1 |
'buff
strengths
nerf
weaknesses'
was
a
vague
guide
when
we
started
with
CA
to
make
sure
each
unit
had
a
role
from
the
role-free
BA
where
each
units
HP
and
DPS
ratios
were
very
close
together.
We
have
moved
so
far
past
that
now,
we
do
role-based
balancing,
IE,
what
should
it
be
good
against,
what
should
it
be
poor
against,
what
should
it
be
used
with?
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1 |
If
you
had
watched
that
game
with
the
halberds
or
ever
used
a
closed
halberd
vs
an
Archer
you'd
see
how
much
the
tank
matters.
Matters
for
solar
panels
too.
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2 |
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3 |
BTW if you had watched that game with the halberds or ever used a closed halberd vs an Archer you'd see how much the tank matters. Matters for solar panels too.
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4 |
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2 |
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5 |
Anyway, from the commit log:
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3 |
Anyway, from the commit log:
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6 |
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4 |
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7 |
Duck back to tracking missiles. Reload time 3 -> 4, same DPS. This has synergy
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5 |
Duck back to tracking missiles. Reload time 3 -> 4, same DPS. This has synergy
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8 |
with the Archer, since the projectile can fire, will still hit a unit under
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6 |
with the Archer, since the projectile can fire, will still hit a unit under
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9 |
impulse, and the high alpha works with Archer skirm factor and persistent DPS.
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7 |
impulse, and the high alpha works with Archer skirm factor and persistent DPS.
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10 |
Stats allow it to 2-shot a llt (suiciding) or to kill an LLT with archer
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8 |
Stats allow it to 2-shot a llt (suiciding) or to kill an LLT with archer
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11 |
assistance. The reload and alpha should (hopefully) allow raiders to waste it's
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9 |
assistance. The reload and alpha should (hopefully) allow raiders to waste it's
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12 |
shots, because it should require the Archer and not be anti-raider on it's own.
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10 |
shots, because it should require the Archer and not be anti-raider on it's own.
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13 |
May have to up the alpha further for this though.
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11 |
May have to up the alpha further for this though.
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14 |
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12 |
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15 |
Archer range 400 -> 300, impulse 40 ->30. First change is to allow it to screen
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13 |
Archer range 400 -> 300, impulse 40 ->30. First change is to allow it to screen
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16 |
for Ducks and Bouys, since previously it had too much range to really let either
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14 |
for Ducks and Bouys, since previously it had too much range to really let either
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fire (Duck because it has less range, Bouy because it misses). The impulse is a
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15 |
fire (Duck because it has less range, Bouy because it misses). The impulse is a
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18 |
general nerf because it's no longer the sole source of anti-unit DPS in a
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16 |
general nerf because it's no longer the sole source of anti-unit DPS in a
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19 |
duck/archer pack (which was not viable to use anyway), and this should make it
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17 |
duck/archer pack (which was not viable to use anyway), and this should make it
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20 |
harder to deal with heavy units (which is meant to be the ducks role).
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18 |
harder to deal with heavy units (which is meant to be the ducks role).
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21 |
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19 |
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22 |
P.S the duck gets a longer flight time, it's missile should track a unit that's thrown back and have a good chance of hitting it.
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20 |
P.S the duck gets a longer flight time, it's missile should track a unit that's thrown back and have a good chance of hitting it.
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