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Nimbus... relic of a bygone era

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31 hours ago
Can anything be done about Nimbus?

It seems to be basically a pointless unit at this point. Left behind the times :(
It takes to long to kill anything even in a large mass, so normally there is time for the unit to run away to AA, or AA to get there.
It can't run away because its too slow.
It has no staying power because it has no HP.
It's already low DPS is reduced even further by having huge spread.

At the very least as a "Fire support Gunship" it should excel at damage output, it makes sense that it is slow and squishy.
So maybe just reducing the spread or increasing the dps a bit would make it more viable.
+2 / -0
30 hours ago
It definitely needs something, its far too expensive for how much it does, especially when you hit "critical mass" AA gets too dense at that stage of the game.
+2 / -0
Solution ez:
Make the bullets invisible until they explode on impact, so you cant tell early where it is from. Maybe increase bullet speed, too. IS there reason not make it hit-scan?


Increase spread AND damage for shields late gamer
+0 / -0
30 hours ago
Whacky idea 2: Make nimbus bullets incendiary
+2 / -0
14 hours ago
It feels like an odd mixture of riot and "artillery" unit taped to a gunship that isn't particularly good, or even just decent at either of those things.
Besides a single AA turret I don't think it outranges any AA, or any defences you would want to outrange and kill with something that expensive.
While it can technically hit in an area and not just a single target it's damage output is so pathetic I seen players not give a single damn about being shot at by them beyond the critical mass, if the gunship player is even allowed to make a critical mass of them with how easy it is to loose them to almost all AA options. Doesn't help that you can just, keep your units moving even a tiny bit and nullify nimbus that way, or get ballsy and move towards it where it can't feasibly shoot at you due to only being able to aim forward.
+0 / -0

13 hours ago
"Whacky idea 2: Make nimbus bullets incendiary "

Please desist from making more ways for fire to fall from the sky.
+0 / -0

12 hours ago
Nimbus is suitable for dealing with large units such as Grizzly or Cyclops. These units are larger in size and slower in speed, and will take all of Nimbus' damage. They will be quickly killed by Nimbus. However, if you use Nimbus to deal with small units, it will appear clumsy and even unable to hit the target, but this is not an issue with Nimbus
+0 / -0
8 hours ago
I tried exactly as you say CNrankwptr_007 against juggle and even with 6 of them it was utterly pathetic. Juggle costs just 1700m.

Did some testing, it takes 17s to kill the juggle that costs 1700m vs 4560m for the 6 nimbus.
With equivelent cost, so 2 nimbus... it took 55s to kill the juggle. That is not a counter, that is a minor annoyance.
The juggle just walks away giving 0 shits about the nimbus.

Some comparisons:
5 rev took 10s for slightly lower cost than the 6 nimbus and higher hp
Equivalent cost of reavers (which have a similar weapon look), i.e. 22 reavers, took 4s, although obviously not a great comparison, however the reaver has 280dps and very accurate aim. Taking the same "bullets" from the reaver with large spread would make a much more reasonable nimbus

You say those units take all of their "damage" but the MAX damage output is only 180dps. If it was to make sense that it was good vs groups of units or larger units / buildings. Then the dps should be much much higher and a slightly larger spread.

All it really does is makes the enemy team spam loads of AA, which then screws over the air player.
+0 / -0