1 |
thats why they make the bottom of my list.
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1 |
thats why they make the bottom of my list.
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2 |
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2 |
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3 |
- snipers cost energy and, more imprtant, have no AoE. Massing them up puts a serious strain on your economy. + their range is not too high.
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3 |
- snipers cost energy and, more imprtant, have no AoE. Massing them up puts a serious strain on your economy. + their range is not too high.
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4 |
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5 |
- shields are the same, but i still think their link is too stron and the funnelweb-shields have too much hp. but they are not gamebreaking nor are they somehow unnecessary.
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5 |
- shields are the same, but i still think their link is too stron and the funnelweb-shields have too much hp. but they are not gamebreaking nor are they somehow unnecessary.
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6 |
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7 |
- cloaked roaches are easy to counter and can blow themself up if something happens. and they are quite an investment + they are suicide-units.
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7 |
- cloaked roaches are easy to counter and can blow themself up if something happens. and they are quite an investment + they are suicide-units.
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8 |
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9 |
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9 |
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10 |
the real cancer are all things that have AoE + long range. aka emissary, tremor, bertha, cerberus and to a bit lesser degree firewalker. firewalker has several downsides, it often prevent you from pushing as well, it doesn´t do that much damage and it is really clunky. but it forces longer range stuff as an answer as swarming is easily countered as well with placeholder/pyros/some amount of moderators/ puppies, juggle, so almost everything else in the jumper-fac.
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10 |
the real cancer are all things that have AoE + long range. aka emissary, tremor, bertha, cerberus and to a bit lesser degree firewalker. firewalker has several downsides, it often prevent you from pushing as well, it doesn´t do that much damage and it is really clunky. but it forces longer range stuff as an answer as swarming is easily countered as well with placeholder/pyros/some amount of moderators/ puppies, juggle, so almost everything else in the jumper-fac.
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11 |
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12 |
emissary is just not good against mobile units, it is so good because it has the potential of one-hitting multiple units at once. of course i understand that tanks need something against skirms. but the way it is now is just too much. imho just reducing the AoE a bit would make it a LOT more balanced.
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12 |
emissary is just not good against mobile units, it is so good because it has the potential of one-hitting multiple units at once. of course i understand that tanks need something against skirms. but the way it is now is just too much. imho just reducing the AoE a bit would make it a LOT more balanced.
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13 |
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13 |
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14 |
tremor
is
expensive
and
clunky,
but
simply
has
no
real
counter.
@raaar
said
you
can
have
impalers
against
it.
but
impalers
need
micro
to
work
and
they
need
spotting.
the
long
range
of
tremor
makes
it
really
hard
to
spot
normaly
+
lveh
can´t
really
spot
it
on
their
own.
they
need
teammates
that
are
air
or
cloaky,
or
in
1v1
you
need
to
switch
to
some
of
those.
but
then
i
could
argue
that
the
tremor-player
can
use
a
shield
or
terraform
for
the
money
spend
on
another
fac.
or
that
in
team-games,
the
tremor-user
also
has
allies
that
can
counteract
the
impalers.
tremor
needs
no
spotting
at
all
and
no
real
micro
to
work.
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14 |
tremor
is
expensive
and
clunky,
but
simply
has
no
real
counter.
@raaar
said
you
can
have
impalers
against
it.
but
impalers
need
micro
to
work
and
they
need
spotting.
the
long
range
of
tremor
makes
it
really
hard
to
spot
normaly
+
lveh
can´t
really
spot
it
on
their
own.
they
need
teammates
that
are
air
or
cloaky,
or
in
1v1
you
need
to
switch
to
some
of
those.
but
then
i
could
argue
that
the
tremor-player
can
use
a
shield
or
terraform
(
or
better
cloaker
+
screening)
for
the
money
spend
on
another
fac.
or
that
in
team-games,
the
tremor-user
also
has
allies
that
can
counteract
the
impalers.
tremor
needs
no
spotting
at
all
and
no
real
micro
to
work.
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15 |
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15 |
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16 |
tanks in general are in a strange and hard to balance spot it seems. they somehow need tremor to spot cloak and emissary to fight skirms. they would be useless as starting/main-fac in 1v1 if they wouldn´t have those. wich brings me back to my old statement that the mantra of having every fac viable as a starting fac in 1v1 causes a lot of problems that you wouldn´t have otherwise. So in contrast to emissary, i see no simple solution for the problems with tremor.
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16 |
tanks in general are in a strange and hard to balance spot it seems. they somehow need tremor to spot cloak and emissary to fight skirms. they would be useless as starting/main-fac in 1v1 if they wouldn´t have those. wich brings me back to my old statement that the mantra of having every fac viable as a starting fac in 1v1 causes a lot of problems that you wouldn´t have otherwise. So in contrast to emissary, i see no simple solution for the problems with tremor.
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17 |
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18 |
and okay, what is the counter to long-range arty? longer ranged arty. aka merlin or cerberus, so merlin.
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18 |
and okay, what is the counter to long-range arty? longer ranged arty. aka merlin or cerberus, so merlin.
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19 |
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19 |
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20 |
the game would need to be build up from the start again to solve those problems i suppose.
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20 |
the game would need to be build up from the start again to solve those problems i suppose.
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21 |
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21 |
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