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Resign! Pillager is EVEN MORE OP!

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USrank_Shaman
2 months ago
(edited 2 months ago)



Dats right wubsters! Pillagers are ACTUALLY FUCKING SKIRMISHERS. RESIGN!
+6 / -0



EErankAdminAnarchid
2 months ago
EErankAdminAnarchid has resigned and is now spectating
+6 / -0


CHrankAdminDeinFreund
2 months ago
Why do you keep turning them around? Can't they just retreat in a straight line and turn their turret backwards?
+0 / -0


USrank_Shaman
2 months ago
I don't think so. I keep trying to turn them so that the turret faces the enemy. At any rate, it's a sloppy demo done while feeling not so good.
+0 / -0

USrankFealthas
2 months ago
(edited 2 months ago)

You over-complicate things shaman.
You just build a stinger and put your pillagers behind it. No need for hard kiting micro.

Your enemies options become:
Attack and die
or
Don't attack and die anyways
+3 / -0


GBrank[GBC]1v0ry_k1ng
2 months ago
maybe Pillager should be nerfed

and Ravager, Hermit, Thug, Zeus should be buffed

:)
+4 / -0

NLrankWesley
2 months ago
(edited 2 months ago)

Yeh maybe buff hermit/zeus, but i think thug (insane hp+shield/cost) and ravager (raider like speed) are already pretty good.
+0 / -0


DErankkatastrophe
2 months ago
don´t really think hermits are underperforming for their price.
why change 4 units if you can just change 1?
+1 / -0


FIrankVermind
2 months ago
Pillager should not be able to shoot while moving, like artillery in most other games.
+4 / -0



EErankAdminAnarchid
2 months ago
Things that seem to be discussed atm are
- Remove its ability to shoot on the go
- Limit its speed to that of Impaler; something slower than Duck definitely.
+2 / -0


CHrankAdminDeinFreund
2 months ago
How about giving it a fixed turret? This way it has to turn its chassis in order to engage the enemy. Then no or only a small speed nerf would be needed. Meanwhile it should still perform the same while static.
+0 / -0


DErankkatastrophe
2 months ago
(edited 2 months ago)

speed nerf seems pretty obvious.
somebody thought about a minimal reduction of the AoE-radius? like 20% or so?

btw i correct myself and admit that many assaults feel a bit weak for their price. i just don´t think reworking entire unit-classes is something that is executable without collateral damage.
+0 / -0

PTrankraaar
2 months ago
The test saw well microed pillagers against lower cost on lower weight units which weren't used properly. Not very enlightening.

Still, seems most would agree emissary speed should be nerfed, WHY hasn't it been nerfed already?
+0 / -0

USrankFealthas
2 months ago
Why is everyone doing mental gymnastics to try to avoid talking about the real problem?

The real problem is that a unit with that much range should not be good at killing mobiles.

Why does pillager have such high projectile speed? It seems faster than rocko rockets or rouge???

Why does it have AOE? How does that contribute to the artillery role? The AOE is too small to hit multiple buildings, so the only real thing it contributes is more mobile killing power.


Changing speed/turret just makes it worse artillery, while also slightly nerfing skirm potential. Why nerf arty role too? Artillery units are shit enough at killing buildings in zk already.

+3 / -0



EErankAdminAnarchid
2 months ago
Sling is very bad at killing mobiles. A glaive-speed Sling would be unhealthy despite that.

I think Emissary speed and Emissary accuracy are different problems. And there are enough anti-unit artilleries that it's not unique in that regard.
+0 / -0

USrankFealthas
2 months ago
(edited 2 months ago)

Because firewalker and wolverine were so good for gameplay back when they weren't nerfed?
(Although firewalker falling out of meta probably has more to do with rise of tanks and less rocko/clocky play)
+0 / -0


USrank_Shaman
2 months ago
PTrankraaar I think you missed the point of the video. It's a demonstration that it is possible, not a demonstration of how powerful micro's pillagers are. I've done this in an actual game before (that you were in fact in). In said game I only lost 3 pillagers out of 18 despite using them as front line skirmishes.

I wanted to bring particular attention to this feature of pillagers. I'll record some results of this happening in am actual game eventually.

Pillagers are definitely not supposed to fire on the move though.
+0 / -0

PLrankOrfelius
2 months ago
Can we get the artillery cannons back as a commander module?
+2 / -0

FIrankAdminAlcur
2 months ago
PLrankOrfelius, I wouldn't mind if the module necessitated a significant weakness or two for reasonably easy countering.
+0 / -0


GBrankdyth68
2 months ago
(edited 2 months ago)

I like the fact that Emissary actually has a fairly unique aspect for arti (good at hitting individual units with its accurate AoE) and think all units should have something unique to them.
No fire on the move and/or slower speed and/or fixed turret sound better than knocking out it's main gimmick.
+0 / -1
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