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Funnelweb needs buff

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5 years ago
The resurrection kind of worries me.

It seems like having lots of survivable, front-line resurrection power means that its pushes will snowball very hard:

Its shield covers it for a push against an enemy position, and the accompanying units clear the defenses and the enemy artillery.

The funnelweb quickly pops the artillery back into being, while it keeps marching forward.

At the next enemy position, you now have twice the units.

I'd say that it should, instead of resurrecting, be given the ability to build basic defenses(cheaper than Desolator) and have its buildpower reduced to 50. This would enable it to assist heavy pushes and hold the land behind it, similar to an upgraded commander, but not gain massive momentum as it pushes. Essentially, it would be for taking and holding an enemy position, not for rolling across the entire enemy base.
+0 / -0
5 years ago
i think its better then current funnel.. but rez is op thats why only brittle unit can do it

my vote is remove rez.. allow it to repair/assist but not blueprint at all same speed and the suggestions above to fix shield linking
+0 / -0


5 years ago
Another thing is that the super thick shield should have a different texture, i think.
+1 / -0

5 years ago
GBrankdyth68
Striders do have special abilities, but there's one thing that they all have in common: Their stats are worse than a combination of smaller units that add up to the same cost. In turn, they have much better survivability and strength density.

quote:
I'm worried about it being able to act as a fast charge port for shield bots, particularly Felons (or an unintentional shield drain on the Funnelweb!). Reckon I'm worrying over nothing?

It should be balanced such that a ball of Aspis would be better suited for this. Also Aspis doesn't stop charging if it gets hit.

I think it would be ok to make an exception here though and remove the shield linking if it doesn't work out otherwise. The shield already behaves differently from other shields in that it doesn't regenerate during combat. Give it a different design from other shields to visually differentiate it.

quote:
My worry then is that it will get put back at the base working as a combined caretaker and Aegis. :/

Same as before, combining caretaker and Aegis should give you better bang for the buck. Especially when you're being bombarded by Berthas and don't get time to recharge.
+0 / -0
Ok, I've removed the rez and standardized the buildpower (I found the canAssist flag! Thanks, GBrankfiendicus_prime :).
shieldPowerRegenEnergy is also working now for no reason I understand... I've set it to 72 until a solution to the felon problem can be discussed.

I'll be trying the texture change now EErankAdminAnarchid.

EDIT: CHrankAdminDeinFreund : Definitely agree:
quote:
Their stats are worse than a combination of smaller units that add up to the same cost. In turn, they have much better survivability and strength density.


quote:
It should be balanced such that a ball of Aspis would be better suited for this. Also Aspis doesn't stop charging if it gets hit.

Given that it has more hp than equivalent Aspis cost (per your original idea) and even if it didn't it's discharge rate into a Felon would be incredibly high I think it can't link with a Felon in the normal way, otherwise funnelweb+Felons will murder anything that can't kite it and will cut through porc like nothing else.

I'll work on changing the shield style and preventing it linking.

CHrankAdminDeinFreund, how do you feel about Funnelweb having normal buildpower but being unable to assist?
With the rez removal this is basically repair and reclaim.
+2 / -0
5 years ago
GBrankdyth68: Maybe your new Funnelweb design would be better discussed about in a separate thread, so that this thread could be kept open to alternative ideas for rebalancing the Funnelweb?



Personally, if I had to suggest a change to replace the Funnelweb's drones with something else (which I wouldn't want to), I'd probably choose to give it multiple mine-launching mortars (similar to the Wolverine), or some other riot-like weapon systems with a range of 600-700 elmos. That way, it could still stand back from the front lines, but still be close enough to not only offer fire support, but also for its shield to protect retreating units from enemy fire.

By the way, if drones getting shot down by AA fire, even when they're being built, is being considered an issue, then maybe aircraft in general need to be made untargetable by AA while they're grounded (such as not being flagged as air units while grounded, and being flagged as air units while flying)?
+0 / -0

5 years ago
quote:
how do you feel about Funnelweb having normal buildpower but being unable to assist?

I dislike that idea as that is not present with any other constructor. It's ok to make it unable to start constructions, but I don't think disallowing it from assisting is really needed.

Honestly, if it comes to the decision, I'd rather have a strong shield or a strong builder than a mediocre shield and a mediocre builder.
+3 / -0


5 years ago
CHrankAdminDeinFreund : Continuing here at USrankShadowWolfTJC's request: http://zero-k.info/Forum/Thread/27099?postID=191425
+0 / -0
5 years ago
I suppose another idea to make the Funnelweb more useful as a drone carrying strider would be to simply reduce its price down to, say, 2500-3000, in exchange for removing the shield? (Keep in mind that the Reef has 640 DPS compared to the Funnelweb's 440 + 400 slow dps, and has the ability to stockpile disarm missiles, though it has 7500 HP compared to the Funnelweb's 11,000 HP, and lacks the Funnelweb's 3600-HP shield.) Perhaps the Aspis, which costs a mere 600, and has a shield strength of 3600, could take over the Funnelweb's job of protecting other units with its large shield?
+0 / -0
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