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1v1 Fac-RPS tweak suggestion for testing

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I have also posted the below in #balance.

Shieldbot | Cloakbot | Spider loop (with a mention of tanks): This loop seems easy to tweak.

Cloak suffers vs Shield because:
  • Bandit is 1:1 superior to glaive (Tested, confirmed)
  • Ronin has a difficult time fighting shieldball due to friendly fire, felon range and shield regeneration
  • Phantom can no longer 1-shot felons - EDIT: It now 3 shots them, because both the shield and the unit HP are higher than phantom damage.
  • Ronin cannot compete with rogue. Rogue also seems to be good on terrain specifics where it can kill reduced movement speed (hills) glaives accurately and efficiently.
  • Snitch is superior to imp

Shield suffers vs Spider because:
  • Venom is in the anti-bandit niche statistically, also fast and ranged enough to handle rogues, thugs, outlaws. All but felon.
  • Recluse's weakness of inaccuracy doesn't matter against shieldballs.

Spider suffers vs Cloak because:
  • Glaive is a cheap anti-flea unit with enough speed and the right pricepoint to be able to overwhelm most spider units with good micro.
  • Ronin/Reaver does a surprisingly good job against venom/redback
  • Phantom is a solid and reliable counter to Recluse

Other notes: Reaver/ronin are the reason cloak has a very easy time against tanks and amphbots. Changes in this area may smooth out other RPS situations.

"Trapped queue" refers to situations where you are forced to build specific units to handle an opening play / enemy composition, but that queue is doomed to fail later.

Proposals to help address this loop:

Bringing glaive back up to par with bandit reduces the need for cloak to fall into a trapped queue and evens up the early game. May also help vs Rogue. To protect spider from this change, redback needs to be brought back into relevance against cloakbots. Reaver currently beats redback with a little HP left over (which it can then regenerate fully), and redback kills glaive in 4 shots inefficiently. If redback were tweaked to 3-shot glaives via damage up, attack speed down slightly but with an overall DPS tune-up that put it on par with reaver (despite being 20 metal more costly) this might help to compensate.

Recluse is weak vs cloakbots and strong vs shieldbots, because of innacuracy. I propose that it's accuracy be increased to help it vs cloakbots, whilst reducing it's DPS to compensate Shieldbots. Recluse can be an oppressive, abusable force in a lot of situations, so it being on the weaker raw damage scale vs large targets isn't a problem.

Increase the price point of rogue further. It has more than half of the DPS of an emissary, and just under half the range. However, it's range is #1 in standoff cost unit compositions prior to artillery, therefor for all intents and purposes, guarded rogues are a mini mobile sub-emissary. They can and should cost appropriately.

Either weaken the shield regeneration or capacity of thug slightly.

Since reaver/venom/bandit's loop hasn't been solved here for shield vs spider, I suggest venom builds up it's emp a little more slowly in a value range that just slightly improves bandit's odds.

A relevant side note: blitz needs to either be slightly cheaper or slightly tankier (When compared to ravager (250m), blitz(300m) has a mere 9 more speed but 36 less dps and roughly 2/3 the hp:cost ratio, leaning heavily on the stun.), which will help as a switch against bandit/rogue and fighting reavers which dominate tanks. Equally, emissary is failing to exist alongside lance and firewalker - and whilst it could and should be in the sweet spot to fight low-cost high density units in rogue's bracket, it is falling short. Something that boosts it's damage output to the tune of this bracket, even at increased cost, would be helpful here.

Super side note: Imp/snitch is an entirely different discussion but essentially hinges on the strength of shieldballs, particularly in teamgames. With the existence of aspis, numerous options begin to fail, such as licho and pre-strider artillery, often leaving cloaked snitch and EMP missiles as the only remaining options in a meta that doesn't often reward fast-enough assaults. If snitch (and imp, perhaps limpet) are to receive nerfs that many think that they should, the density of shieldballs needs to be normalized first.
+7 / -0
3 months ago
I would just like to say, that I think buffing Glaive would make it just as hellish to fight as Bandit currently is, unless you're a spiders player.

As of right now, Glaive is already a very vicious raider because of the high DPS and speed, but loses out on health and range. As such, giving it those properties makes it far and away the best raider, as it removes their weaknesses vs units such as Bolas, Duck, etc., while keeping their strengths.

Any positive change to Glaive should require compensation in the form of cost and/or a nerf on some other part, as buffing any raider to Bandit levels is buffing it past the other raiders. As such however, I think slightly changing Bandit could be good, as right now it simply feels like the better Glaive counterpart, with strengths in the Glaive's weaknesses.

