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Thug is too cheap

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Date Editor Before After
12/7/2020 4:37:10 AMBRrankManored before revert after revert
Before After
1 Can't say I like the idea of a meta-unit that just keeps getting stronger and shutting down its own counters the more units you put into it, eventually becoming unstoppable. 1 Can't say I like the idea of a meta-unit that just keeps getting stronger and shutting down its own counters the more units you put into it, eventually becoming unstoppable.
2 \n 2 \n
3 Shield balls feel like an aberration within Zero-K in that they completely change the rules of the game, in particular in regards to power density. 3 Shield balls feel like an aberration within Zero-K in that they completely change the rules of the game, in particular in regards to power density.
4 \n 4 \n
5 Whereas most other factories have a limit to how many units you can squeeze in an area before it starts getting really inefficient, shiedballs only get stronger and stronger. Each individual unit's position in the shield ball becomes stronger the more stacked it is. 5 Whereas most other factories have a limit to how many units you can squeeze in an area before it starts getting really inefficient, shiedballs only get stronger and stronger. Each individual unit's position in the shield ball becomes stronger the more stacked it is.
6 \n 6 \n
7 It feels like they counter the very concepts of mobile warfare, tactical positioning and other such things generally considered positive in an RTS. They punish players for trying to play in an interesting fashion and reward either reaching for cheese counters (which gradually lose effectiveness with ball size) or investing massively in attrition warfare. 7 It feels like they counter the very concepts of mobile warfare, tactical positioning and other such things generally considered positive in an RTS. They punish players for trying to play in an interesting fashion and reward either reaching for cheese counters (which gradually lose effectiveness with ball size) or investing massively in attrition warfare.
8 \n 8 \n
9 They also feel very snowballey in general, which last time I checked is generally considered a bad thing in an RTS. RTS games are more interesting when a comeback is always possible. Shields either lose hard or win hard, due to suffering no attrition when winning and exploding to bits when losing, there is no middle ground. 9 They also feel very snowballey in general, which last time I checked is generally considered a bad thing in an RTS. RTS games are more interesting when a comeback is always possible. Shields either lose hard or win hard, due to suffering no attrition when winning and exploding to bits when losing, there is no middle ground.
10 \n 10 \n
11 And I know people will mention things like snitch likho etc but I don't consider it a good thing that these all-or-nothing solutions are how you counter shieldballs. It makes shieldballs an extremely high-risk high-reward mechanic, to the point where it can make victory or defeat feel like a gamble. Your fate may depend of whenever you remembered to include an outlaw in the shield ball, or whenever the shield ball walks right into that snitch you placed on its way.
12 \n
11 In short, I don't like shieldballs and their impact in the game, particularly large team games. 13 In short, I don't like shieldballs and their impact in the game, particularly large team games.