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Dealing with Scallop Mass

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Date Editor Before After
6/11/2012 4:36:16 AMUSrankSetokaiva[IVL] before revert after revert
6/11/2012 4:33:02 AMUSrankSetokaiva[IVL] before revert after revert
Before After
1 The real problem here is that Scallops can perfectly use the Death Ball tactic to create an unstoppable, steamrolling clump of torpedo-firing death that also regenerates automatically due to being in 'salt water'. Ships really have nothing to use except sniper subs; Hunters can dispatch them if isolated but Scallops are NEVER alone. Ships need a buff or a new unit to compensate for this shift in balance. 1 The real problem here is that Scallops can perfectly use the Death Ball tactic to create an unstoppable, steamrolling clump of torpedo-firing death that also regenerates automatically due to being in 'salt water'. Ships really have nothing to use except sniper subs; Hunters can dispatch them if isolated but Scallops are NEVER alone. Ships need a buff or a new unit to compensate for this shift in balance.
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3 -- I would suggest buffing the Hunter somewhat; leave its damage the same, but give it slight AoE and extra health. Due to the isolated nature of ship-to-ship combat the AoE won't be useful against anything except amphibious bots. Against Scallop packs it will help, though they're still likely to lose in a pitched battle. All he has to do is deploy them into a thin skirmish line. Buffing Hunters is the best option IMO as they're the only real practical unit a ship player can make as a defense against Scallops; regular subs will be chased down and scrapped immediately due to them all having similar range. 3 -- I would suggest buffing the Hunter somewhat; leave its damage the same, but give it slight AoE and extra health. Due to the isolated nature of ship-to-ship combat the AoE won't be useful against anything except amphibious bots. Against Scallop packs it will help, though they're still likely to lose in a pitched battle. All he has to do is deploy them into a thin skirmish line. Buffing Hunters is the best option IMO as they're the only real practical unit a ship player can make as a defense against Scallops; regular subs will be chased down and scrapped immediately due to them all having similar range. Another possibility is to cut the cost of the Hunter to 420 or so instead of 450, as Scallops are also cheaper than Hunters, rounding out their better-in-every-way stats & mechanics.
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