1 |
Is it possible that this is making a significant but hard-to-see contribution to shields feeling OP to some players? Admittedly, there are clearly other factors too (skill being one of them) BUT:
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1 |
Is it possible that this is making a significant but hard-to-see contribution to shields feeling OP to some players? Admittedly, there are clearly other factors too (skill being one of them) BUT:
|
2 |
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2 |
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3 |
ISTR
a
wise
person
once
said
"range
is
the
most
OP
stat
in
the
game".
If
that's
even
partly
true,
then
the
ability
to
fire
at
shields
"correctly"
(
i.
e.
without
other
unintended
disadvantages
like
friendly
fire)
is
a
very
significant
advantage
to
any
units
fighting
a
shieldball.
So
the
inability
to
do
so
represents
a
significant
"buff"
to
shields.
|
3 |
ISTR
a
wise
person
once
said
"range
is
the
most
OP
stat
in
the
game".
If
that's
even
partly
true,
then
the
ability
to
fire
at
shields
"correctly"
(
i.
e.
without
other
unintended
disadvantages
like
friendly
fire)
is
a
very
significant
advantage
to
any
units
fighting
a
shieldball
because
it
essentially
increases
their
attack
range.
So
the
inability
to
do
so
represents
a
significant
"buff"
to
shields
/
nerf
to
most
direct-fire
counter-shield
options.
|
4 |
\n
|
4 |
\n
|
5 |
And here madez clearly shows some failure cases... which are clearly important, but it also has me wondering if my auto-attacking ronin where getting demolished by a few thugs because they just weren't firing at the correct range or because I just didn't micro them like an actually good player would.
|
5 |
And here madez clearly shows some failure cases... which are clearly important, but it also has me wondering if my auto-attacking ronin where getting demolished by a few thugs because they just weren't firing at the correct range or because I just didn't micro them like an actually good player would.
|