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[quote]Actually that reminds me, what was your reasoning for making three Felons? A Felon's limiting factor is very rarely its (obscene) DPS, but generally its shield charge. I can't imagine what possible realistic unit combination jump could field that would need 2400 dps.
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[quote]Actually that reminds me, what was your reasoning for making three Felons? A Felon's limiting factor is very rarely its (obscene) DPS, but generally its shield charge. I can't imagine what possible realistic unit combination jump could field that would need 2400 dps.
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I'd have gone for a Felon, an Aspis and a pair of thugs[/quote]
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I'd have gone for a Felon, an Aspis and a pair of thugs[/quote]
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I made Felons to outrange Moderators while not being extra vulnerable to Pyro/Puppy. Thugs are entirely useless against Jump, so they are only good as a shield charge source and are otherwise a liability in combat. I figured i'd just use convicts for that.
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I made Felons to outrange Moderators while not being extra vulnerable to Pyro/Puppy. Thugs are entirely useless against Jump, so they are only good as a shield charge source and are otherwise a liability in combat. I figured i'd just use convicts for that.
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The one Felon i made seemed enough to melt half the health off the Juggernaut. Maybe it would have been better with thugs and aspises, but my feeling here is that it would just be pulled away and killed in isolation; and if that happens anyway, then three felons deal three times the damage.
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The one Felon i made seemed enough to melt half the health off the Juggernaut. Maybe it would have been better with thugs and aspises, but my feeling here is that it would just be pulled away and killed in isolation; and if that happens anyway, then three felons deal three times the damage.
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I
don't
feel
that
Bandits
are
any
good
attacking
against
Pyros,
so
i'm
not
sure
i
could
have
used
bandit-rogue
as
a
way
to
beat
pyro-placeholder-moderator.
I
guess
in
hindsight
a
few
wouldn't
hurt,
just
to
annoy
the
enemy
with
the
RNG.
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