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posible dagger fix

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3 years ago
I think the dagger is still op even after it's rework. The main issue is the strong initial attack. This is it's main characteristic.

This is a problem because several daggers can work together and kill a target instantly before that target can deal any damage it the dagger.

My solution is to embrace the characteristic, but to allow the target to get more damage in before the daggers can take it out. My idea is to shrink the range of the daggers. This way they would take more damage as they approached the target. The issue with this tactic is that other raiders with fast speeds would backup and stay out of the range of the daggers. Other raiders should not skirmish them. To counter this give the daggers a speed increase.

Dagger could also have a hp decrease for balance as strong initial attack and frail seems to fit the characteristics of the dagger.

In summery:
  • reduce dagger range
  • increase dagger speed
  • reduce dagger hp
+1 / -1


3 years ago
Careful with the speed suggestion. Mobility meta is a nightmare.
+0 / -0
3 years ago
If it becomes the raider with the smallest range, it would need to be the raider with the fastest speed.
+0 / -0
Were you present to witness flea meta, or have you seen Randy's GS mobility meta, or dagger meta on hourglass/leyline?

They're all a manifestation of the same advantage, the ability to take all of your force between locations whilst your opponent can't respond fast enough. They either have to split their forces and lose them, or defend a single place and lose economically.

A faster dagger would just cause this localized power issue even harder.
+3 / -0
3 years ago
Daggers can already kite ravens. do they need to be even faster?
and if it gets to the point where daggers are one-shotting you shit with burst, build:
- cloaky: eco(for area cloakers) or reaver
- shields: cons+outlaw
- rovers: rippers, badgers or maybe fencer.
- hover: daggers or maces
- GS: tell your team to get their game on
- plane: phenix.
- spider: Venom/redback. or just find a hill.
- jump: use jump on pyro.
- amph(water): scallop+lob.
- amph(land): same, with dijin if map is massive.
- tanks: orge/kodaci.
- ship: siren.
- hub: dante
- TL:BR: riots, enough to counter the raiders but not too much.
- Kbot/Spider/flyers - a trench/mini-wall to limit mobility
+0 / -0