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Disarm problems?

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11 years ago
After stilleto nerf and raketeer nerf imo we need more disarm dmg or disarm time.SInce units can move a 14 second stilleto ston over normal units wont do much cause you can still escape fast.Maybe increase it to 20 or 22?
+3 / -0
11 years ago
or add Slow too.
+3 / -0
11 years ago
remove disarm
+1 / -3
11 years ago
I don't really like disarm. I understand the motivation behind it's implementation, but it's just kind of lame.

I suggest bringing back the original stilleto (15+ sec paralyze) but make it a one-use kamikaze plane missile instead of a reusable bomber. It would have to cost less than 600m, but there would still be a cost to it's use.

The racketeer I would give slow damage instead of disarm. That way it's still a good assault-supressant but it can't be used to pin down coms and other large units like it used to.
+2 / -1
11 years ago
If stiletto is going to be one use, make a a moderately high-HP suicide bomber (a blastwing with more HP).
+1 / -0
11 years ago
I kinda like fortaleza's idea with slow. Maybe when a unit has its disarm filled, it then goes to slow damage.
+1 / -0
GBrankSab
11 years ago
Yea just remove disarm and bring back normal emp :)
+0 / -1
11 years ago
quote:
I suggest bringing back the original stilleto (15+ sec paralyze) but make it a one-use kamikaze plane missile instead of a reusable bomber. It would have to cost less than 600m, but there would still be a cost to it's use.


Since nobody has been able to properly balance that unit yet (is it so difficult to just try increasing its cost or just reducing emp duration?) i like that idea
+0 / -0


11 years ago
I think the new Stiletto role is working well. That's not to say it is balanced, just that it can be balanced in a way which keeps it useful.

Purely messing with the cost of units is not a good way to balance things. Often the unit's role is a bit wrong or it would be good to nerf a unit by making it worst at something which it is already bad at. This leads to more diversity instead of high cost OP glass cannons.
+2 / -0
disarm is fine as it is, imo its a good thing for stileto and rackteer, they could never work with normal emp.

i like forevers initial idea, stileto should really disarm for longer then a puny 11 sec...

quote:
but since evryone usualy disagrees with me on principle:
"my real feelings are as follows
disarms is horible silly and i hates it it should be removed imediately and never return cause its silly and SILLY. so nerf nerf nerf nerf!!!"
kr please disagree with me :P
+2 / -0


11 years ago
I agree current disarm is a bit limp, stiletto in particular would need a longer disarm time to be nearly as useful as it was before.

I like the disarm on the raketeer, but agree that it should do more damage so it is effective vs heavies (and be balanced so it can just shut down 1 unit 100% of the time)
+1 / -2
Random thought: Reverse BRrankFortaleza's idea and completely merge disarm with slow. Like, no distinction between a Slow weapon and a Disarm weapon. When a unit reaches maximum slow, it gets disarmed. Would make Moderators useful again (but might push Outlaws back into OPLaw land).
+1 / -0