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new Banisher sucks

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4 years ago
the new Banisher is not good.
The old Banisher was nice.
Second Problem, the new Banisher has "Fire Problems".
Look here and question Jummy, he has the same Problem:
http://zero-k.info/Battles/Detail/321061
The Weapon jammed.
He dont Fire.

Bad Work. Why you change this nice unit in this...?
+0 / -0

4 years ago
After watching the battle:
1) It seems the weapon didn't fire because the tank was continuously rotated in different directions, so turret was never aimed at target.
2) Banisher works great (killed 2 comms this game) but it's not reaper, you can't just throw it alone against a wall of zeus bots and expect it to return alive and well.
+3 / -0
4 years ago
That was my first impression.
Maybe he will change still.
Then the bullshit tower has to turn up faster.

PS:
WTF google Translate.
Iam saying in German:
"Dann muss der scheiss Tower sich eben schneller drehen"
google translator say
scheisse=shit nad google say fucking...
+0 / -0


4 years ago
Increasing turret turn rate would be good, yes.
+1 / -0

4 years ago
is it impossible to turn torso and turred at the same time? i have the strong impression, turrets wait till torso does no longer turn to start turning. am i mistaken?
+0 / -0
Weapon didn't fire because that little tree the problem happened next to has hitbox the size of yo momma.
Blame the map. Banisher is fine.
+3 / -0
DErankXivender you should review the replay first before complaining.
The enemy Zeus near the Banisher had the very same firing problems, on several occasions even. It might have something to do with the trees around or perhaps something specific to that map.

Secondly, those Banishers killed 2 coms and a bunch of other stuff even when used quite recklessly. You wouldn't suicide Warriors or Levelers into Zeuses and defenses so it doens't make sense to do that with Bansher. After watching the replay I would guess they still made cost even when used wrong and against their type counters.

Things to keep in mind about the new Banisher:
It is 33% cheaper than the old one, which is a huge deal.
It is a RIOT. It does lose to assaults, skirmishers, porc. Do not expect it to work great against its counters.

That said I don't expect this Banisher to be perfect balance wise. Maybe it could be a bit stronger, maybe it is fine. More science has to be done.
+2 / -0

4 years ago
This is almost certainly a terrible idea, but:

Now that the Banisher can no longer skirm, it would take a pretty small buff to Reaper firing range and manoeverability to let it skirm zeuses and riots.
+1 / -0

4 years ago
And it's needed because Reaper isn't powerful enough?
+0 / -0

4 years ago
I was just throwing it out there because the tank lab no longer has a skirm. I freely admit it's probably not workable without some other tweaks to balance it out.
+1 / -0
Reaper already quasi-skirmishes Zeus and riots if micro is applied. You usually won't be able to avoid all hits but you can significantly reduce the amount of damage you need to tank compared to just ramming into them. That's part of what makes Reaper quite decent against them when used correctly.
+1 / -0

4 years ago
I'm more afraid the new banosher will be op. Its right in the cost range where its easy to runs but still strong enough to kill comms.

As I said in the other thread, there are plenty of options for ensuring the factory still has a skirm and a riot, from re rolling panther, kodachi, pillager to a new unit.
+1 / -0

4 years ago
My intuition is that it's very powerful.

An optimised banisher rush looks to be a very powerful all-in. Even though relatively fragile for cost, it counters most things that can catch it, and (barring ravens) requires a pretty big mistake to lose.
+1 / -0


4 years ago
AUrankAdminSaktoth why does the factory need a skirmisher? I don't think Banisher was ever a real skirmisher.

It seems like the low range and damage on this Banisher would give it some natural counters. Assaults which can catch it should kill it easily. Rocko level skirmishers should be able to avoid it.
+0 / -0

4 years ago
Because factories such as jump and veh have sufferer somewhat from not having an adequate skirm and we had to add one? Because people miss old banisher and it was in a pretty good place and it didn't need to be changed so much as the factory needed a new, different unit and banisher was the easiest one to change?
+0 / -0


4 years ago
You are claiming that Banisher was worth making instead of Reaper.
+1 / -0

4 years ago
IMO sometimes you needed a Banisher instead of a Reaper... but you always wished you could get away with a Reaper.
+2 / -0


4 years ago
Banisher was a glass cannon that had a strong tendency to die stupidly, only good players really made cost with them outside of rush strats.
+2 / -0
4 years ago
I liked the old banishers as an idea, but in practice they were hard to use because of whacky targeting, so I never ended up using them.
+2 / -0
Old one had horse (sized) price. So even when may be it was more needed than Reaper, i built Reaper because it had non-significally greater price and several times more HPs.
+1 / -0
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