Terraformed caretakers are all around very powerful, given they don't show up on radar (artillery defence), a lot of units don't have line of sight and ignore it on attack move (extra defence) and a lot of units have problems aiming down (annoying). All of that while being able to repair, reclaim, terraform and sabotage the enemy on the frontline. I've exploited them for a long time and so have many others. Is it possible to make all constructors require line of sight check for terrain only to operate to address this issue? I'm talking about edge-to-edge, not center to center distance.
+3 / -0
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I feel like terraforming itself could use a nerf, also. Shallower angles to hills/valleys created using terraform.
+1 / -1
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Let's start classic question. :D :D quote: what player count were these games? |
+5 / -0
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I'm fairly sure I will have used terraformed caretakers in 1v1 at some point. Making them LoS check sounds potentially pretty annoying though, even in situations which don't involve terraform.
+1 / -0
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To be fair, the're pretty short. Maybe we could make the shaft part taller?
+0 / -0
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Checking terrain LOS for nanospray sounds a bit expensive technically, and I think it would be annoying to use. What if repair cost metal so frontline nano turrets that are immune to heavy fire were not so powerful?
+1 / -0
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quote: What if repair cost metal |
If repair start cost metal it will be massive changes in entire game. Not just front line caretaker nerf. This means that heavy striders will be harder to repair as well planes (air players especially will get hurt). It can change in many aspects entire gameplay.
+4 / -0
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I've been one of the biggest exploiters of frontline porc + sunken caretakers for a while now. Predictably, I don't have a problem with them. Yes they are strong but there are also many ways of dealing with them. Stuff like tremor puts very strong general pressure on porc that caretaker often can't keep up with. Other units like Lance and Phantom can ruin porc despite many caretakers within range, due to their huge burst damage abilities. Finally, units like fleas can easily get to caretakers, and impalers can reliably destroy all but the deepest buried caretakers. IMHO, if somebody lets a porcer like me put down roots, then they deserve what's coming. People spend too much time messing about at base, rushing fusions and vanity projects like Dante instead of building units and expanding. You want an early Dante? Fine, you have it, hope it can deal with all the porc that's stinking up mid map.
+0 / -0
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The problem is in needing specific units from specific facs to deal with them, or perhaps I should say the problem is the fact that most factories are not equipped to deal with terraforming.
+3 / -0
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Problem is terraform itself. And i think its too cheap. Or it can be too fast built.
+1 / -0
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I love terraform. ZK is the only rts that I have played that has it. It's a brilliant feature. There is a unit that's available to everybody that defeats terraform. Quake flattens it instantly. Make Quake cost 200 instead of 500 and your solution is there. There's another unit that can be used to break down even the toughest porc. Shockley instantly freezes caretakers, turrets and shields. 4 shockleys can emp enough porc to allow for a swarm of raiders to make mincemeat out of even a fortress setup. Silo is the all-purpose solution to strongpoints, but it does require coordination with other players to use properly. I feel that statics and units are in a good place right now, but maybe its just me.
+2 / -1
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Astran I can't tell whether or not you're joking about Quake as a counter to terraform or Shockley as a counter to porc. Quake has no effect on terraformed buildings. Shockley (600 metal) used to emp caretakers / small part of porc is not viable, you're better off using a napalm missile or a tactical nuke. Quake should be made cheaper and changed to damage buildings proportionally to amount of terraform blocked by said buildings.
+5 / -0
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whats quake missile.. i never see it made by anyone
+3 / -0
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TinySpider try putting a Crab on a spire against me and I will show you what Quake can do. Terra'd buildings are immune but walls and ditches are not.
+0 / -0
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In my opinion it'd be fair if Quake would be able to affect the height of terraformed buildings. Would give it some unique identity and purpose, it's supposed to be the ultimate anti-terraform weapon after all.
+0 / -0
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Astran is shill for Big Terraform lobby
+4 / -0
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Tiny Spider "non sequitur, you suggested quake has a use against porc and terraformed caretakers" Ahem, no I did not. I suggested that it has a use against terraform which some say is OP and needs nerfing. Shockley is good vs porc assuming you have some supporting units
+0 / -0
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[GBC]1v0ry_k1ng you may as well surrender to TerraCorp and the BigTerra lobby. Nothing can stop our walls, ditches and ramps :D PS - nerf Tremor it is OP
+0 / -0
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Crabe is all terrain, it can hang from a spire with something on top, aka, you can make a quake-immune crab spire if you want. Having terraform damage damage buildings that are preventing it from applying is also a good idea.
+1 / -0
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