However, if I misinterpreted what you meant, that would be nice.
+0 / -0
An alternate approach in line with USrankMudosaka's concern would be to slightly nerf bandit and duck (hp), but this creates kodachi superiority (particularly vs shields)
+0 / -0

3 months ago
I like Recluse's slight inaccuracy though, it makes it harder to manually micro and dodge everything, and it also creates more of those situations where it's like "oh no, my dante's gonna die" *last recluse missile barely misses and dante gets away* "YESSS NO WAY, THAT WAS SO CLOSE", and those situations can be pretty fun. If you want super competitive games then it's not the best I guess, but it's still cool, it makes it different from all the other skirmishers.
+1 / -0
3 months ago
Honestly, I think glaive is fine against bandits. It's able to effectively use its speed advantage to catch bandits out of position and raid where bandits arent. I think the main issue in cloak vs shield is how weak ronin is against shield balls.

I really like the buffs for spider though. I think redback needs a buff. I think it would be cool if redbacks were slightly faster, and had more range so they could more effectively kite reavers.

The recluse change is something id really have to see because Recluse oftentimes feels like it does damage way too slowly, so nerfing its DPS might suck. Higher accuracy might offset that though, so IDK, I'd love to test that.

IDK about another rogue nerf, it honestly seems fine to me. Shield plops aren't nearly as popular as before, and fighting rogue doesn't feel that oppressive. Not sure though, cuz I haven't fought many shields recently.

I fear that a venom nerf would make spider early game much weaker to glaive since glaives already tend to beat venoms (especially with a buffed glaive)

blitz and emi buffs would be really nice

I would love to test out these tweaks :D . Do you have any unit tweaks prepared?
+3 / -0
quote:
Honestly, I think glaive is fine against bandits.


Not only do tests show otherwise, experience shows it too:

Multiplayer B1436566 2 on Fairyland 1.31 - I got stupid lucky on this one. Don't think ATrankATOSTIC would have been so merciful.
Multiplayer B1435565 2 on Wanderlust v03 - Randy so good I don't think I would have won without having updadding sniper.

I'll keep my eyes out for more if needs be.

quote:
IDK about another rogue nerf, it honestly seems fine to me. -> Not sure though, cuz I haven't fought many shields recently.


Not only that, but you are a high raider style player. You probably don't run into rogue because countering you doesn't require it at all.

quote:
I fear that a venom nerf would make spider early game much weaker to glaive since glaives already tend to beat venoms (especially with a buffed glaive


Yeah, I worry about this one too and although redback being stronger would help, would it really be enough since glaives are so particulate? My hope is that if spider can at least survive early game, the recluse and redback tweaks are enough to give them more staying power into their firewalker/shieldbot switch =p One thing I think would be healthy for all 3 factories is if venom were made into a much lighter unit. 2/3 maybe. Alleviates shieldbot oppression whilst simultaneously helping VS glaive particulation.

I don't have unittweaks prepared yet but I think it's worth putting together and doing, just wanted to see if folks were down first.
+1 / -0



3 months ago
I like how the OP is laid out. I'll write some initial thoughts then get into more cohesive thoughts later.

quote:
Cloak suffers vs Shield because:

I am not quite sure what Bandit being 1:1 superior to Glaive means. If it means that Bandit wins in a straight-up fight of equal cost, then that seems unsurprising. Bandit is slower so it has to have an edge somewhere. This seems fine as CLoaky has a more versatile riot in Reaver. In general, I think there should be ways of playing that generate fights that Glaive wants to take, and other ways that generate fights Bandit wants to take.

Bandit is particularly good on defense due to its range advantage, but can be destroyed if outflanked. Glaive wants to run past defenders and use its DPS to kill things before help arrives. Glaive with a bit of Lotus is great against Bandit because Bandit wants to dive to Lotus and kite the Glaive, but cannot do both at once. There were two attempted comm kills in Multiplayer B1436566 2 on Fairyland 1.31 that show off the difference. The Glaive attempt was successful because it could run past the Bandits and kill the comm before help arrived. The Bandit attempt failed because Bandits could not use their range advantage against the defending Glaives.

I'm open to Bandit vs. Glaive being too favoured for Bandit, but I want to know what more people think, and possibly to have more replays. Nerfing Bandit very slightly isn't that hard (maybe -5 hp?) but I'd want a bit more of a consensus.

