Loading...
  OR  Zero-K Name:    Password:   

Post edit history

What changes would you make to each factory's unit rosters?

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
10/16/2018 2:05:47 AMUSrankrecneps before revert after revert
Before After
1 The cloakbots as a whole are hard-countered by fleas and darts, and otherwise would be very very annoying to play against. 1 The cloakbots as a whole are hard-countered by fleas and darts, and otherwise would be very very annoying to play against.
2 \n 2 \n
3 The rebel.. Incredibly cancerous early game raider. The only way to counter it is by screening your builders/mexes with defenses, thus guaranteeing that the cloakbot player either wins, or can expand faster than the enemy(read:wins). If the enemy doesn't build defenses covering every building they make, and doesn't have units escorting every builder, that building/builder is guaranteed dead. Unlike most raiders, you can't counter it by having radar and using your own raiders to fight it. 3 The rebel.. Incredibly cancerous early game raider. The only way to counter it is by screening your builders/mexes with defenses, thus guaranteeing that the cloakbot player either wins, or can expand faster than the enemy(read:wins). If the enemy doesn't build defenses covering every building they make, and doesn't have units escorting every builder, that building/builder is guaranteed dead. Unlike most raiders, you can't counter it by having radar and using your own raiders to fight it.
4 \n 4 \n
5 The guerrilla is just a longer-ranged scythe. It wouldn't be that unbalanced if its damage/cost was similar to scythes now, but the longer range would make it harder to counter.. It'd have a far easier time attacking defenses on pillars, and raiders would face more attrition as they charged it. 5 The guerrilla is just a longer-ranged scythe. It wouldn't be that unbalanced if its damage/cost was similar to scythes now, but the longer range would make it harder to counter.. It'd have a far easier time attacking defenses on pillars, and raiders would face more attrition as they charged it.
6 \n 6 \n
7 The partisan is fundamentally not a viable riot unit, unless it's spammable and/or has an obnoxiously large area of effect. All it takes is 6 fleas to survive its first shot to kill it before the second, or a single scorcher. Riot units need to be able to deal with raiders.. Having no anti-swarm unit makes your cloakbots exceptionally weak to massed enemy raiders. 7 The partisan is fundamentally not a viable riot unit, unless it's spammable and/or has an obnoxiously large area of effect. All it takes is 6 fleas to survive its first shot to kill it before the second, or a single scorcher. Riot units need to be able to deal with raiders.. Having no anti-swarm unit makes your cloakbots exceptionally weak to massed enemy raiders.
8 \n 8 \n
9 The renegade would be incredibly cancerous. You would have to have tough defenses everywhere, or a very solid defensive front line, or these would fuck you up. They can sneak behind most defensive lines, fire a volley at your reactor/factory/antinuke/commander/bertha/whatever/mex, and then walk away fine. Unless you spend money putting heavy defenses at every single moderately important structure, or have a defensive line with constant reveal+heavy defense cover encircling your entire base, nothing is secure. 9 The renegade would be incredibly cancerous. You would have to have tough defenses everywhere, or a very solid defensive front line, or these would fuck you up. They can sneak behind most defensive lines, fire a volley at your reactor/factory/antinuke/commander/bertha/whatever/mex, and then walk away fine. Unless you spend money putting heavy defenses at every single moderately important structure, or have a defensive line with constant reveal+heavy defense cover encircling your entire base, nothing is secure.
10 \n 10 \n
11 The usurper is just a cloaking badger. Why? 11 The usurper is just a cloaking badger. Why?
12 \n 12 \n
13 The hooligan is not cost effective against phoenixes. It would take 8 of them to bring down a phoenix before it drops its shot - decloaking your army, probably killing all your hooligans. For this to be cost-effective, they'd have to cost 45 or less. Being burst-AA, it's also not cost effective against gunships. 13 The hooligan is not cost effective against phoenixes. It would take 8 of them to bring down a phoenix before it drops its shot - decloaking your army, probably killing all your hooligans. For this to be cost-effective, they'd have to cost 45 or less. Being burst-AA, it's also not cost effective against gunships.
14 \n 14 \n
15 The martyr could be genuinely fun to play with, but I think it takes away from the napalm-missile. 15 The martyr could be genuinely fun to play with, but I think it takes away from the napalm-missile.
