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Just some feedback, just my oppinions.
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Just some feedback, just my oppinions.
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1) [b]Halberd[/b] - weapon feels horrible, unit in practice feels either underpowered or gimmicky to use (too reliant on spam-click micro to get it close enough to enemy units for its stupid weapon to hit.)
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1) [b]Halberd[/b] - weapon feels horrible, unit in practice feels either underpowered or gimmicky to use (too reliant on spam-click micro to get it close enough to enemy units for its stupid weapon to hit.)
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A total rethink of its weapon would be great. Somthing accurate but low dps/reliant on alpha would be cool, as then they could swan into range, fire, close up and move away, which synergises with all other hovers much better than halberd currently does. It would work best if the unit AI automatically closed the unit when it isn't actually firing, as then fiddly hold fire micro would not be needed.
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A total rethink of its weapon would be great. Somthing accurate but low dps/reliant on alpha would be cool, as then they could swan into range, fire, close up and move away, which synergises with all other hovers much better than halberd currently does. It would work best if the unit AI automatically closed the unit when it isn't actually firing, as then fiddly hold fire micro would not be needed.
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2) [b]Wolverine[/b] - please buff it, it still is underpowered/highly situational/overly fragile
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2) [b]Wolverine[/b] - please buff it, it still is underpowered/highly situational/overly fragile
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3) [b]Hermit[/b] - still the worst assault unit by large margin, with gimmicky applications on a small number of maps. A buff is well overdue - I would like to see it with a moderate DPS buff, as it is much slower/weaker than other assaults vs statics and much worse vs mobiles than ravager/zeus/jack/reaper. 10% higher DPS would make this unit a little more useful.
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3) [b]Hermit[/b] - still the worst assault unit by large margin, with gimmicky applications on a small number of maps. A buff is well overdue - I would like to see it with a moderate DPS buff, as it is much slower/weaker than other assaults vs statics and much worse vs mobiles than ravager/zeus/jack/reaper. 10% higher DPS would make this unit a little more useful.
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4) [b]Zeus[/b] - has a very annoying tendency to friendly-fire when in groups, maybe because their hitbox is too small and they walk half inside eachother when tightly grouped. Is there any way this could be prevented - maybe by changing the firing point on the model or making the weapon ignore friendlies?
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4) [b]Zeus[/b] - has a very annoying tendency to friendly-fire when in groups, maybe because their hitbox is too small and they walk half inside eachother when tightly grouped. Is there any way this could be prevented - maybe by changing the firing point on the model or making the weapon ignore friendlies?
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5) [b]Tremor[/b] - still largely ineffective and fragile imo, needs moar HP/AoE desperately. I hate that one of the coolest looking units remains one of the most pathetic.
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5) [b]Tremor[/b] - still largely ineffective and fragile imo, needs moar HP/AoE desperately. I hate that one of the coolest looking units remains one of the most pathetic.
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6) [b]Gauss Turret[/b] - with guass no longer penetrating shields and hopefully soon being 1 hit per projectile vs all hitbox sizes, it would be cool to finally make gauss a real anti-heavy weapon. A damage foruma somthing like:
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6) [b]Gauss Turret[/b] - with guass no longer penetrating shields and hopefully soon being 1 hit per projectile vs all hitbox sizes, it would be cool to finally make gauss a real anti-heavy weapon. A damage foruma somthing like:
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X * (1 + (HP/6000) = damage
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X * (1 + (HP/6000) = damage
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this would do eg.
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this would do eg.
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1.01 * X damage to a Glaive
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1.01 * X damage to a Glaive
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1.3 * X damage to a Ravager
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1.3 * X damage to a Ravager
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1.83 * X damage to a Jack
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1.83 * X damage to a Jack
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3 * X damage to a Goliath
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3 * X damage to a Goliath
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balance it to only make cost at 1.5+ and you have a functional source of anti heavy in a turret without using damage groups - all this does is improve and formalise the existing behavior of 'more damage to big units'
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balance it to only make cost at 1.5+ and you have a functional source of anti heavy in a turret without using damage groups - all this does is improve and formalise the existing behavior of 'more damage to big units'
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7) [b]Moderator[/b]
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7) [b]Moderator[/b]
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Less
effective
source
of
slow
than
outlaw
in
many
situations.
imo
it
is
weighted
too
highto
be
viable
in
early
rushes
and
is
very
difficult
to
syngergise
with
the
other
units
from
this
factory.
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Less
effective
source
of
slow
than
outlaw
in
many
situations.
imo
it
is
weighted
too
high
to
be
viable
in
early
rushes
(
or
often
even
early
game)
and
is
very
difficult
to
syngergise
with
the
other
units
from
this
factory.
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Suggestion: drop weight of moderator to around 170m, keeping HP as close to current as possible and just nerfing damage or RoF - that way it becomes viable to add these into an early rush, they become less vunerable and easier to distribute. 200+m for a unit that does no damage is frequently hard to justify, especially when it is slow and cant escape like the rest of the factory (eg. dies during retreats).
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Suggestion: drop weight of moderator to around 170m, keeping HP as close to current as possible and just nerfing damage or RoF - that way it becomes viable to add these into an early rush, they become less vunerable and easier to distribute. 200+m for a unit that does no damage is frequently hard to justify, especially when it is slow and cant escape like the rest of the factory (eg. dies during retreats).
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