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Felon kinda OP

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6 months ago

(Ruined the video at the end beacuse of some changes but that's not the important thing...)
I think felon is a still kinda strong even after nerfs (IIRC I think there were some nerfs long ago)
Even though there are plenty of counters I feel like it's great early game and honestly at any point of the match too if you just use it right.
The OP part about the felon is the shield drain IMO, it's just too fast and can pretty much shred with around 1500 health...(OP) Aswell as it's able to cook air which is absolutely insane too.
Definitely needs a nerf, like making shield drain lower.
+2 / -0
TheFlyingFortress
Counterpoint: No, but yes.
A slight nerf would be ok though.
It is a 600 metal unit.
+0 / -1
@PLT_Chomolungma How does it do in equal metal fights?
+1 / -0
mh, its a no interact zone for raiders and most skirmishers. It needs rather specific counters or enough assaults (units you don't really want to be making most of the time) to kill
+3 / -0
6 months ago
https://zero-k.info/Battles/Detail/1930715

Things that beat an isolated Felon while costing less than it:
14 Darts
4 Scorchers, 2 Darts
7 Daggers
8 Bandits
2 Blitzes
3 Welders
7 Dirtbags. And two Bandits that barely mattered, but it was mostly the Dirtbags.

Things that do not beat an isolated Felon:
4 Scorcher
7 Duck, which was close enough that it probably depends on micro
3 Bolas

Not tested: air, sea, Glaive, Archer, Venom, Flea, Pyro. I expect these to do worse.

Perhaps the no interact zone isn't about the Felon itself, it's about the stuff around the Felon.
+5 / -1

6 months ago
I don't think the problem is the DPS but rather the drain per damage. Imo:
1. Increase shield HP drain per shot a bit (75->85?)
1. Do something to make it worse against bombers, it's really dumb how Felon is the best anti light bomber unit in the game.
+4 / -0

6 months ago
How would making it cost more per shot nerf it against bombers? It would still have the burst to murder ravens and thunderbirds.
+0 / -0


6 months ago
TAAANKS !

THE FELON NEVER EXPECTS IT...

GG WP.
+3 / -0

6 months ago
Chungoose appearance lol
+0 / -0

6 months ago
I think most (ideally? all) of the factories have units or strategies that are "kinda OP" and that is fine.
+4 / -0

6 months ago
Felon feels most annoying to deal with out of them all, if youre not certain you can kill it, interacting with it is a net loss
larger ball strenght youre relying on either pretty volatile or expensive solutions (cloaked bombs, likho)
assaults feel meh, because now you give rogue or racketeer more or less ideal targets, or end up falling into the "mintoaur is only 100 metal cheaper than a jumpfac and placeholder" trap
I suppose lance is the ideal solution, ranged, moving, burst, multifunctional. Though you probably have to start pretty early with them.
+1 / -0
quote:
@PLT_Chomolungma How does it do in equal metal fights?

Not sure if you are talking about felon only or shieldball so ill assume you are talking about shieldball
(Felon carries shieldball pretty much)
Shieldball can always deal damage/destroy units while having no loses because of the shields.
And the higher the metal worth of each army is, it's a higher chance for shieldball to walk away with no loses and the enemy losing a some units, which is great because you could pretty much do that infinitely until your army gets too big and you overrun them
(This would pretty much be less possbile if felon was weaker as it deals most of the damage)

quote:
Perhaps the no interact zone isn't about the Felon itself, it's about the stuff around the Felon.

Pretty much yes stuff like thugs and aspis just let felon deal way more damage.

quote:
I don't think the problem is the DPS but rather the drain per damage. Imo:
1. Increase shield HP drain per shot a bit (75->85?)
1. Do something to make it worse against bombers, it's really dumb how Felon is the best anti light bomber unit in the game.

I agree with both points felon needs a little of a nerf of both those points

quote:
I think most (ideally? all) of the factories have units or strategies that are "kinda OP" and that is fine.

I think felon has reached over the "kinda op" line by a little bit

Overall i think even a slight nerf would balance it into the "kinda op" place which is fine
+1 / -0
6 months ago
I can't agree with the opinion that Felon is too strong.
Instead, I believe that Felon is in exactly the right spot.


The Shield Factory without Felon/a weakened version would simply be bad. As already mentioned by some, Felon carries shield balls . And shield balls are simply the reason why you play this factory. Nothing else, neither Racketeer, nor Roaches or Aspis are good enough to justify building this factory on their own. Basically nerfing Felon just burries Shield-Fac.


Of course shield balls are strong. But they often only really become so when you have already invested a lot of metal. I think that's fair.

In addition, most factories have relatively good/easy counters.



Without going into counters that are not quite so simple:
Bot factory: Slings
Shield factory: Racketeers
Rovers: Wolverines & Impalers
Amph: Bulkhead/Buoy
Heavy tanks: Tremor
Hovers: Penetrators
Gs: Nimbus
Air: Likho


Of course, some of them only work until the sb has reached a certain size, but this is also the case after thousands of metals have been invested.
+1 / -0


6 months ago
Felon having reduced aa capability would be very nice; the current issue I have with felon is you can be fairly braindead with it and it fights almost everything quite well. The biggest counter to a shieldball is likho, and when a likho dies to a shieldball without a single vandal that seems ridiculous. Especially when it's a lobbed shieldball, and the likho dies without the shieldball taking a hit.
+1 / -0


6 months ago
Also being worse at aa wouldn't ruin shields as a fac, it would just make vandal actually necessary to build
+0 / -0
6 months ago
when you build vandal, mate, you loost control over your life....
+1 / -0
6 months ago
maybe make other units in the shieldfac like bandit, thug, rogue a more powerful addition to an sball, so that there's another potential source of DPS and felon can be nerfed. not sure how without corrupting their independent role and making them too powerful though.

I also think that different pairings of units being viable could be interesting like a bandit/thug/rogue ball being a cheaper, faster attack force that's vulnerable to AOE and needs to disengage to repair and regenerate, while your felon/thug/aspis ball is solid and hard to stop but slow (so vulnerable to artillery). I don't play shieldfac though so take this with a grain of salt
+1 / -0
As a suggestion, give shield-specific buffs to racketeers rogues and bandits, to encourage clumped up shields. Maybe make the buff cheap enough that 1 thug can power 5 bandits. If other units get more buffs from shields, they'll get better utility in the shieldball army, and the felon can drop their title as a carry.

However, one truth must always ring true: Felon enables the very big shieldballs. And I'm saying this as the shieldbot hater.
+0 / -0

6 months ago
I seriously doubt we want to buff rogues.
+0 / -0