1 |
Maybe we could add an actual RPS at strider level.
|
1 |
Maybe we could add an actual RPS at strider level.
|
2 |
\n
|
2 |
\n
|
3 |
Currently we have:
|
3 |
Currently we have:
|
4 |
<table>
|
4 |
<table>
|
5 |
<tr><td>Scorpion: </td><td>Raider(?) but beats Dante in 1v1.</td></tr>
|
5 |
<tr><td>Scorpion: </td><td>Raider(?) but beats Dante in 1v1.</td></tr>
|
6 |
<tr><td>Dante: </td><td>Riot </td></tr>
|
6 |
<tr><td>Dante: </td><td>Riot </td></tr>
|
7 |
<tr><td>Bantha: </td><td>Skirmish(?) but beats Dante and Scorpion at close range.</td></tr>
|
7 |
<tr><td>Bantha: </td><td>Skirmish(?) but beats Dante and Scorpion at close range.</td></tr>
|
8 |
<tr><td>Catapult: </td><td>Skirmish(?)/Arti but too unreliable for effective skirmishing.</td></tr>
|
8 |
<tr><td>Catapult: </td><td>Skirmish(?)/Arti but too unreliable for effective skirmishing.</td></tr>
|
9 |
<tr><td>Funnelweb: </td><td>No role</td></tr>
|
9 |
<tr><td>Funnelweb: </td><td>No role</td></tr>
|
10 |
<tr><td>Detriment: </td><td>Strider of striders but loses against Bantha (Skirmished)</td></tr>
|
10 |
<tr><td>Detriment: </td><td>Strider of striders but loses against Bantha (Skirmished)</td></tr>
|
11 |
</table>
|
11 |
</table>
|
12 |
\n
|
12 |
\n
|
13 |
How about something like this:
|
13 |
How about something like this:
|
14 |
<table>
|
14 |
<table>
|
15 |
<tr><td>Scorpion</td><td>
->Raider
</td><td>Loses
dgun.
Possibly
increase
DPS
or
lower
cost.
</td></tr>
|
15 |
<tr><td>Scorpion</td><td>Raider
</td><td>Loses
dgun.
Possibly
increase
DPS
or
lower
cost.
</td></tr>
|
16 |
<tr><td>Dante</td><td>
->Riot
</td><td>No
change</td></tr>
|
16 |
<tr><td>Dante</td><td>Riot
</td><td>No
change</td></tr>
|
17 |
<tr><td>Bantha</td><td>
->Skirmish
</td><td>Loses
zeus
gun.
Decrease
weight
and
cost
to
match
other
striders.
</td></tr>
|
17 |
<tr><td>Bantha</td><td>Skirmish
</td><td>Loses
zeus
gun.
Decrease
weight
and
cost
to
match
other
striders.
</td></tr>
|
18 |
<tr><td>Catapult</td><td>
->Artillery
</td><td>Maybe
slightly
bigger
range
or
just
higher
projectile
arc
(
increase
time
to
impact)
.
</td></tr>
|
18 |
<tr><td>Catapult</td><td>Artillery
</td><td>Maybe
slightly
bigger
range
or
just
higher
projectile
arc
(
increase
time
to
impact)
.
</td></tr>
|
19 |
<tr><td>Funnelweb</td><td>
->Assault
</td><td>High
HP/cost.
Gets
Bantha's
Zeus
gun
or
other
assault
weapon.
</td></tr>
|
19 |
<tr><td>Funnelweb</td><td>Assault
</td><td>High
HP/cost.
Gets
Bantha's
Zeus
gun
or
other
assault
weapon.
</td></tr>
|
20 |
<tr><td>Detriment</td><td> </td><td>unaffected because entirely different weight class.</td></tr>
|
20 |
<tr><td>Detriment</td><td> </td><td>unaffected because entirely different weight class.</td></tr>
|
21 |
</table>
|
21 |
</table>
|
22 |
\n
|
22 |
\n
|
23 |
Now Dante should counter Bantha up close and counter Scorpion, Scorpion should counter Bantha and Bantha should counter Dante at range (when skirmishing). The all new Funnelweb should counter Dante and be skirmished by Bantha.
|
23 |
Now Dante should counter Bantha up close and counter Scorpion, Scorpion should counter Bantha and Bantha should counter Dante at range (when skirmishing). The all new Funnelweb should counter Dante and be skirmished by Bantha.
|
24 |
\n
|
24 |
\n
|
25 |
As such a change would be way too big to implement in zk directly, I think this might be a perfect use of ZK Experiments.
|
25 |
As such a change would be way too big to implement in zk directly, I think this might be a perfect use of ZK Experiments.
|
26 |
\n
|
26 |
\n
|
27 |
I would like to see it implemented, because Bantha is the current favorite choice of Strider that is spammed until victory. Do you think such a massive rework is possible and worth doing?
|
27 |
I would like to see it implemented, because Bantha is the current favorite choice of Strider that is spammed until victory. Do you think such a massive rework is possible and worth doing?
|