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Racketeers problem

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5 years ago
It got nerfed so racketeer spam couldnt hold back an entire front by itself. This nerf actually left shieldbots without any antiheavy options. Maybe make racketeer actually viable vs grizzly/cyclops?

Lower firerate and higher disarm dmg would prevent it from holding back swarms of light units, but actually give it the power it needs to fend of the stuff its designed to hold back.
+4 / -0
No, we've already had this discussion, Racketeer needs to counter raiders! /s

IMO racketeer could be much more like a d-gun (20-30 sec reload) than this constant barrage. It should focus in individual strong targets, not disarming an entire army.
+3 / -0
5 years ago
I think making racketeer better vs heavy units was already on the list of possible changes, not sure who told me that tho. It would be nice to hear some shield players opinion on racketeer, but im afraid we dont have any :/
+0 / -0


5 years ago
Zenfur plays shields!
+2 / -0

5 years ago
Jummy used to play shields a lot. Sadly he's not in the forums.
+0 / -0

5 years ago
Racketeer already GOT reduction in reload speed and higher stun-damage... i think they are at quite a good spot atm. Do you want something like Dante disarmed in 2 shots or what?
+1 / -0
Yes, simply disarming a heavy unit should come at a lower cost than being able to kill it.

Edit: also racketeer should auto overlap its shots.

Edit2: 2 shots is already 700 metal spend on 2 single target anti heavy units that deal 0 dmg. Might aswell get 2 tb's and aoe disarm his whole army instead of just 1 heavy.
+1 / -0
I play shields quite a lot albeit at a lower level than you guys. I tend to agree with Katastrophe that Racketeer is at a relatively good spot at the moment where it is still useful but not overwhelming.I view shields as a "cumulative" kind of faction where they're relatively weak starting out but increase in power over the course of a game until they are, if not checked, overwhelming.

I feel that if you conserve your racketeers carefully behind tougher shieldbots and aspis, they will eventually be numerous enough to auto-disarm much of what ails you. Maybe the biggest difference that could be made to racketeer is making it auto target on a sliding scale according to target value, so that it prefers to select high metal targets instead of glaives or whatever.

To me the best buff shields could have - since its not a particularly powerful faction - is to slightly increase the AOE radius of Outlaw. This would help deal with flea spam as a general balance perk and help shields specifically to defend vs the snitch + cloak combo. At the moment it is dead easy to counter a big shieldball by sneaking 2 snitches up and blowing 3-4000+ metal sky high with minimal trouble. If Outlaw has a slightly longer weapon radius the shield player will at least have a fighting chance.
+0 / -0

5 years ago
quote:
Jummy used to play shields a lot. Sadly he's not in the forums.

He mostly uses them as brute shield ball where in center is fellon. I had so much kamikaze awards cuz this strategy. Plus he is playing mostly team games.
+0 / -0

5 years ago
Just give it bit longer disarm time. 10 sec reload already is much and 2500 disarm dmg doesn't seems small.
+0 / -0


5 years ago
Racketeer is perfectly viable at stopping an attack by heavies, they just aren't much good for actually making those heavies dead.
3 Racketeers can disarm a Cyclops or Dante without the latter being able to do anything about it except run away.

Racketeers protected by outlaws are also hard to kill, what with amazing range, perfect accuracy and decent speed.
You can't really buff their attack without making them OP unless you reduce one of the other three factors.
+1 / -0
I could agree with Racketeer getting a range nerf to 630 range (just enough to fire at stinger). This would force the racketeer to pack itself into the attacking shieldball, putting it more at risk, and allowing the other player more counterplay to the racketeer.

Adding a chance to miss (decreased accuracy) to a antiheavy that isnt player targeted (tb) or firing at a radar dot (setting for sniper) is frustrating and unreasonable. Firing at a unidentified radar dot is not something as important as a racketeer should be doing anyway (wasting a shot on a unidentified/unengaged unit).

Being unreasonably hard to kill should be fixed by reducing their range aswell. Forcing it to play more upfront and in ur face.
+0 / -0
Racketeer's current awesome range is a relic from the times when it had a non-guided emp missile. Basically, it was a non-lethal impaler-bot.

Now that it is essentially a perfect accuracy disarming LRFS unit, it doesn't really need to be have that range.
+2 / -0

5 years ago
Racketeer's range is about the only thing that makes it really useful. Reduce the range and shields start to really suck the hind tit against big units. Driving a bunch of Minotaurs into a shieldball is already a legit tactic. Make it even harder to disable - not kill, mind, disable - them and shields are going to get massacred all the time. I was unaware that Racketeer was OP since the last nerf. Why make it useless?
+3 / -0
5 years ago
Why would racketeer need range if the mino's are driving into the shieldball? Wouldnt u rather have a racketeer that is better at disabeling them? Compromises need to be made.
+0 / -0

5 years ago
i think more of recluse, firewalker etc. schields really suffer the lack of a real long-range unit.
+2 / -0

5 years ago
Wesley, Racketeers with this current range allow me to target Minotaur way before it reaches me. If they drive tanks towards me then I retreat increasing the exposure time to emp missiles. Making racketeer shorter ranged with more powerful but slower reloading missiles means that a team worth anything is going to send minotaurs + light units to absorb the initial volley and then I'm really stuffed waiting 20s for reload.

Also, Racketeer is a flexible unit that allows shields to reach out and be useful as support units. Otherwise shields are all short range units vulnerable to Firewalker, Emissary, Tremor, silo (although you showed me how to dodge, but most players dont know how) recluse, crab ... hell, even sling starts to get annoying if there are enough. And let's not forget about roach+cloak which can beat shields even at short range.
+0 / -0


5 years ago
quote:
Racketeer's range is about the only thing that makes it really useful

If you buff damage of the current Racketeer without nerfing its range, you'll be back in the cancer-lands of 20 racketeers disarming everything.
+1 / -0
5 years ago
Could the turning rate of the Racketeer missile be reduced to let fast units dodge it?
+0 / -0
Anarchid I agree that you can't buff Racketeer damage with current range. It will become a major problem.

Racketeer feels about right to me at the moment. Why is everybody stressed about this unit? Seems to me there isn't really a problem as it is?

Edit: If Racketeers aren't strong enough then give it a tiny buff by reducing cost to say 300 -320?
+0 / -0
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