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Any more perspectives on sea balance?
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Any more perspectives on sea balance?
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Last time I checked (admittedly a few months, but I'm unaware of balance changes since then) my impression was that:
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Last time I checked (admittedly a few months, but I'm unaware of balance changes since then) my impression was that:
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- Amph has way too few units, and even in those units there was heavy overlap.
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- Amph has way too few units, and even in those units there was heavy overlap.
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- Urchins counters amph quite hard, in that the two work-horse units (duck+scallop) are just walled out entirely. Buoys and Grizzly are possible, but that constitutes a heavy dilution of the amph's strengths.
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- Urchins counters amph quite hard, in that the two work-horse units (duck+scallop) are just walled out entirely. Buoys and Grizzly are possible, but that constitutes a heavy dilution of the amph's strengths.
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- Hover has more units, looking more like a complete fac. Mace and scalpel are taken out of the lineup, and claymore added. Daggers can't raid very well with urchins around, but halberds can take that roll admirably. Penetrator does a hell of a lot of work for the fac, countering basically all ships and porc if adequately protected.
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- Hover has more units, looking more like a complete fac. Mace and scalpel are taken out of the lineup, and claymore added. Daggers can't raid very well with urchins around, but halberds can take that roll admirably. Penetrator does a hell of a lot of work for the fac, countering basically all ships and porc if adequately protected.
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- Ships has the weakest raider game, but an immense midgame. Typhoon is a stardust with high mobility that counters all of hover and can run through most urchin positions no problem. They have more issue vs. amph where they can't hit subs, so it's replaced by hunter/snake, which can't assault through urchins so well, making a very porcy game where ships grind them down with crusaders.
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- Ships has the weakest raider game, but an immense midgame. Typhoon is a stardust with high mobility that counters all of hover and can run through most urchin positions no problem. They have more issue vs. amph where they can't hit subs, so it's replaced by hunter/snake, which can't assault through urchins so well, making a very porcy game where ships grind them down with crusaders.
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- Gunship switches are deadly, mostly because there not many units/statics that shoot up.
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- Gunship switches are deadly, mostly because there not many units/statics that shoot up.
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- Planes are less useful, though the vulture is an all-star, and wyvern is just silly.
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- Planes are less useful, though the vulture is an all-star, and wyvern is just silly.
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@Anir
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@Anir
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A few things:
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A few things:
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- Buoys have immense regens compared to scallops. They're an assault. They can sit in urchin fire all day without a scratch.
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- Buoys have immense regens compared to scallops. They're an assault. They can sit in urchin fire all day without a scratch.
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- Djinn is hidden OP, on a large high economy map when you're a slow fac it's incredibly efficient.
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- Djinn is hidden OP, on a large high economy map when you're a slow fac it's incredibly efficient.
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@Rymarq
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@RyMarq
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Could you list the suggestions you have made?
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Could you list the suggestions you have made?
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