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1.
Nimbus
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1.
Nimbus
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| 2 |
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2 |
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| 3 |
Nimbus seems underused at the moment. At least I have hardly seen it in the last weeks and only occasionly in the last few month. If someone has actual stats, please share!
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Nimbus seems underused at the moment. At least I have hardly seen it in the last weeks and only occasionly in the last few month. If someone has actual stats, please share!
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| 4 |
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| 5 |
Speed: 99 elmo/s -> 105 elmo/s
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Speed: 99 elmo/s -> 105 elmo/s
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| 6 |
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| 7 |
This should make it easier to pull back from enemy fire and redeploy or deploy somewhere else without making it tankier or more damaging. Since speed is one of the best stats a unit can have, I would be careful with doing too much and a 5% increase seems appropriate for now.
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This should make it easier to pull back from enemy fire and redeploy or deploy somewhere else without making it tankier or more damaging. Since speed is one of the best stats a unit can have, I would be careful with doing too much and a 5% increase seems appropriate for now.
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| 9 |
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| 10 |
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| 11 |
A little bit less sure about:
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A little bit less sure about:
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| 12 |
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| 13 |
2.
Merlin
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2.
Merlin
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| 15 |
Merlin is pretty bad at hitting anything that moves just moderately fast and is not as large as a shieldball, and that is completely fine. However, if it is bad against almost all units exept shieldballs or grizzlies, it should be good at killing porkbases.
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15 |
Merlin is pretty bad at hitting anything that moves just moderately fast and is not as large as a shieldball, and that is completely fine. However, if it is bad against almost all units exept shieldballs or grizzlies, it should be good at killing porkbases.
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| 16 |
Compare
to
Impaler:
For
one
merlin,
you
get
5
impalers
that
are
almost
double
as
fast,
have
a
tidbit
more
range
and
collectively
a
dps-output
of
400
(
Merlin:
280)
.
Yes,
Impalers
are
limited
by
damage-overkill
if
you
stack
them,
but
their
pinpoint
accuracy
is
also
a
big
upside,
as
you
can
be
sure
what
you
target
will
be
hit
if
there
is
nothing
in
the
way.
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16 |
Compare
to
Impaler:
For
one
merlin,
you
get
5
impalers
that
are
almost
double
as
fast,
have
a
tidbit
more
range
and
collectively
a
dps-output
of
400
(
Merlin:
280)
.
Yes,
Impalers
are
limited
by
damage-overkill
if
you
stack
them,
but
their
pinpoint
accuracy
is
also
a
big
upside,
as
you
can
be
sure
what
you
target
will
be
hit
if
there
is
nothing
in
the
way.
Merlin
has
enough
spread
to
often
miss
the
exact
point
it
targets.
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| 17 |
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| 18 |
Rocket damage: 220 -> 240 (number of rockets stays the same)
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Rocket damage: 220 -> 240 (number of rockets stays the same)
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| 19 |
Proj. velocity: 250 -> 245 elmo/sec
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Proj. velocity: 250 -> 245 elmo/sec
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| 20 |
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| 21 |
This should nudge it more into it's specific niche. Even worse against fast moving targets and slightly better against the things it does actually hit. The reduced pr.vel. should not matter much against very large targets (aka shieldballs) that suffer potentially more damage, but are probably able to avoid 1 or 2 rockets more than before. It is still a juicy target and still easier to snipe than the aforementioned impalers due to it's size and low speed.
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This should nudge it more into it's specific niche. Even worse against fast moving targets and slightly better against the things it does actually hit. The reduced pr.vel. should not matter much against very large targets (aka shieldballs) that suffer potentially more damage, but are probably able to avoid 1 or 2 rockets more than before. It is still a juicy target and still easier to snipe than the aforementioned impalers due to it's size and low speed.
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| 22 |
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| 23 |
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23 |
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| 24 |
More general, wide and long-term suggestion:
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24 |
More general, wide and long-term suggestion:
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| 25 |
I think the spider-factory could have a more intersting late game than now. Crabs are undeniably really strong, but quite passive in their role. Since having hermit swarms as the heavy duty front pushing force seems undersired, something could be done here. Note I am not talking about spiders overall needing to be buffed in any way, but a slightly more dynamic and active lategame would make them more intersting to play imho.
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25 |
I think the spider-factory could have a more intersting late game than now. Crabs are undeniably really strong, but quite passive in their role. Since having hermit swarms as the heavy duty front pushing force seems undersired, something could be done here. Note I am not talking about spiders overall needing to be buffed in any way, but a slightly more dynamic and active lategame would make them more intersting to play imho.
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