Well I don't know whether scorpions can swim, but it would nevertheless be awesome to have at least one amphib allterrain strider. I'd like to know what others think.
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skorpion isn't stider. it is spider
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Scorpian is a strider, it's build by the strider hub. PErsonally, I wouldn't like any current striders to be amphib. It would look silly and give an unneeded buff to them.
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amphibious as in walking underwater or somehow swim on the surface? if underwater it means only counters would be subs/torpboat and prec bombers... which seem kinda weak counters for such a big boy
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ehm weak you say? 1 sub totaly owns it....
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Amphib as in moving on the seabed. Since prec bombers and the like are the best way to kill Scorpions anyway I don't think there would be big balance issues. Besides, it cloaks, so 9 out of 10 times you will not fight it until it's inside your base anyway. Don't forget it doesn't have any UW weaponry. As far as I know (ant it already makes me mad!) there will be an amphib factory in future versions, so there would be even more ways to kill 'em.
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The Scorpion is still not a very interesting unit IMO. It needs a d-gun type weapon, activable ability, or somesuch- and cloak is not a good fit, IMO. Adding more terrain versatility isnt going to make it any more interesting either. Why dont you like the idea of an amph factory Skasi? Rather than just getting angry.
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oh right, then without UW weapon, I no longer have an opinion...
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To be honest the first time I saw its model I expected its tail to be a short range dgun emp&slow weapon. It would be the most obvious thing. Maybe that needs to be changed? You know Sak, I don't mind amph units, I just mind the current factory, deff and unit mess. A few years ago back when CA scrapped all the similar/obsolete units, devs said they'd try to keep units super unique and great and all that. I REALLY thought they'd remove their own "boring" or too similar units/models/etc once they have enough and now it seems like nobody will ever do that, the game will turn into the mess its first 1000 versions were and so on.
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What units are boring/similiar? If anything, I think our units are too 'special', some of the counter mechanics on some of them (like Felon, Skuttle, Spy, Capcar) can be really hard to figure out and rather 'whacky'. Subtle things can really change how a unit operates. I cant really think of any units that are too similiar.
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It would be epic if the tail had a dgun that fired a big yellow laser
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All striders are pretty much the same, bantha and detriment are both dante with increased stats
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Bantha is better for long range than detriment through with its ani.
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It's not about counters, Saktoth. I aint talking about the units you mentioned, those are fine. Let's take assaults as an example: Thugs, Zeus, Cudgels, Ravagers, Reapers and Goliaths are all exactly the same unit just with slightly different scale and movement type. The only two things a bit unique here is a shield and an emp weapon. The differences between these six units are only suffice for four, eg. make Reaper a 450m vehicle, remove Ravager (they're dull), make Goli a 1300m unit. Another example are Rocko and Hammer. Neither of them fits the factory, they only serve as a "leak filler" which is okay and makes sense. They could be merged though, just gotta increase Rockos range and scrap Hammers or the other way around - Sharpshooters make up for whatever's lost. Cloaklab's not supposed to create a big ass steamroll army.
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You can't remove Ravagers! They are the only assault to have high speed! (3.0 speed is nice) In fact, the only assault to outrun skirmishers.
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Back to topic! If nobody complains I'll make Scorpions tail a dgun, remove the damage and replace it with slow. Want it to be a cloaked amphib allterrain unit with a purple emp&slow-dgun-tail to ambush, immobilize and kill low hp lvl 3+ commanders, striders and similar (Krow, Crabe, Goli, Sumo, etc).
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Why not? It's like Scorpion injected poison with its tail to stun the target! How is that not awesome?!?!
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so no weapons that do real damage other than the dgun?
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We already have a unit meant to cloak, ambush and destroy mechs- the d-gun mech. IMO the Scorpion should be a slow-turning unit that can deploy massive damage forward of itself but is easily flanked by swarms of light units. It is a form of anti-heavy, but too many anti-heavy units use cloak- its weakness should rather be that it is easy to flank, so all of its weaponry is best focused on a single target. Its main weapons should be on a triple burst with a long reload time. I agree that the tail should be a d-gun, but mixing slow and EMP? Why? The EMP tail should be a d-gun weapon which dishes out massive para damage to a single target. The only thing that makes the ravager dull is the fact licho keeps buffing its turnrate and acceleration. I was actually going to mention it in my last post as one of my favourite units with 'subtle' differences. The way you use it, with its good speed but poor turning, to overrun (but never kite) an enemy is really a superb example of how subtle physical differences can totally change the use of a unit. It is totally different from the Cudgel, which uses cliffs to take advantage of the plasma bonus or to assault over ridges and its good turnrate to retreat from raiders up a cliff or back behind defenses. IMO the ravager needs to lose some of its manouverability and gain back a bit of its old power, but with its extra speed its still great against things like hammers, where the cudgel is easily kited. Reapers and Goliaths are too similiar though. The Gollie needs to better match its tank-hunter role, and be anti-heavy. The cloakbot factory also does have a few too many options- not that any of them are bad or non-unique units, just that the other factories can deploy fewer strategies or unit mixes. If you mixed rocko and hammer, you'd get Rogue, though.
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