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JJ Rebalance Proposal

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Date Editor Before After
3/23/2018 2:41:49 AMAUrankAdminGoogleFrog before revert after revert
Before After
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 \n 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 \n 10 \n
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 \n 12 \n
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.