1 |
[quote]Your proposed change would make it have to be a mine, aka, make it less versatile, and it would probably still end up being a rarely used unit.[/quote]
|
1 |
[quote]Your proposed change would make it have to be a mine, aka, make it less versatile, and it would probably still end up being a rarely used unit.[/quote]
|
2 |
Having to be a mine allows it to be a good mine. Currently it's a really bad mine on top of a really unstable sixty second one-trick cheese-pony.
|
2 |
Having to be a mine allows it to be a good mine. Currently it's a really bad mine on top of a really unstable sixty second one-trick cheese-pony.
|
3 |
\n
|
3 |
\n
|
4 |
There are also some underspecified details in my proposal. For example, *what* kind of mine? I think that those leeways should allow it to be made versatile enough to be used more often. For the scouting role, for example, the mine could have decent LOS.
|
4 |
There are also some underspecified details in my proposal. For example, *what* kind of mine? I think that those leeways should allow it to be made versatile enough to be used more often. For the scouting role, for example, the mine could have decent LOS.
|
5 |
\n
|
5 |
\n
|
6 |
Of course, there are units in ZK that are potentially good but still not used often - like Imp in cloak 1v1.
|
6 |
Of course, there are units in ZK that are potentially good but still not used often - like Imp in cloak 1v1.
|
7 |
\n
|
7 |
\n
|
8 |
[quote]Gunships are really vulnerable starts in 1v1 and the first 60 seconds of blastwing magic is necessary to compete with them. All your stuff costs a fortune and you need to set back your opponents econ enough to stay on an even footing.[/quote]
|
8 |
[quote]Gunships are really vulnerable starts in 1v1 and the first 60 seconds of blastwing magic is necessary to compete with them. All your stuff costs a fortune and you need to set back your opponents econ enough to stay on an even footing.[/quote]
|
9 |
The magic you talk of is dispelled by one correctly placed Picket -- but only if the opponent places it preemptively. This is essentially pregame RPS. I find that pregame RPS is a bad way to build factory balance.
|
9 |
The magic you talk of is dispelled by one correctly placed Picket -- but only if the opponent places it preemptively. This is essentially pregame RPS. I find that pregame RPS is a bad way to build factory balance.
|
10 |
\n
|
10 |
\n
|
11 |
I think that the current blastwing does not have enough damage against mobiles to be a real option to harm invading pieces of AA, so you are reduced to trying to swarm them with Gnat+Locust.
|
11 |
I think that the current blastwing does not have enough damage against mobiles to be a real option to harm invading pieces of AA, so you are reduced to trying to swarm them with Gnat+Locust.
|
12 |
\n
|
12 |
\n
|
13 |
Being able to trip them with a mine!Blastwing could possibly provide this defensive option and thus make Gunships starts easier to stabilize in a different way.
|
13 |
Being able to trip them with a mine!Blastwing could possibly provide this defensive option and thus make Gunships starts easier to stabilize in a different way.
|
14 |
\n
|
14 |
\n
|
15 |
[quote] Adding a Puppy-like capability to Blastwing might buff it enough to be more useful and not need a nerf. [/quote]
|
15 |
[quote] Adding a Puppy-like capability to Blastwing might buff it enough to be more useful and not need a nerf. [/quote]
|
16 |
I
am
a
bit
frankly
terrified
of
something
that
is
quite
directly
a
flying
puppy.
But
this
could
also
be
interesting.
|
16 |
I
am
a
bit
frankly
terrified
of
something
that
is
essentially
a
flying
puppy.
But
this
could
also
be
interesting.
|