Spiders are effectively crippled in 1v1's due to their (ultralight)raiders being made of wet tissue paper, even 1 llt can effectively stop infinite fleas (or so close to that it just doesn't matter). fleas themselves get emp'd by the radius of your venoms (the rather expensive riot which can't hurt things) so that makes it incredibly hard to fight raiders like glaives with spiders at 1v1 or team games, one solution to this which i've seen used most frequently is to porc everywhere which is repugnant to me especially that players should be forced to do this to cover a glaring flaw, so glaring that a noob who'd been playing maybe three days picked this up the instant he started playing spiderfac. one of the changes that could be implemented to solve this would be the introduction of some kind of fast melee raider with a little more health and speed then a glaive, but more expensive this would sit in between the 65metal for glaive and the 160metal for a cudgel which is the spiderfacs next cheapest unit, this would allow spiders to fight llt's and MT's more efficiently on a wider scale then they are currently able. There is also a model currently available for this unit which captain benz created but hasn't been used for anything afaik. The other solution was one i heard a few days ago, would be splitting the firepower of the cudgel between the plasma weapons and some sort of beam weapon from the great Eye however this is an assault so it would be unorthodox and a little fiddly to get right.
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But do you want the spider factory to be a viable starting factory in 1v1? On some big hilly maps you can use the spiderfactory just for early flea scouts and all terrain cons. You switch to something else early.
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Have you considered what an all terrain raider with the capacity to take on LLT's would do to the game? It's already a total pain to have to defend every single cliff from both fleas (Which require llt/defender) and cudgel/reclues (which require nothing less than HLT). The only thing that stops this from being devestating is the lack of mobility and the vulnerability to AoE of cudgel/recluse. P.S. spider is very viable as a 1v1 start factory, even on flatter maps, if just for flea. On hillier maps you get flea vs flea which is just the most obscene thing to play ever.
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The lack of a general-purpose raider in the spider lab, the amphib lab, and the hover-lab is deliberate. These labs allow you to raid from unexpected directions. Don't ask me why the Pyro is an exception.
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Floris: okay i admit it, i would like it to be viable as it is my favourite factory but i've caught on to complaints from others about this as well. Saktoth: funnily enough i had considered the implications, just makes it a little more difficult to get right, one of the aspects that makes that easier is its melee purposed so still suffers and will die to llts singly or in pairs like glaives but supersedes the need to shove multiple cudgels or venoms and cudgels into a side area which in few numbers are horifically easy to counter. also, if its so viable, why did this happen: http://zero-k.info/Battles/Detail/96530Pxtl: the equivalant from those other factories don't die to being sneezed on. even a single glaive or bandit can kill many, many fleas easily above their own cost
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I'd say that glaives cause the most problem for spiders(although darts and scorchers would propably be worse but they don't face off against spiders that often). With the generating health and fast speed it is troublesome to catch them with venoms or kill them with fleas.
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A nice fast riot/raider crawling bomb would be good for Spiders. It would be worthless for attacking a base, but good against raiders. Adding a lighter tick-like unit (but designed specifically for fighting raiders - lower cost, lower power) would have synergy with fleas, for example - you can't use Venoms alongside Fleas because they team-stun the Fleas. But having two riot-stunners in one lab would feel very redundant, plus this unit would be kind of stealing Tick's thunder (no pun intended). If you wanted to make a massable riot-raider kamikaze, you could make it explode with the Outlaw's weapon. In general, something specifically designed for fighting enemy raiders but would fail hard against enemy buildings would be nice. A kamikaze riot raider seems like the best option, but other possibilities like an impulse-based unit or something that can perma-kite raiders (but that'd have to be another paper unit by necessity, and the Spider lab doesn't need a second paper raider).
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this has been raised again and again, and imo it really should be addressed. I would like to see a minor hermit buff also.
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the idea is to fill all "missing unit roles" in the factories until they all play the same? spiders are fine.
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your right knorke, cloakies, shieldbots and light vehicles do play exactly the same Oh no wait - they dont! Good thing that post of yours has a delete button!
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'play exactly the same' LOL ignorant statement is ignorant. please come up with some sort of argument over such silly statements in future
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Praetor, you missed sarcasm. The point is that the labs that all have the complete set of roles play completely differently. Adding some kind of regular raider to the Spider lab wouldn't cause that. But either way, I don't think the Spider-lab should have a regular raider, but rather some kind of riot-raider.
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The spider factory would become too versatile with a real raider. I wouldn't mind a significantly specialized raider if the factory was nerfed in some way otherwise.
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Why would it need another nerfing? It's already got a weakish AA unit and is very vulnerable to high-weight riot attacks like the Phoenix bomber.
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Fleas are allready very good(slighly op even?). You can't raid vs llt, but the unique thing is you can see everything, and go around the llt. Fleas are not actually that bad at raiding.
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spiders wouldn't need another nerf, they are already vulnerable in many many ways, the phoenix for instance annihilates them, and the tarantula isn't worth the metal you invest in it until theres 3 onwards (1200m+ such sillyness) which gives air and gunshits almost free rein (smaller gunshits can fall prey to the venom though which is nice). firewalker also obliterates spider balls, as does artillery like the pillager or hammer(if its ai worked admittedly) for which they have no response(outside possbly spam fleas, oh look 1 llt or glaive lolnope not killing that anytime soon). Assault units like mass ravager or reaper will rip through them able to tank the high damage spiders deal and then smash the fragile spiderlings. etc etc oh yeah, and if it comes to raider wars esp early spider player cannot throw up a defence or a challenge to glaive/bandit/scorcher mass (apart from godde and even he struggles)
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I`m not compaining about the offensive raiding ability of the spiders but I find them quite lacking on the defence part, venom is hardly any good as a riot it actually seems to perform better against gunships in some instances and 3 well spaced raiders can take 2 venoms A reliable riot unit that can accurately hit fast light units might help more in my oppinion but if you DO add another raider to the spider lab, how about a melee rider, or a fast but short ranged one with capture ?
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Venom is a fine riot, although it's strongest as anti-assault. The hard part with using venoms as riot is that you have to make sure they spread out their fire and avoid redundant stunning. Using then in tandem with Hermits instead of Recluses works well if you're looking for pure riot-power, since the hermits are less prone to getting team-stunned and less vulnerable to the raiders if the raiders get too close.
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unbreakable noob if you read my first post you'll see thats exactly what i propose, a quick fast raider, for more capable raiding ( as in ohlook spiders can actually raid things with llt now) + for easier dealing with enemy raiders (work better with venom then the flea does)
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