1 |
I dislike the Constable changes because they go against uniqueness.
|
1 |
I dislike the Constable changes because they go against uniqueness.
|
2 |
* There is already an armed constructor.
|
2 |
* There is already an armed constructor.
|
3 |
* I like the slowbeam because it has a lot of utility to support against raiders and riots.
|
3 |
* I like the slowbeam because it has a lot of utility to support against raiders and riots.
|
4 |
* Given that I like slow, if Constable dealt damage it would be a disruptor beam similar to Dart.
|
4 |
* Given that I like slow, if Constable dealt damage it would be a disruptor beam similar to Dart.
|
5 |
* Two disruptor beams in the same factory is boring.
|
5 |
* Two disruptor beams in the same factory is boring.
|
6 |
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|
6 |
\n
|
7 |
The Jack change is an ok direction for a buff. Unsure it is required, at least at that magnitude.
|
7 |
The Jack change is an ok direction for a buff. Unsure it is required, at least at that magnitude.
|
8 |
\n
|
8 |
\n
|
9 |
I dislike the Puppy goo changes more than I dislike the Constable changes. The other Puppy changes are better, perhaps speed would make them better for scouting and catching raiders (and this may be a good thing). I dislike the goo changes because I think you need a really good reason to break cost consistency. I think producing Puppies out on the field with no energy or BP cost is already a good enough bonus.
|
9 |
I dislike the Puppy goo changes more than I dislike the Constable changes. The other Puppy changes are better, perhaps speed would make them better for scouting and catching raiders (and this may be a good thing). I dislike the goo changes because I think you need a really good reason to break cost consistency. I think producing Puppies out on the field with no energy or BP cost is already a good enough bonus.
|
10 |
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|
10 |
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|
11 |
I don't want to make Pyro heavier, for the mentioned raider issues. A heavier jumping raider sounds quite frustrating to play against as it will be much more able to snipe things. If Pyro is bad I would consider reducing its cost.
|
11 |
I don't want to make Pyro heavier, for the mentioned raider issues. A heavier jumping raider sounds quite frustrating to play against as it will be much more able to snipe things. If Pyro is bad I would consider reducing its cost.
|
12 |
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|
12 |
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|
13 |
I'd
rather
not
make
Moderator
lighter
or
relatively
more
tanky.
We've
already
got
Ronin
and
Rogue
for
the
~100
cost
skirmisher
role.
Beam
time
on
such
a
small
unit
is
not
viable
due
to
teamkilling
and
it
feels
like
it
would
inconsistently
deal
partial
damage
in
frustrating
ways.
I
don't
think
it
is
good
if
an
early
skirmisher
with
15s
reload
randomly
kills
Glaives
depending
on
their
direction
of
travel.
|
13 |
I'd
rather
not
make
Moderator
lighter
or
relatively
more
tanky.
We've
already
got
Ronin
and
Rogue
for
the
~100
cost
skirmisher
role.
Beam
time
on
such
a
small
unit
is
not
viable
due
to
teamkilling
and
it
feels
like
it
would
inconsistently
deal
partial
damage
in
frustrating
ways.
I
don't
think
it
is
good
if
an
early
skirmisher
with
15s
reload
randomly
kills
Glaives
depending
on
their
direction
of
travel.
I
am
imagining
your
change
without
the
beam
time
change
and
it
sounds
like
a
buff
against
small
raiders.
There
are
so
many
integers
involved
in
Moderator
balance.
375
damage
is
a
buff
vs
Glaive
and
Bandit,
a
nerf
vs
Scorcher
and
Ronin.
|
14 |
\n
|
14 |
\n
|
15 |
I agree that Moderator is quite a janky unit. It 1-shots itself which makes the JJ vs JJ matchup pretty weird. They have really low health so I feel like Tank can get away with Emissary.
|
15 |
I agree that Moderator is quite a janky unit. It 1-shots itself which makes the JJ vs JJ matchup pretty weird. They have really low health so I feel like Tank can get away with Emissary.
|