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Funnelweb and Starlight

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10 years ago
It seems that the current fad in the FFAs are those 2 things.

Funnelweb is:
-All-terrain
-Has shields that grant massive damage redistribution and regeneration.
-Can reveal approaching cloakers with drones
-Can distract enemy AA, but also get shields drained by said AA.

On its own, it is a decent unit for its cost. The problem is that funnel synergizes with itself very well. Fire line blocking is not a big issue with funnels because of drones. Shields scaling extremely well is a well known thing. 1 funnel is an ok strider, 4 funnels are a nightmare. Yes, they can be beaten with good use of EMP, but no other unit scales so well with just itself.

4 funnels actually beat a detriment, while cost the same. And the more you get, the bigger their advantage over any other unit gets.

Imo, they deserve a some nerfs:
-Lower the DPS on main guns (a slight reload time increase should work)
-Increase the price to 8k
-Decrease the drone respawn rates

By doing all of these, funnels would be much easier to counter with heavy AA which would disable most of their DPS and drain the shields. Their unique features (all-terrain, drones, shieldstacking) mean they will stay relevant even after the nerf, but will not be the best option for almost every situation.


Starlight:
Starlight is a superweapon which has 2 competitors: Zenith and DRP. However, unlike the other ones, starlight

-Has absolutely insane single-target DPS, making it useful against any land units, including detriments
-Is precise, making it very easy to just snipe strategic structures
-Can be walled off.

The only way to deal with a starlight right now is either through bombing, or by walling yourself off and building your own starlight.
It is vastly superior to the alternatives, but costs only 17% more than the Zenith.

The second in strength is Zenith. Zenith cannot be walled off due to its size, but does not need to be placed on a hill either, its low accuracy makes it only useful against bases, not individual units or structures.

DRP actually costs more than Zenith, probably due to its ability to hurt individual units. Its non-perfect accuracy and shorter range make its real DPS much lower compared to starlight though. And its range is actually noticeably shorter than for the other 2 superweapons.


I suggest the following:

-Add 50e drain for active DRP and Zenith, 100e drain for starlight
-Adjust the Zenith cost to 35k (from 32k), Starlight to 45k, 50k maybe (from 35k)
-Drop the Starlight DPS from 3,333 to 2,000. It still crunches through pretty much everything, but a bit more slowly.

Just to give you a sense of scale, to neutralise 2000 DPS, you would need 36 aegis shields, which would be draining 324 energy per second. 2000 DPS kills a Detriment in 12 seconds.
+3 / -0
10 years ago
I agree with starlight being op, anyone who builds zenith is probably going to get it sniped by starlight, and drp is very limited due to range and fire angle/position
Most ffas are just porc till starlight

Funnelweb is fine imo, maybe decrease drone spawn rate but other stuff is fine
+1 / -0
10 years ago
We need mirriros, so we can bounce starlight lazor away! Then shot moon(s) down, and make it fall on enemy base! Win!
+6 / -0
Superweapons aren't supposed to be really balanced though. But the funnel culture, i dislike.
+1 / -0
quote:
Most ffas are just porc till starlight


It depends heavily on a map. Maps where each player has a well-defined and easy to defend personal territory usually end up as porcfests (Hunters is the best example, Azure Rampart and Castles also count).
Maps where borders are hard to define and defend, and a lot of wealth is on "neutral" territory often end up with massive wars.
I really dont know why the former kind of maps is more popular, i wish more "open" 4- and 5-way FFA maps existed.

Funnels, as i have said, dont look dungerous until you meet a ball with 5 of them. I dont know of any way to deal with them that doesnt involve EMP/Disarm. It's like a felon-based shieldball on steroids.

quote:
Superweapons aren't supposed to be really balanced though.

Well, as i understand, they are not supposed to be balanced in the typical rock-paper-scissors way. But i see no reason why their prices should not be balanced according to their relative usefulness. I'm not suggesting to change their mechanics after all, just some values like DPS and prices.
+1 / -0
Skasi
Actually, the main reason for why Funnelweb is the only way to go in FFAs right now is it's all-terrain ability. It's the only strider that can't be countered by 5 rectors/caretakers. On top of that it spams tons of completely free drones that often manage to uncloak Ultimatums and Skuttles before they manage to hit.

Detriment was supposed to be able to level ground while firing at it, but that doesn't work with high hardness maps, which seems to be very common on FFA maps (eg. Azure Rampart).
+0 / -0
Well... imo if someone has starlight before anyone else in the ffa game, it's because no one scouted it / attacked him while he was still building it. Nerfing it in any way is unneeded, its 35k metal. Could make 5 nukes instead and emp all but 2 antis of whoever you are against and you win.
Also, nukes annihilate funnelwebs so theyre not really a problem.
+0 / -0

10 years ago
Take the guns off the funnyweb. Make it pure-support. It's still a beefy shield/drone spider but it needs friends to actually do damage.
+1 / -3
GBrankSab
10 years ago
Once the drones are dead, 5 scorchers can kill the funnelweb...

1 screamer > funnelweb
+0 / -0
FIrankFFC
10 years ago
Fnnelwebs are nothing without drones.
+0 / -0
10 years ago
I think that the Super Weapons should have an RPS balance.
Something that could involve terraform and shields perhaps.
Like one superweapon excels at taking down terraform. One at braking through shields. While one is good at both but need direct Line of Fire to its' target so you can't protect it with terraform and only shields.
+1 / -0
10 years ago
[/quote]Once the drones are dead, 5 scorchers can kill the funnelweb... [/quote]

The drones respawn very quickly. I dont think 1 flakker is enough to completely shut down their production, and that is assuming the shields are already drained.

The question is not about countering individual funnels anyway. A single funnel is what it should be - a rather weak support unit. 5 scorchers + AA counter 1 funnelweb. 20 scorchers + AA do NOT counter 4 funelwebs.

quote:
1 screamer > funnelweb

Actually a great way to drain a screamer of it's missile stockpile is to deploy a funnelweb at the edge of its range. Costs you just a little energy to regenerate the shields and that's it.


quote:
its 35k metal

I dont think a high price is a good excuse to have an "i win" button. And if we assume it is, then isnt it a bit too cheap?

35k metal is 1.4 detriments, or 5.8 funnelwebs, or 1.1 DRP, or 7.7 krows, or 116 shadows or panthers.

I dont see how any of those can be even remotely considered an "auto-win".


I can see a reason why short-range static turrets deserve to be more cost-efficient than mobile units. But when we start talking about superweapons, lack of mobility becomes non-issue, because there is no need for mobility when your range is entire map. If anything, super-powered buildings deserve to be less cost-efficient than short-ranged striders, which actually need to walk to their target.
+0 / -0
Starlight isn't an i-win button. It's expensive to counter against but terraform in front of all your main structures or shieldspam stops it and in ffa you normally have more than 3 singus so e isnt a problem.
I've seen loads of matches where the player with the first starlight loses.
+0 / -0
10 years ago
this is one of those problems where 24000metal (thats 4 funnels) in attack units NOT being stopped by 2400metal of porc/units is all of a sudden being called op...

you and your lack of math skills, disgusts me greatly!
+1 / -0