Ronin friendly fire sounds like it should be fixed.

I am happy with Phantom not 1-shotting Felon. The matchup felt pretty sad for Shield once things escalated when Felon had 1500 health. Felon being bigger than Thug seems good.

I am not sure why Rogue is still good after it has almost been nerfed back to when it was bad. Perhaps it needs less turn rate to undo some of the effects of superfluid. One idea I like the sound of is to bring Picket back as a somewhat efficient counter to Rogue (and maybe even Recluse). This could just involve pushing Picket health and Rogue damage to the point that Rogue no longer 1-shots it. A cheap turret aimed at skirmishers should generate more stability in matchups than trying to fiddle Rogue, Ronin and Recluse into a spot where each factory has and a good ranged answer to each.

I'm not sure about Snitch and Imp, but a bit more cost for Snitch sounds ok. Cloaked bombs are always a bit controversial, but I feel like we'd lose something exciting if they were owled.

quote:
Shield suffers vs Spider because:

I'm a bit of a broken record, but has anyone tried Racketeer? Also does spreading work against Venom? I'd be happy to do something like drop Venom real damage slightly to give raiders a bit more of a chance.

quote:
Spider suffers vs Cloak because:

Making Redback kill Glaive efficiently sounds good. A Phantom nerf (slowed while reloading?) for other reasons sounds reasonable.

quote:
Other notes: Reaver/ronin are the reason cloak has a very easy time against tanks and amphbots. Changes in this area may smooth out other RPS situations.

This combo has tended to be quite efficient unless it happens to be countered. I'd want more views on this though.


quote:
Proposals to help address this loop:

  • I want to gather more input on Glaive vs. Bandit.
  • Redback killing Glaive efficiently sounds solid.
  • Redback has 25 range on Reaver, is it not close to killing Reaver already? I don't think there is much danger in giving Redback a bit more HP (or something) to beat a Reaver (if extra damage to beat Glaive isn't enough).
  • I don't like the sound of messing with Recluse inaccuracy since this is the units thing. I'd investigate a Picket buff to give all factories a general tool to defend against skirmisher buildup. Trying to make Rogue equal to Ronin and equal to Recluse sounds very tricky and I'm not sold on it being desirable either.
  • I'm not adverse to making Rogue a bit more expensive, since we can't seem to figure out why it was bad before and good now.
  • I would rather not touch Thug if we're also nerfing Rogue (and maybe even Bandit). I like the Thug game plan thematically for shieldbots, and other units keep popping up to derail it.
  • Venom would have to lose either 15% or 31% (I can't test right now) of its EMP damage to impact how it fights Bandit. This is an interesting idea, but feels a bit extreme.
  • I want more input (and possibly games) before buffing Blitz or Emissary. Both are pretty dangerous buffs. Blitz would benefit from a bit more health or a little less reload time (both are a bit anti-quant though). The nicest Emissary buff may be improved unpacking/packing speed.

Also I'd like to add something on Firewalker since rANDY brought it up in #balance. Perhaps Firewalker could have less direct damage. This would reduce its impact against shields, potentially making area shields a good counter, and give units extra time to move away. Firewalker used to fire two medium sized balls which were changed to a shotgun specifically so that area shields did not hardcounter it. Maybe it could have reduced burn damage too.
+1 / -0
Thanks for your engagement AUrankAdminGoogleFrog. Assume I'm on board with the points I don't quote, even if my preference differs.

quote:
This could just involve pushing Picket health and Rogue damage to the point that Rogue no longer 1-shots it.


Whilst this helps ever so slightly, I'm not sure the nibble damage from a picket is going to help it fill this role as-is against a concentrated assault. I can't see players not just using 2 of their rogues to comfortably shoot the picket instead. Unless picket had disarm.


quote:
I'm a bit of a broken record, but has anyone tried Racketeer?


The issue here is that you can't field enough racketeers to stem the tide of recluse, because of the cost difference. Worse still, no unit in the shieldbot roster has the follow up to matter. The racketeer's missile travel time and broken OKP mean that targets still get a chance to shoot between disarms. Lastly, because of the great range of recluse and it's tendency to hang back or be around weird terrain, keeping your racketeers on those targets specifically is a very difficult mini-game. I had previously toyed with a lighter racketeer for this purpose, but nobody took the idea seriously.

quote:
Also does spreading work against Venom? I'd be happy to do something like drop Venom real damage slightly to give raiders a bit more of a chance.


