1 |
While many of these are targeting units that might be a problem, they are often targeting the wrong stat.
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1 |
While many of these are targeting units that might be a problem, they are often targeting the wrong stat.
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2 |
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2 |
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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 |
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|
4 |
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|
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 |
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|
6 |
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|
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 |
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|
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.
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