Loading...
  OR  Zero-K Name:    Password:   

Post edit history

So when will Archer be nerfed?

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
9/9/2013 12:40:39 PMAUrankAdminSaktoth before revert after revert
Before After
1 'buff strengths nerf weaknesses' was a vague guide when we started with CA to make sure each unit had a role from the role-free BA where each units HP and DPS ratios were very close together. We have moved so far past that now, we do role-based balancing, IE, what should it be good against, what should it be poor against, what should it be used with? 1 If you had watched that game with the halberds or ever used a closed halberd vs an Archer you'd see how much the tank matters. Matters for solar panels too.
2 \n
3 BTW if you had watched that game with the halberds or ever used a closed halberd vs an Archer you'd see how much the tank matters. Matters for solar panels too.
4 \n 2 \n
5 Anyway, from the commit log: 3 Anyway, from the commit log:
6 \n 4 \n
7 Duck back to tracking missiles. Reload time 3 -> 4, same DPS. This has synergy 5 Duck back to tracking missiles. Reload time 3 -> 4, same DPS. This has synergy
8 with the Archer, since the projectile can fire, will still hit a unit under 6 with the Archer, since the projectile can fire, will still hit a unit under
9 impulse, and the high alpha works with Archer skirm factor and persistent DPS. 7 impulse, and the high alpha works with Archer skirm factor and persistent DPS.
10 Stats allow it to 2-shot a llt (suiciding) or to kill an LLT with archer 8 Stats allow it to 2-shot a llt (suiciding) or to kill an LLT with archer
11 assistance. The reload and alpha should (hopefully) allow raiders to waste it's 9 assistance. The reload and alpha should (hopefully) allow raiders to waste it's
12 shots, because it should require the Archer and not be anti-raider on it's own. 10 shots, because it should require the Archer and not be anti-raider on it's own.
13 May have to up the alpha further for this though. 11 May have to up the alpha further for this though.
14 \n 12 \n
15 Archer range 400 -> 300, impulse 40 ->30. First change is to allow it to screen 13 Archer range 400 -> 300, impulse 40 ->30. First change is to allow it to screen
16 for Ducks and Bouys, since previously it had too much range to really let either 14 for Ducks and Bouys, since previously it had too much range to really let either
17 fire (Duck because it has less range, Bouy because it misses). The impulse is a 15 fire (Duck because it has less range, Bouy because it misses). The impulse is a
18 general nerf because it's no longer the sole source of anti-unit DPS in a 16 general nerf because it's no longer the sole source of anti-unit DPS in a
19 duck/archer pack (which was not viable to use anyway), and this should make it 17 duck/archer pack (which was not viable to use anyway), and this should make it
20 harder to deal with heavy units (which is meant to be the ducks role). 18 harder to deal with heavy units (which is meant to be the ducks role).
21 \n 19 \n
22 P.S the duck gets a longer flight time, it's missile should track a unit that's thrown back and have a good chance of hitting it. 20 P.S the duck gets a longer flight time, it's missile should track a unit that's thrown back and have a good chance of hitting it.