1 |
Felon's weapon was designed for picking off raiders and light kirmishers, and as such it fails infamously hard in the face of a target that can really tank the damage as it loses its precious shield-energy into this beast of damage-tanking. The only other unit that sports such a hyper-accurate and long-ranged weapon is the infamously weak Slasher.
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1 |
Felon's weapon was designed for picking off raiders and light kirmishers, and as such it fails infamously hard in the face of a target that can really tank the damage as it loses its precious shield-energy into this beast of damage-tanking. The only other unit that sports such a hyper-accurate and long-ranged weapon is the infamously weak Slasher.
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2 |
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2 |
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3 |
However, the Felon unit-concept would still work fine for an anti-heavy, if it was given a weapon better-suited to the role. Something slower, more powerful, and lower ROF - something that stinks against raiders and lighter units because it either misses or overkills anything short of a Heavy. Maybe even use the Disintegrator weapon for its anti-heavy multihitting effect... or a big Buoy-like slow+damage energy-ball?
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3 |
However, the Felon unit-concept would still work fine for an anti-heavy, if it was given a weapon better-suited to the role. Something slower, more powerful, and lower ROF - something that stinks against raiders and lighter units because it either misses or overkills anything short of a Heavy. Maybe even use the Disintegrator weapon for its anti-heavy multihitting effect... or a big Buoy-like slow+damage energy-ball?
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4 |
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4 |
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5 |
Add
a
shield-powered
D-gun
to
the
Felon,
or
a
new
shield-draining
D-gun
Felonlike
anti-heavy
unit.
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5 |
Add
a
shield-powered
D-gun
to
the
Felon,
or
a
new
shield-draining
Felonlike
anti-heavy
unit.
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6 |
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6 |
\n
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7 |
And just nerf Dirtbag health.
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7 |
And just nerf Dirtbag health.
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