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Some balance observations

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Date Editor Before After
5/28/2012 1:15:10 PMCArankPxtl before revert after revert
Before After
1 The Slasher suffers from the same problem as any other skirm that can hit raiders - it's impossible to balance. It outranges raiders, assaults, and riots, and hits all of them. If you nerf it into being a balanced unit, then it's useless except in groups of 20 when fighting a lab that can't muster assaults. 1 The Slasher suffers from the same problem as any other skirm that can hit raiders - it's impossible to balance. It outranges raiders, assaults, and riots, and hits all of them. If you nerf it into being a balanced unit, then it's useless except in groups of 20 when fighting a lab that can't muster assaults.
2 \n 2 \n
3 Skirms are the toughest units to balance, and their ability to fight raiders makes them worse - almost every skirm has been the "omg OP" unit at one time or another... rockos, buoys, slashers, samsons, recluses, etc. 3 Skirms are the toughest units to balance, and their ability to fight raiders makes them worse - almost every skirm has been the "omg OP" unit at one time or another... rockos, buoys, slashers, samsons, recluses, etc.
4 \n 4 \n
5 The Slasher is one of those units that probably can't be balanced just by tweaking some numbers, it needs new gameplay. 5 The Slasher is one of those units that probably can't be balanced just by tweaking some numbers, it needs new gameplay.
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7 @Skasi - I agree about the "packup" time. Any unit that can't fire while moving needs to be static for its full weapon cooldown-time, and a little extra for a "packup" time. This means that microing it is a real tactical decision because you *seriously* lose firing time when it's moved, so then it uses the same amount of micro as an autoskirming unit.