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Balance Recommendations

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Date Editor Before After
4/30/2014 4:04:31 PMAUrankAdminSaktoth before revert after revert
Before After
1 While many of these are targeting units that might be a problem, they are often targeting the wrong stat. 1 While many of these are targeting units that might be a problem, they are often targeting the wrong stat.
2 \n 2 \n
3 The Pyro did not get a range increase, but rather more predictable shooting while moving, from its targeting change. This is not a range buff. Nerfing the pyro at this point would probably see the factory disappear again: I want to see the other units in the factory used, rather than it being the Pyro factory ( Which it always was back before whatever changes to the script or engine caused it's weapon to not fire) . Right now it being the pyro factory with sometimes other units, and people exploring that, is better than it not being built. 3 The Pyro did not get a range increase, but rather more predictable shooting while moving, from its targeting change. I want to see the other units in the factory used, rather than it being the Pyro factory ( Which it always was back before whatever changes to the script or engine caused it's weapon to not fire) . However, right now nerfing the Pyro would just see nobody making the factory again. It is better with it being the pyro factory with sometimes other units, and people exploring that and seeing the meta evolve, than the factory never being made.
4 \n 4 \n
5 I would still like to add a riot unit to Jumpbot (The current placeholder model was implemented by me expressly for that purpose!) like the changes to Spider, increasing the mainline units in the lineup and easing up the reliable on the Pyro to fill this role. 5 I would still like to add a riot unit to Jumpbot (The current placeholder model was implemented by me expressly for that purpose!) like the changes to Spider, increasing the mainline units in the lineup and easing up the reliable on the Pyro to fill this role.
6 \n 6 \n
7 You nerfs to the Raven are tiny speed/manouverability changes that are unlikely to actually make any significant change. And losing 50 health? What difference do you expect that to make? 7 Your nerfs to the Raven are tiny speed/manouverability changes that are unlikely to actually make any significant change. And losing 50 health? What difference do you expect that to make?
8 \n 8 \n
9 The Pheonix changes, I suspect if we just make it hit it's target more reliably (As we did to the Pyro) it will totally change the use of the unit. While if we change the cost and hp it will still be finnicky to use, just heavier. 9 The Pheonix changes, I suspect if we just make it hit it's target more reliably (As we did to the Pyro) it will totally change the use of the unit. While if we change the cost and hp it will still be finnicky to use, just heavier.
10 \n 10 \n
11 Your Moderator change would also let it ourange and, at half speed, outpace, many riots and some skirms. This is a potential nightmare unit. I suspect this unit to very easily become like a hellish, perfectly accurate bouy, with the snipe-powers of a scrubber ball: especially with proper riot backup. Slowing it's target lets it kite better than almost anything, so even a small range change could make it hit a tipping point. We could possibly try this, that sort of nightmare skirm thing is what it's MEANT to do, as long as the list of units it can do that to is not too large. 11 Your Moderator change would also let it ourange and, at half speed, outpace, many riots and some skirms. This is a potential nightmare unit. I suspect this unit to very easily become like a hellish, perfectly accurate bouy, with the snipe-powers of a scrubber ball: especially with proper riot backup. Slowing it's target lets it kite better than almost anything, so even a small range change could make it hit a tipping point. We could possibly try this, that sort of nightmare skirm thing is what it's MEANT to do, as long as the list of units it can do that to is not too large.
12 \n 12 \n
13 If Gremlin is the best AA (Which I think has little to do with it's range!) does that mean it needs to be nerfed or other AA needs to be buffed? 13 If Gremlin is the best AA (Which I think has little to do with it's range!) does that mean it needs to be nerfed or other AA needs to be buffed?
14 \n 14 \n
15 I agree with Google that the right change to the Rocko if it is a problem is probably to reduce it's weapon velocity: Tick, Glaive, Warrior and Zeus are all very good against raiders so it's a natural weakness. Then again the whole reason it can be fielded early is because it's okay vs raiders. Without this, it would have to come later on in the game, possibly at a point where it's very vulnerable to Aoe (Which is what happens to it late ATM) and possibly not nearly as worth making as Zeus/Warrior or Scythe/Sniper. I like that there are factories and units that let you switch out of the raider game early and still apply pressure, Rocko does that and it makes the Cloakbot factory strong and versatile. Any change would need to not hurt that. 15 I agree with Google that the right change to the Rocko if it is a problem is probably to reduce it's weapon velocity: Tick, Glaive, Warrior and Zeus are all very good against raiders so it's a natural weakness. Then again the whole reason it can be fielded early is because it's okay vs raiders. Without this, it would have to come later on in the game, possibly at a point where it's very vulnerable to Aoe (Which is what happens to it late ATM) and possibly not nearly as worth making as Zeus/Warrior or Scythe/Sniper. I like that there are factories and units that let you switch out of the raider game early and still apply pressure, Rocko does that and it makes the Cloakbot factory strong and versatile. Any change would need to not hurt that.