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1v1 meta is broken

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Date Editor Before After
3/21/2017 1:55:04 AMUSrankFealthas before revert after revert
3/21/2017 12:40:55 AMUSrankFealthas before revert after revert
3/21/2017 12:39:42 AMUSrankFealthas before revert after revert
3/21/2017 12:36:02 AMUSrankFealthas before revert after revert
Before After
1 Dagger/scalpel combo counters too many things, especially as they are alpha damage units. Some factories like shields or lv have absolutely 0 counters to hover. Cloak has sniper...which I guess can work, but not super efficient as scalpels are 220(!!!) metal. Snipers are a cancer unit too, so I'm not sure balancing around them is a good idea either. I suppose rockos work somewhat. Raiders don't really work because people bunch them up, and scalpel has aoe(more of a mace/club than ascalpel). Daggers also make for great anti raider units; a problematic synergy. They require very short range to work too, which puts you a big disadvantage as those types of things are easy to defend against. 1 Dagger/scalpel combo counters too many things, especially as they are alpha damage units. Some factories like shields or lv have absolutely 0 counters to hover. Cloak has sniper...which I guess can work, but not super efficient as scalpels are 220(!!!) metal. Snipers are a cancer unit too, so I'm not sure balancing around them is a good idea either. I suppose rockos work somewhat. Raiders don't really work because people bunch them up, and scalpel has aoe(more of a mace/club than ascalpel). Daggers also make for great anti raider units; a problematic synergy. They require very short range to work too, which puts you a big disadvantage as those types of things are easy to defend against.
2 \n 2 \n
3 I would suggest changing them a bit like this: 3 I would suggest changing them a bit like this:
4 Increase scalpel cost by 40 or so. 4 Increase scalpel cost by 40 or so.
5 Decrease its AoE(40->20). 5 Decrease its AoE(40->20).
6 Increase its damage to 358, cool down to 10->11.5. Maintains DPS. Worse against small things. 6 Increase its damage to 358, cool down to 10->11.5. Maintains DPS. Worse against small things.
7 \n 7 \n
8 Cost increase just generally reduces their power. Reduced AoE and increased cooldown focuses its heavy skirmisher role. Increasing damage is problematic in that it increases 1 or 2 shot potential, which could counteract all the other nerfs. However, I think this is a better approach than reducing damage/cd as that makes it more of a generalist. 8 Cost increase just generally reduces their power. Reduced AoE and increased cooldown focuses its heavy skirmisher role. Increasing damage is problematic in that it increases 1 or 2 shot potential, which could counteract all the other nerfs. However, I think this is a better approach than reducing damage/cd as that makes it more of a generalist.
9 I'd rather that the tracking of the missiles not be messed with, as this is part of the flavor/identity of the unit, and would dilute its identity. 9 I'd rather that the tracking of the missiles not be messed with, as this is part of the flavor/identity of the unit, and would dilute its identity.
10 \n 10 \n
11 Making the dagger less of an alpha unit would also be something to consider. Currently the mechanics of the alpha make dagger relationships with other raiders very polar( either big win or huge loss. . . rare to see in between) . This goes against quants rule, but I think in the raider phase excessive quantyness can be bad for the game because it makes things counter eachother quite hard. An alpha-less dagger would probably suck, and need stat buffs afterwords. It can still be an interesting unit even without alpha. 11 Making the dagger less of an alpha unit would also be something to consider. Currently the mechanics of the alpha make dagger relationships with other raiders very polar( either big win or huge loss. . . rare to see an in between) . This goes against quants rule, but I think in the raider phase excessive quantyness can be bad for the game because it makes things counter eachother quite hard. An alpha-less dagger would probably suck, and need stat buffs afterwords. It can still be an interesting unit even without alpha.
12 \n 12 \n
13 Mace should also probably be looked at. Its really bad at everything... Greatly increasing its turret turn rate would atleast make it less frustrating to use. 13 Mace should also probably be looked at. Its really bad at everything... Greatly increasing its turret turn rate would atleast make it less frustrating to use.
14 \n 14 \n
15 Also 2 bonus games of me vs llama playing hovers. 15 Also 2 bonus games of me vs llama playing hovers.
16 @B449412 16 @B449412
17 @B449106 17 @B449106
18 \n 18 \n
19 I won both of those, but not with my starting factory(cloaky), but by switching to things that dont die to hover in every way. Notice how I get behind every game in the begging due to not being hovers. 19 I won both of those, but not with my starting factory(cloaky), but by switching to things that dont die to hover in every way. Notice how I get behind every game in the begging due to not being hovers.