16 \n 16 \n
17 The ferret is nothing more than a cancerous apm sink. It isn't a very strong unit in terms of fight-kill-enemy, and its delayed shots prevent it from filling the same support-slowing role as an outlaw. Raiders attacking a moving army head on would be fine. Its delayed shots mean that it's fairly easy to counter, it simply takes active attention wherever it is. Without that attention, it'd be an absolutely horrendous raider-swarm eater. Drop a couple mines, send a couple of your more ordinary units in to mop up the raiders. This results in the ferret only serving to boil lobsters or take apm away from experienced players by making them manually counter it. 17 The ferret is nothing more than a cancerous apm sink. It isn't a very strong unit in terms of fight-kill-enemy, and its delayed shots prevent it from filling the same support-slowing role as an outlaw. Raiders attacking a moving army head on would be fine. Its delayed shots mean that it's fairly easy to counter, it simply takes active attention wherever it is. Without that attention, it'd be an absolutely horrendous raider-swarm eater. Drop a couple mines, send a couple of your more ordinary units in to mop up the raiders. This results in the ferret only serving to boil lobsters or take apm away from experienced players by making them manually counter it.
18 \n 18 \n
19 The informant would be useful, but I don't think it fills a needed niche. The one thing a cloak-based factory does not need is radar. They have entirely enough scouts as it is. 19 The informant would be useful, but I don't think it fills a needed niche. The one thing a cloak-based factory does not need is radar. They have entirely enough scouts as it is.
20 \n 20 \n
21 \n 21 \n
22 \n 22 \n
23 \n 23 \n
24 The officer's rockets.. " fires, say, a volley of 4 homing missiles, each with a damage-per-shot value of, say, 50, a cooldown time of, say, 4 seconds." That means it can take on a glaive, 1v1, using only its burst damage. Incredibly overpowered, unless its cost is too high to be a scout. Even then, this is a scary unit. Like a duck, but with a shieldgun. 24 The officer's rockets.. " fires, say, a volley of 4 homing missiles, each with a damage-per-shot value of, say, 50, a cooldown time of, say, 4 seconds." That means it can take on a glaive, 1v1, using only its burst damage. Incredibly overpowered, unless its cost is too high to be a scout. Even then, this is a scary unit. Like a duck, but with a shieldgun.
25 \n 25 \n
26 The ranger.. This is looking like another cancerous raider/riot. Raider/riots are some of the most annoying units in the game. They're only really weak to slower-moving things like riots and statics, meaning that you have to expand slowly against them. The ranger has low enough HP that it could be a viable unit, but it's risky. Depends on movement speed and shieldgun strength. A fast-moving ranger would be able to easily deal with llts, and then escape and most of its health, as well as shredding through skirmishers, assaults, and other raiders. A slow-moving ranger would be hard countered by any raiders that outrange it, as well as riot units, making it very niche and unlikely to be used. 26 The ranger.. This is looking like another cancerous raider/riot. Raider/riots are some of the most annoying units in the game. They're only really weak to slower-moving things like riots and statics, meaning that you have to expand slowly against them. The ranger has low enough HP that it could be a viable unit, but it's risky. Depends on movement speed and shieldgun strength. A fast-moving ranger would be able to easily deal with llts, and then escape and most of its health, as well as shredding through skirmishers, assaults, and other raiders. A slow-moving ranger would be hard countered by any raiders that outrange it, as well as riot units, making it very niche and unlikely to be used.
27 \n 27 \n
28 The deputy has literally no justification. All it is is "add a shield because the factory is SHIELDbots and so they should have a SHIELD." I'd say that not all shieldbots should have a shield, because already cancerous shieldballs would get quite a bit worse if we make every single unit contribute shield strength. 28 The deputy has literally no justification. All it is is "add a shield because the factory is SHIELDbots and so they should have a SHIELD." I'd say that not all shieldbots should have a shield, because already cancerous shieldballs would get quite a bit worse if we make every single unit contribute shield strength.
29 \n 29 \n
30 The sheriff risks being OP. Scallops are already a very powerful raider. If the sheriff has decent shield/shieldgun strength, then this would be an incredibly overpowered unit. Lots of health to get close to enemy units, backed up by a massive battery army, combined with a very strong riot platform. 30 The sheriff risks being OP. Scallops are already a very powerful raider. If the sheriff has decent shield/shieldgun strength, then this would be an incredibly overpowered unit. Lots of health to get close to enemy units, backed up by a massive battery army, combined with a very strong riot platform.
