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Archer stops units from firing and moving

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Date Editor Before After
11/3/2018 3:01:45 AMUSrankDravenation[ArcTic] before revert after revert
Before After
1 Archer is my new favorite unit, but being pretty much the only Raider/Riot hybrid in the game, I have no idea what to think about this combination of roles. 1 Archer is my new favorite unit but is pretty much the only Raider/Riot hybrid in the game, I have no idea what to think about this combination of roles.
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3 Shield bots with personal shields have a bigger hitbox when it comes to those shields, making them a bigger target, and allowing the Archers to push them and throw them off cliffs easier than normal units 3 Shield bots with personal shields have a bigger hitbox when it comes to those shields, making them a bigger target, and allowing the Archers to push them and throw them off cliffs easier than normal units
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5 Spiders and the Aspis are kinda dead against Archers to begin with, because the Archer can very easily knock them off cliffs, and get them insta-killed by fall damage. The Crab is the best bet with this, but enough Archers will still shove them away with dps and knock back ( even in armored form) . This requires plenty of Archers to do though, at least in the Crab's case. 5 Spiders and the Aspis are kinda dead against Archers to begin with because the Archer can very easily knock them off cliffs, and get them insta-killed by fall damage. The Crab is the best bet with this, but enough Archers will still shove them away with dps and knockback ( even in armored form) . This requires plenty of Archers to do though, at least in the Crab's case.
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7 Units like Fencers, Jugglenaut, and Placeholder are the kinds of units that get disabled by the knockback of Archer. However, Jugglenaut is still very effective against them due to the sheer damage and AoE of its jump. Its turrets just don't want to fire due to the knockback system currently. 7 Units like Fencers, Jugglenaut, and Placeholder are the kinds of units that get disabled by the knockback of Archer. However, Jugglenaut is still very effective against them due to the sheer damage and AoE of its jump. Its turrets just don't want to fire due to the knockback system currently.
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9 If your ever struggling against Archer spam, there are some factories that can tank them or shred them. Tanks are tanky enough to survive long enough to blast them, hence their job. Minotaurs, Ogres, and even Emissary ( which can still fire, even when being pushed by an Archer) are good against Archer groups. Gunships are also a safe bet as well, as Nimbus, Revenant, and Krow all kite the Archer effectively, and have the damage to clear them out. 9 If you're ever struggling against Archer spam, there are some factories that can tank them or shred them. Tanks are tanky enough to survive long enough to blast them, hence their job. Minotaurs, Ogres, and even Emissary ( which can still fire, even when being pushed by an Archer) are good against Archer groups. Gunships are also a safe bet as well, as Nimbus, Revenant, and Krow all kite the Archer effectively, and have the damage to clear them out.
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11 Ships like Sirens also do ok against Archers, and Scalpels are still as effective against Archers as they are against most other units. 11 Ships like Sirens also do ok against Archers, and Scalpels are still as effective against Archers as they are against most other units.
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13 However, Archer's strength against most units will tend to be its ability to launch enemies into the air in order to exploit fall damage, which striders such as Paladins will be vulnerable to if your not careful. 13 However, Archer's strength against most units will tend to be its ability to launch enemies into the air in order to exploit fall damage, which most units that are close to hills or cliffs, including striders such as Paladins, will be vulnerable to if you're not careful.
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15 Overall, I don't know what to think about my new favorite unit, the Archer. With some units, it makes sense for them to be flung into the air. There are some cases where the knockback potential is a big high though. 15 Overall, I don't know what to think about my new favorite unit, the Archer. With some units, it makes sense for them to be flung into the air. There are some cases where the knockback potential is a bit high though.
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17 Like seriously. . . how much does a Paladin Strider weight? 53 Archers with the correct angle is able to launch a lone Paladin 30-50 feet into the air. 17 Like seriously. . . how much does a Paladin Strider weight? 53 Archers with the correct angle are able to launch a lone Paladin 30-50 feet into the air.