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Constable scrutiny

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It's been good having constable be able to defend itself vs fleas as many of us requested. It was a move in the right direction for the JJ factory. But...

One thing that got overlooked is that the unit is perhaps now too low cost for it's overall combined package. It's currently the cheapest con unit, but arguably top tier for expansion speed and defensive capability.

I'll make the most concise comparison that I can:

Constable - 130 metal - Jumps, slows, defends itself against small raiders.
Mason - 140 metal - No abilities. (Hell, I bet a constable could brawl with a Mason plus at least 2 darts perfectly fine)

Watch Godde's expansion in this match: https://zero-k.info/Battles/Detail/671285
Perhaps you will also notice how poorly my tanks handled combat on the slight terrain that they found constables on in the early game. Regardless, if a small number of construction units can render 780 metal in tanks impotent, it is worth putting the unit back under the microscope.

I propose an increase in cost (20-30 metal) OR slight decrease to slowing power OR reduction in beam range OR nerf to construction speed to get this expansion monster in line. It's too fantastic.
+5 / -0

5 years ago
Nerf the strong unit, buff the weak unit. Otherwise this is a jumpjet nerf, not a constable nerf.
+0 / -0


5 years ago
I personally don't care which category this falls under JJ nerf or constable. Offender is constable.
+0 / -0
5 years ago
reality just lifting one cost for unit is a bit unfair, but too balance things not only one unit should recieve attack abilities but others constructors should too ;D. give them lasers or give each faction it's unique ability like convict give it the power of outlaw and weaver give it cloak ability. game will be more balance additionally to a cost ;D
+0 / -1

5 years ago
"Nerf the strong unit, buff the weak unit"

I thought the principle was exactly the opposite ?
+0 / -0
Connetable, no: it's buff the area the unit is strong in and in return introduce more weaknesses (make it weaker where it's weak). Buffing strong untis and nerfing weak ones makes no sense.
+3 / -0


5 years ago
Are there weak jump units?
+0 / -0
There are two things.

1. Quant's law: Nerf weaknesses, buff strengths. In this case Quant's law would probably dictate a HP or buildpower decrease instead of a cost increase. This is not what I'm talking about.

2. Inter-Factory balance: If one units is rebalanced, compensate the change by also rebalancing another unit from the same factory. This is to make sure we don't constantly overbuff/overnerf specific factories even if we only want to nerf a specific unit. For example if Hovers are OP because Mace is OP so we nerf Mace and now hovers are useless. Instead we should buff the weak hover units while nerfing Mace to make Hovers a more balanced factory.

In this case I'd suggest going ahead with the Constable nerf, but also buffing one of the weaker JJ units to compensate. For example Toad and Skuttle are rarely used nowadays. It can just be a small buff, but it should help not only fix the "Constable problem", but generally make the factory's unit lineup more balanced and interesting.
+4 / -0

5 years ago
Toad is somewhat weak considering its cost and the AA options available on the other factories.

It's the most expensive mobile AA unit, but slightly underwhelming in terms of raw attributes. The attributes its given also fail in specific ways:

- can be bombed by a pair of ravens like other mobile AA which are much faster and cost half as much

- non-tracking weapons will likely miss targets outside LOS due to radar wobble
(so the extra range over some other mobile AA is kind of wasted)
+1 / -0
5 years ago
What u need know about it unit:
+5 / -0
5 years ago
I think need change cost-value unit Wasp 300 -> 130 and do add it slow ability and laser (take from swift) but.. stop! We have Trident! Need Trident do add buildpower 10 and built-in storage . AUrankAdminGoogleFrog i have plan for patch, where are u
+3 / -0
FIrankFFC
5 years ago
give it leveler sidearm
+0 / -0
I'll repeat my tired opinion of what's wrong with Jump and the current situaiton.

Why did Constable need a gun to kill fleas? Because there is no other JJ unit capable of doing this job. Pyro is too heavy and also a riot raider. Puppy is suicide anti-raider that loses 2.5x value when killing a Flea.

Why does JJ have no units capable of killing Flea? Because JJ does not have decent raiders. Why does JJ have no decent raiders? Because JJ has no riot, so all their units have to have a riot sidearm - and good raiders with good riot weapons would be obnoxious.

Why does JJ have no real riot? I don't know. Flavor maybe? Legacy reasons?

Splitting the Pyro into a lower-weight jumpbandit and a proper jumpriot (say, an arc flamer, maybe with funny damaging effects on jump, like a blazetrail) would fix the flea problem while not requiring Constable to be able to fight raiders efficiently.

Of course, that still does nothing about it having massive effects against heavy raiders. In that RUrankizirayd video, Constables aren't the damage dealers, they just slow things. In other battles you can see it trivially outrange and more or less counter things like Reaver.

If their weapon is intended for self-defense, then perhaps it should just have lower range.
+6 / -0

5 years ago
Remove slow from them then. Add slow beam for masons. :D
+0 / -0
5 years ago
izi is right the wasp is to expensive make it slower and cut the cost. anarchid is right about the distance it should be lower for flea protection.
+0 / -0


5 years ago
Come on!
In izirayds gif, that is like 600 worth of raiders against 600-750 worth of cons.
Why would you expect raiders to beat their cost in cons?
>_>
<_<


On a more serious note:
Blitz is arguably the worst raider against Constables since they are so heavy and slowing down a few heavier low range units is easier than slowing down a bunch of cheap raiders.
+1 / -0


5 years ago
quote:
Blitz is arguably the worst raider against Constables since they are so heavy and slowing down a few heavier low range units is easier than slowing down a bunch of cheap raiders.

That merely adds insult to injury: the change was supposed to help against the lightest raiders :P
+2 / -0
5 years ago
700 metal of conjurers wont beat 80m in raiders.
+0 / -0


5 years ago
It is the slow that makes the Constable good against heavy raiders, not the DPS.
+3 / -0
5 years ago
EErankAdminAnarchid if of main problem for Constable it flea, thus need do add new unit for jumpers factory? For sample red spider

Jump fuc long needed such a unit

Но я думаю лень победит ^^
+1 / -0
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