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My current balance suggestions

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1. Nimbus

Nimbus seems underused at the moment. At least I have hardly seen it in the last weeks and only occasionly in the last few month. If someone has actual stats, please share!

Speed: 99 elmo/s -> 105 elmo/s

This should make it easier to pull back from enemy fire and redeploy or deploy somewhere else without making it tankier or more damaging. Since speed is one of the best stats a unit can have, I would be careful with doing too much and a 5% increase seems appropriate for now.



A little bit less sure about:

2. Merlin

Merlin is pretty bad at hitting anything that moves just moderately fast and is not as large as a shieldball, and that is completely fine. However, if it is bad against almost all units exept shieldballs or grizzlies, it should be good at killing porkbases.
Compare to Impaler: For one merlin, you get 5 impalers that are almost double as fast, have a tidbit more range and collectively a dps-output of 400 (Merlin: 280). Yes, Impalers are limited by damage-overkill if you stack them, but their pinpoint accuracy is also a big upside, as you can be sure what you target will be hit if there is nothing in the way. Merlin has enough spread to often miss the exact point it targets.

Rocket damage: 220 -> 240 (number of rockets stays the same)
Proj. velocity: 250 -> 245 elmo/sec

This should nudge it more into it's specific niche. Even worse against fast moving targets and slightly better against the things it does actually hit. The reduced pr.vel. should not matter much against very large targets (aka shieldballs) that suffer potentially more damage, but are probably able to avoid 1 or 2 rockets more than before. It is still a juicy target and still easier to snipe than the aforementioned impalers due to it's size and low speed.


More general, wide and long-term suggestion:
I think the spider-factory could have a more intersting late game than now. Crabs are undeniably really strong, but quite passive in their role. Since having hermit swarms as the heavy duty front pushing force seems undersired, something could be done here. Note I am not talking about spiders overall needing to be buffed in any way, but a slightly more dynamic and active lategame would make them more intersting to play imho.
+0 / -0

104 minutes ago
Stardust range increase by 20-30 elmo please so it actually can cover chokepoints more effectively instead of there being blind spots
+0 / -0

83 minutes ago
If merlin becomes good enough all around hitting units and buildings, why get dante?
+0 / -0

3 minutes ago
Merlin should be able to hit buildings imo
+0 / -0