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@SnuggleBass I agree with most of what you say, except for the part about rouges, which I still think are bad(or atleast not good enough to make up for shield factory sucking in general; they are the worst skrimisher) and have no role in this problematic situation.
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@SnuggleBass I agree with most of what you say, except for the part about rouges, which I still think are bad(or atleast not good enough to make up for shield factory sucking in general; they are the worst skrimisher) and have no role in this problematic situation.
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Scalpels are a sort of litmus test which determines whether or not a strategy/composition is viable. I havent seen very many shield vs hover games, but rouges seem to fare better than some other things vs scalpels, however this does not change the penetrator situation at all(and scalpels are still better). Skirmishers are somewhat possible to deal with because stingers counter all of them. The real issue is with the longer range units. I dont think this is due to any balance changes; just that people are starting to discover how broken these units are. Hover factory stopped being played after the last scalpel nerf, and no hover factory means no penetators. JJ was allways an awkward factory and hasnt seen much play either, meaning no firewalkers. Ive been talking about firewalkers forever, and people are finally starting to notice how stupid they are. This recognition of how good these units are has led to the evolution of a meta which leverages their strengths(trading with no loss); a porc heavy meta. A nice bonus is that these units also counter most artillery.
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Scalpels are a sort of litmus test which determines whether or not a strategy/composition is viable. I havent seen very many shield vs hover games, but rouges seem to fare better than some other things vs scalpels, however this does not change the penetrator situation at all(and scalpels are still better). Skirmishers are somewhat possible to deal with because stingers counter all of them. The real issue is with the longer range units. I dont think this is due to any balance changes; just that people are starting to discover how broken these units are. Hover factory stopped being played after the last scalpel nerf, and no hover factory means no penetators. JJ was allways an awkward factory and hasnt seen much play either, meaning no firewalkers. Ive been talking about firewalkers forever, and people are finally starting to notice how stupid they are. This recognition of how good these units are has led to the evolution of a meta which leverages their strengths(trading with no loss); a porc heavy meta. A nice bonus is that these units also counter most artillery.
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I've said half-jokingly "if a map is small enough for firewalkers to be good, its a bad map". On larger maps you can just build a dante or something before the firewalkers do too much damage. I've won a lot of games by doing firewalkers switches, forcing my enemy to reatreat, and then just winning due to massive eco lead.
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I've said half-jokingly "if a map is small enough for firewalkers to be good, its a bad map". On larger maps you can just build a dante or something before the firewalkers do too much damage. I've won a lot of games by doing firewalkers switches, forcing my enemy to reatreat, and then just winning due to massive eco lead.
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@Gajop
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@gajop
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The issue is that zk isn't a triangle. People don't build 1 type of unit at a time. Riots and skrimishers synergize extremely well, with their only drawback being movespeed. They cover eachothers weaknesses and makes raiders irrelevant in larger battles. You can't just buff raiders to "counter arty/skirms" because that means you would have to buff them enough to counter riots as well. I can't really think of a situation in which the triangle balance thing actually works(barring large player errors). A counter to skirms and arty has been provided- firewalkers and penetrators.
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The issue is that zk isn't a triangle. People don't build 1 type of unit at a time. Riots and skrimishers synergize extremely well, with their only drawback being movespeed. They cover eachothers weaknesses and makes raiders irrelevant in larger battles. You can't just buff raiders to "counter arty/skirms" because that means you would have to buff them enough to counter riots as well. I can't really think of a situation in which the triangle balance thing actually works(barring large player errors). A counter to skirms and arty has been provided- firewalkers and penetrators.
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