| 1 | spiders are weak at map control, since they generally have a choice between fleas (zero staying power on defence) or a spiderball (cant spread out to cover ground and still be effective). | 1 | spiders are weak at map control, since they generally have a choice between fleas (zero staying power on defence) or a spiderball (cant spread out to cover ground and still be effective). | 
                
                    | 2 | \n | 2 | \n | 
                
                    | 3 | A possible niche for the spiderlight would be as a specialised defender - somthing designed to be used in conjunction with venoms on defence but lacking the characteristics that make it a good attacker. | 3 | A possible niche for the spiderlight would be as a specialised defender - somthing designed to be used in conjunction with venoms on defence but lacking the characteristics that make it a good attacker. | 
                
                    | 4 | \n | 4 | \n | 
                
                    | 5 | This might be a good oppourtunity to promote one of two characteristics. assuming it has a mid-ranged beam weapon, either of the following could work well: | 5 | This might be a good oppourtunity to promote one of two characteristics. assuming it has a mid-ranged beam weapon, either of the following could work well: | 
                
                    | 6 | \n | 6 | \n | 
                
                    | 7 | vampirism 
            - 
            a 
            unit 
            that 
            heals 
            itself 
            while 
            attacking.
             
            like 
            any 
            regen,
             
            useful 
            in 
            low 
            density 
            combat 
            (
            higher 
            chance 
            of 
            surviving 
            to 
            heal)
             
            and 
            a 
            non-asset 
            in 
            high 
            density 
            combat 
            (
            where 
            heavies 
            or 
            focus 
            fire 
            are 
            likely 
            to 
            insta-kill.
             
            defending 
            vs 
            raiders 
            over 
            a 
            large 
            area 
            is 
            likely 
            to 
            be 
            low 
            density. | 7 | vampirism 
            - 
            a 
            unit 
            that 
            heals 
            itself 
            while 
            attacking.
             
            like 
            any 
            regen,
             
            useful 
            in 
            low 
            density 
            combat 
            (
            higher 
            chance 
            of 
            surviving 
            to 
            heal)
             
            and 
            a 
            non-asset 
            in 
            high 
            density 
            combat 
            (
            where 
            heavies 
            or 
            focus 
            fire 
            are 
            likely 
            to 
            insta-kill)
            .
             
            defending 
            vs 
            raiders 
            over 
            a 
            large 
            area 
            is 
            likely 
            to 
            be 
            low 
            density. | 
                
                    | 8 | \n | 8 | \n | 
                
                    | 9 | gattling - a weapon that, like the gattling from Zero Hour, takes a while to spin up to its full DPS. This would be a good way to make the unit much less effective unless used with venoms (which delay attackers enough for it to spin up) and give a unit dangerous anti-heavy DPS without letting it use that DPS to hose raiders etc. | 9 | gattling - a weapon that, like the gattling from Zero Hour, takes a while to spin up to its full DPS. This would be a good way to make the unit much less effective unless used with venoms (which delay attackers enough for it to spin up) and give a unit dangerous anti-heavy DPS without letting it use that DPS to hose raiders etc. |