31 \n 31 \n
32 The marshal sounds OP. It sounds like a fast-moving assault scalpel that also has a shield and heatray tacked on for some reason. Unlike a scalpel, it can easily survive rushing into firing range regardless of enemy defenses. Like a scalpel, it'd deal a shitton of damage in a burst. Unlike a scalpel, it can run away easily. Unlike a scalpel, it has a very strong anti-rush weapon to deal with raider charges. 32 The marshal sounds OP. It sounds like a fast-moving assault scalpel that also has a shield and heatray tacked on for some reason. Unlike a scalpel, it can easily survive rushing into firing range regardless of enemy defenses. Like a scalpel, it'd deal a shitton of damage in a burst. Unlike a scalpel, it can run away easily. Unlike a scalpel, it has a very strong anti-rush weapon to deal with raider charges.
33 \n 33 \n
34 The inquisitor sounds like it straddles the line between OP and useless. If it deals enough blind-damage, and if it lasts long enough, you can paint an enemy's entire army with blindness and absolutely fuck up pathfinding, intel, and targetting. If it can't practically mesh with other inquisitors to cover an entire regional force, it's just a less useful form of the Outlaw. Rather than auto-decloaking in a radius, you paint an area to decloak.. Much like you can do with a group of scouts. 34 The inquisitor sounds like it straddles the line between OP and useless. If it deals enough blind-damage, and if it lasts long enough, you can paint an enemy's entire army with blindness and absolutely fuck up pathfinding, intel, and targetting. If it can't practically mesh with other inquisitors to cover an entire regional force, it's just a less useful form of the Outlaw. Rather than auto-decloaking in a radius, you paint an area to decloak.. Much like you can do with a group of scouts.
35 \n 35 \n
36 The executioner.. For the love of God, no. Just no. This is an overgrown skirmisher. It is a scalpel on methamphetamines. It is ridiculous. It has shots with a 100% guaranteed hit. Those shots deal a lot of damage. They deal that damage across a lot of range. This is not a fun unit to play against. It kills your units, from a distance, and can't be effectively countered besides killing it. You can't set a screen of light units up on patrol to make it waste inattentive shots, like you can with lance+phantom, because its missiles home and you'll be forced to spend more and more metal overtime countering their 0-cost shots. This unit is just a guaranteed your-army-and-base-will-slowly-vanish-have-fun-mate. 36 The executioner.. For the love of God, no. Just no. This is an overgrown skirmisher. It is a scalpel on methamphetamines. It is ridiculous. It has shots with a 100% guaranteed hit. Those shots deal a lot of damage. They deal that damage across a lot of range. This is not a fun unit to play against. It kills your units, from a distance, and can't be effectively countered besides killing it. You can't set a screen of light units up on patrol to make it waste inattentive shots, like you can with lance+phantom, because its missiles home and you'll be forced to spend more and more metal overtime countering their 0-cost shots. This unit is just a guaranteed your-army-and-base-will-slowly-vanish-have-fun-mate.
37 \n 37 \n
38 The watchman is similar to the deputy. There is literally no justification for this change. It also is redundant when you have executioners to kill enemy planes. . However, in higher metal games, it would synergize very well( in an unfun way) with executioners. Have a ball of executioners, but poor in cheap-as-dirt shield batteries to the mix. These batteries take out enemy planes as the executioners eat the enemy's base. The increased shield strength stops enemy artillery from eroding back at the executioners. 38 The watchman is similar to the deputy. There is literally no justification for this change. It also is redundant when you have executioners to kill enemy planes. . However, in higher metal games, it would synergize very well( in an unfun way) with executioners. Have a ball of executioners, but pour in cheap-as-dirt shield batteries to the mix. These batteries take out enemy planes as the executioners eat the enemy's base. The increased shield strength stops enemy artillery from eroding back at the executioners.
39 \n 39 \n
40 The detective.. Well, I don't think it needs a shield or a new name, but giving the Outlaw radar would be quite useful. It'd make it a stronger, more useful support module for shieldballs. 40 The detective.. Well, I don't think it needs a shield or a new name, but giving the Outlaw radar would be quite useful. It'd make it a stronger, more useful support module for shieldballs.
41 \n 41 \n
42 \n 42 \n
43 \n 43 \n
44 The fundamental issue with your unit design is this: all of these units are designed to fill a nice, coherent, almost dreamy army. It might be fun to use, and would be very strong. 44 The fundamental issue with your unit design is this: all of these units are designed to fill a nice, coherent, almost dreamy army. It might be fun to use, and would be very strong.
45 However, rts design should not be focused on a single aspect. These units are not designed for balance or to be fun to counter. 45 However, rts design should not be focused on a single aspect. These units are not designed for balance or to be fun to counter.