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I'm going to go ahead and suggest that many of you didnt think through what I wrote there.
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I'm going to go ahead and suggest that many of you didnt think through what I wrote there.
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[quote]If porc is too strong, we should buff assault options, not artillery options.[/quote]
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[quote]If porc is too strong, we should buff assault options, not artillery options.[/quote]
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hypothesis: assault options are already strong, but even the best assault options can still easily be made untennable in teamgames through cooperation between porcing allies/a lack of cooperation from attackers - players work together to defend but most are too noob to work together to attack. the solution is the unit type designed to hurt defences without needing to be attacked by them, except it is massively hardcountered and not very effective.
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hypothesis: assault options are already strong, but even the best assault options can still easily be made untennable in teamgames through cooperation between porcing allies/a lack of cooperation from attackers - players work together to defend but most are too noob to work together to attack. the solution is the unit type designed to hurt defences without needing to be attacked by them, except it is massively hardcountered and not very effective.
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[quote]If artillery is strong, then porcing is strong too[/quote]
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[quote]If artillery is strong, then porcing is strong too[/quote]
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...no, not necesarrily. No amount of merls is going to making porcing awesome.
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...no, not necesarrily. No amount of merls is going to making porcing awesome.
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[quote]If players can attack from behind their own defensive lines with impunity, they will build large defensive lines to defend their big artillery ball and they wont venture out from them. Then they will build shields to protect from enemy artillery, huge impenetrable shield bubbles. And the front line will never move.[/quote]
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[quote]If players can attack from behind their own defensive lines with impunity, they will build large defensive lines to defend their big artillery ball and they wont venture out from them. Then they will build shields to protect from enemy artillery, huge impenetrable shield bubbles. And the front line will never move.[/quote]
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shielding a whole front has a prohibitive cost and can be penetrated at any one point via EMP. forcing an opponent to spam shields is a victory, since it makes breaking through his lines elsewhere with assaults much easier and weakens his economy.
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shielding a whole front has a prohibitive cost and can be penetrated at any one point via EMP. forcing an opponent to spam shields is a victory, since it makes breaking through his lines elsewhere with assaults much easier and weakens his economy.
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Lastly,
please
actually
read
what
I
suggested.
Namely,
what
I
suggested
was
HP
buffs
for
various
artillery
units,
nothing
else
(
except
a
turn
rate
boost
to
pillager)
.
The
only
interaction
this
will
noteably
affect
is
napalm
bomber
vs
light
artillery
and
shadow
vs
heavy.
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Lastly,
please
actually
read
what
I
suggested.
Namely,
what
I
suggested
was
HP
buffs
for
various
artillery
units,
nothing
else
(
except
a
turn
rate
boost
to
pillager)
.
The
only
interaction
this
will
noteably
affect
is
napalm
bomber
vs
light
artillery
and
shadow
vs
heavy.
Currently
good
players
dont
use
artillery
in
team-games
unless
they
are
experimenting,
as
it
is
UP.
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