 seconds.
So in theory u can use closed state to prevent being pwned by artillery etc and then open up when assaults are coming.
But in practice due to 15 sec opening time in its closed state it can be a permanent damage sponge but nothing more - and Gaus does a better job for that (not to mention its 1/4 the cost).
It opens way too slow to react to incoming assaults, even if u see them coming miles away.
It closes way too slow to react to any sort of arty thats not a BB.
So its a near-useless feature as it is.
I would not suggest changing it to same value as Lucifer (5 sec).
That'd be too extreme - cuz imo Desolator is better than Luci. I don't see Lucis make cost that often, but oh my god some of my Desos have made cost... if someone is dumb enough to walk into one without disabling it before, it just massacres assaults.
So perhaps it shouldn't open/close as fast as Lucifer.
But going from +15 sec to 7 sec seems reasonable, then the closed state starts being a bit more useful.
Siren:Siren fires one 400 dmg missile
every 16 sec. A Mex has 400 hp.
Aha, finally a use for that silly missile! Siren, glorious mex-sniper of the seas u say?
Ok, you wouldn't say that - you'd say "gib useful anti-sub weapon plox", but thats another topic and I suppose many people think sea needs a total overhaul anyways - but that doesn't mean minor improvements can't be made now. I have some thoughts on Sirens antisub role, but atm im less certain about them than this thing here about their missiles.
Anyways, heres the point: Often mex will survive siren missile with 0.0 hp! Wtf?! Ur dead, u have 0 hp!
Plz give Siren missile 401 dmg. Or 410 dmg for a semi-round value. It won't make Siren op, I promise! :D