Now before you start talking about cost effective defences and the like. i wanna point out that a spam can usually be countered with a decent defence. But a puppy spam is easy for the attacker to micro, and in order to defend against it. an oposing play has to invest significantly more time, and microing of his defences to properly lay out somethen that will stop wave after wave of puppies. This seems like a balance issue, since this allows the spammer to do whatever they like while the defender just breaks the mouse trying to stop em.
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Well It was me who used them against gogodancer but actually I agree with him. Puppyes need to be more micro-intesive, whats about removing their ability to respawn if they miss target or target gest destroyed while they fly. This will make players think and use them with micro , not just a fight order in middle of enemy base.
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I wouldn't argue it from a micro point of view but the unit may well be too good. It is probably too good against Riot units with are suppose to counter it as it is swarmed.
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I'm newb but as I watched some games I found out that puppys are a bit to healthy when spammed. I think they need kind of death explosion so they'll dmg (but not kill) their neighbors. This way more you swarm them more you risk losing them all before at least one gets their target. Wich will force more micro IMO.
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thats not a bad idea, make them detonate if killed, (they are a walking bomb), so if there is a swarm boom, no more swarm. makes haven to micro them into subgroups a better plan.
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I would propose simply lowering their attack range, so defenses and riot have more chance to get shots off. Also that would nerf them against air.
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Lucky, I agree with you so much that I will go back in time and implement that suggestion. Also health is good to decrease for the same reason; so more things that have the accuracy to hit have the time to kill.
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I'm back: http://code.google.com/p/zero-k/source/detail?r=2226This doesn't make them that much worse vs air as missiles are cylindrical. But I like that because Jump Factory has no other flex AA.
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counter puppy? terraform...one fast way, scouts to see them first and then fast set up EMP + other units.
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Which factory don't have puppy counter?? how op is it...
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ok, a simple way for you, build a gunship planet, and set it produce blastwings, blastwings area damage will get many puppys. build razor's kiss everywhere. Any puppys die in dozens. no micro needs means they all together... any AoE kill them. Also other way - spam hated weapons Blackdawn, tremor, assault units and push forward. Never let the puppy spammer build a puppy burrow closer.
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you know 1up archl, posting it 20 times doesnt make it more viable. building razor kisses everywhere, and emp, and teraforming, and gunships and blastwings, just proves my point. out micro. thanks for doing as such.
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its network problem. LOL. if you think the blastwings need micro, then puppy also need micro. and puppy's power reduced by distance. single/small group puppy just die worthless as you know. they must get together then rush. then you can rush few reaper via google's idea, need 17 puppys to beat one. how many you got there? and after puppys get your reapers, do the enemy push you back? no, they don't have more puppies nearby, then you have eco advantage - the wreckage of the reapers. push and push until you closer to puppys burrow. Puppy are great for only defensive, imo.
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Here's a possible fix, Reduce the aiming of puppies, giving them a 50 or 67% chance to hit?
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or make them detonate prematurely.
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Try them now, their reduced range is massive nerf
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I just used them in a game, they feel good now.
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Homing missiles always hit, where would this chance come from? Anyway they would just get back up and try again.
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If homing missiles that replicate themselves without fine tuning, then yeah they could malfunction.
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Yeah, i just used puppy spam, they do feel good. Still effective but not the RAPE i was getting before.
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