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Pyro and Jumpfac

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Date Editor Before After
11/21/2012 9:50:16 AMAUrankAdminSaktoth before revert after revert
Before After
1 Right now, Jumpfac revolves entirely around Pyro until late game, when you can start to field sumo/firewalker. 1 Right now, Jumpfac revolves entirely around Pyro until late game, when you can start to field sumo/firewalker.
2 \n 2 \n
3 Pyro is a great, interesting, high-micro unit. But it is very monoculture-like. Moderator is exclusively a support (and only on flats), and Jack lacks the versatility to be used for much more than clearing an area for Pyros to rush through. Puppy is only good situationally and fairly easily countered, it has little synergy with Pyro. 3 Pyro is a great, interesting, high-micro unit. But it is very monoculture-like. Moderator is exclusively a support (and only on flats), and Jack lacks the versatility to be used for much more than clearing an area for Pyros to rush through. Puppy is only good situationally and fairly easily countered, it has little synergy with Pyro.
4 \n 4 \n
5 Pyro is also too strong in some circumstances. Jumping up cliffs and getting behind a factory often spells the doom for player, they cannot build while the pyro is attacking it, and the Pyro can often hit the commander ( or anything he tries to make) through the factory, killing both Comm and fac. Experienced players can often prevent this, but the potential for taking out a whole player with a single pyro is there. 5 Pyro is also too strong in some circumstances. Jumping up cliffs and getting behind a factory often spells the doom for a player, they cannot build while the pyro is attacking it, and the Pyro can often hit the commander ( or anything he tries to make) through the factory, killing both Comm and fac. Experienced players can often prevent this, but the potential for taking out a whole player with a single pyro is there.
6 \n 6 \n
7 The hole in the jump factories lineup is a proper riot unit. The Pyro has to be good against raiders for this reason, and it's last few rounds of buffs were focused in this direction to make Jumpfac start-viable. 7 The hole in the jump factories lineup is a proper riot unit. The Pyro has to be good against raiders for this reason, and it's last few rounds of buffs were focused in this direction to make Jumpfac start-viable.
8 \n 8 \n
9 Thus I'd like to suggest that the Pyro be split into two units. One is an AoE fire unit with a leveler-like weapon with a DoT on it, which explodes (as the old pyro did, which was cool) into a fireball on death. I'd also like it's jets to leave behind a trail of persistent fireballs when it jumps, creating linear zones of area control, so that the jump can be used to gain rage, advance or for cliff mobility, but also be used to seal off chokes and create walls of fire if jumped laterally. Unlike most riots, the upfront damage on this unit would be fairly low: it relies entirely on AoE and DoT. One problem with the design is that on-the-ground fire DoT's are inherently good vs buildings, but the damage can probably be low enough here. The cost range would be similiar to the Pyro to synergize. The speed would be slightly slower, but still fast for a riot. 9 Thus I'd like to suggest that the Pyro be split into two units. One is an AoE fire unit with a leveler-like weapon with a DoT on it, which explodes (as the old pyro did, which was cool) into a fireball on death. I'd also like it's jets to leave behind a trail of persistent fireballs when it jumps, creating linear zones of area control, so that the jump can be used to gain rage, advance or for cliff mobility, but also be used to seal off chokes and create walls of fire if jumped laterally. Unlike most riots, the upfront damage on this unit would be fairly low: it relies entirely on AoE and DoT. One problem with the design is that on-the-ground fire DoT's are inherently good vs buildings, but the damage can probably be low enough here. The cost range would be similiar to the Pyro to synergize. The speed would be slightly slower, but still fast for a riot.
10 \n 10 \n
11 The Pyro would then be an anti-building and anti-heavy focused raider. It can have an inaccurate flame weapon (like the gnat) or a slower moving projectile (If we put in the noexplode-only-damages-once thing). This means a Pyro rush can be countered more easily by raiders, and a proper jumpfac rush requires you to build both units. 11 The Pyro would then be an anti-building and anti-heavy focused raider. It can have an inaccurate flame weapon (like the gnat) or a slower moving projectile (If we put in the noexplode-only-damages-once thing). This means a Pyro rush can be countered more easily by raiders, and a proper jumpfac rush requires you to build both units.
12 \n 12 \n
13 Anyway, just a concept I've been toying with. I'll probably make the unit and stick it in game for people to /give and see if it's any good. 13 Anyway, just a concept I've been toying with. I'll probably make the unit and stick it in game for people to /give and see if it's any good.