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.
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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.
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2 |
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2 |
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3 |
I would suggest changing them a bit like this:
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3 |
I would suggest changing them a bit like this:
|
4 |
Increase scalpel cost by 40 or so.
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4 |
Increase scalpel cost by 40 or so.
|
5 |
Decrease its AoE(40->20).
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5 |
Decrease its AoE(40->20).
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6 |
Increase its damage to 358, cool down to 10->11.5. Maintains DPS. Worse against small things.
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6 |
Increase its damage to 358, cool down to 10->11.5. Maintains DPS. Worse against small things.
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7 |
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7 |
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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.
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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.
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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.
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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 |
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10 |
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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 |
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12 |
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|
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 |
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14 |
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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 |
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18 |
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|
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.
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