Spreading works in the earliest of early game on the rare map which allows for it, but in general no. It's speed allows it to pick engagements vs bandit nicely. Venom's real damage isn't the problem for bandit either, it's the ability to lock you into an almost binary state of non-retaliation. Because of the stun, you have to be able to reposition and chase with whatever you have, which conveniently tightens the bandit's formation for further AOE stunning. As Therx warns, any nerf to venom is a buff to glaive, thus the suggestion to create lighter venom.

quote:
I would rather not touch Thug if we're also nerfing Rogue (and maybe even Bandit). I like the Thug game plan thematically for shieldbots, and other units keep popping up to derail it.


If you can improve other factories ability to put a dent in a shieldball, then fine. Otherwise, Thug has been under my crosshairs for years as too oppressive and I would relish a durability nerf, particularly because it's gameplan often has little to do with rogue dependency in the first place.

quote:
I want more input (and possibly games) before buffing Blitz or Emissary. Both are pretty dangerous buffs. Blitz would benefit from a bit more health or a little less reload time (both are a bit anti-quant though). The nicest Emissary buff may be improved unpacking/packing speed.


Blitz health is a good one because it doesn't increase danger value. It also makes it more of a tank than whatever it is compared to ravager. Emissary sure feels bad because of the packing, but I've always seen that as the price of admission for doing something as useful as it should. Right or wrong, I have been trying very hard to use it against riot/rogue compositions, but it often just feels lackluster compared to the firewalker option.

quote:
Perhaps Firewalker could have less direct damage.


Whatever you do, I'd caution against any change that gives area shields even more advantages in a game where they already make such a powerful difference. Less burn damage at least gives you the ability to decide between backing off, or tanking a bit and charging.
+1 / -0

3 months ago
I have a question. If multiple firewalkers fire into the same area, so that the fire overlaps, do the burning effects stack? Cause if they don't it would be interesting to reduce burn damage but allow for a little stacking or something.
+0 / -0


3 months ago
Great post Dregs. Quick weigh in from my experience:

1 - Glaive bandit is close to balanced, and map specific. I've been very frustrated using bandit vs glaive when playing vs therxxy as he maneuvers and flanks me to death. All my losses vs therxxy have been him glaive vs me bandit. Cloaky also has hard and inexpensive bandit counter available with reaver. In addition to speed and threat from dps, glaives also autoheal. So it seems, open map glaive is better, closed map bandit is better.

2 - Shield struggles vs spider, to some extent, because bandits just cant run down venoms. Glaives can run down venoms in small numbers, but are totally crushed by large spread out groups of venoms. Bandits seem to always die to venoms. In addition, glaives heal, which is particularly useful against venoms which have low dps but high stun value.

3 - Spider in general is very map specific, so its hard to balance. If they are ~even vs shields cloaks and amphs on flat maps, they will be super op on hilly maps.

4 - I still don't know what counters shields once they get going. I've lost a number of times to dregs on Fairyland because I just cant find a way to kill the shields. Ive tried phantom + sling + likho, but they are just so tough to bring down. I guess just build shield factory and build rogue? Reducing shield regen on thug (the main culprit) might make it more risky for shields to just walk forward and backward on repeat.

5 - Rogue maybe is ok now -- I think we should wait more time since the two nerfs have been fairly recent.

6 - Imp + Snitch should be nerfed...ive noticed in particular imp has a surprising ability to chase units even after it is spotted.

7 - Amph close to not viable 1 v 1 at this point.
+2 / -0
Yo USrankRiposteR. Couple of things I'd want to throw back your way here.

quote:
In addition, glaives heal, which is particularly useful against venoms which have low dps but high stun value.


Rarely is a captured glaive a glaive that gets away and heals, and if so, it's likely to be so few of them in numbers that heal is unlikely to be a deciding factor in the game. Venom's major weakness is reaver, with ronin also being surprisingly good at contributing (chunky hitbox of venom).

quote:
I've lost a number of times to dregs on Fairyland because I just cant find a way to kill the shields. Ive tried phantom + sling + likho, but they are just so tough to bring down. I guess just build shield factory and build rogue? Reducing shield regen on thug (the main culprit) might make it more risky for shields to just walk forward and backward on repeat.


This sounds like you see the issue from the same point of view I do. If the shieldbot player can establish a solid eco through good early bandit pressure, it's entirely possible for the shieldball to be too mature to stop by the time it gets on radar. Or at the very least, it's a tradeoff between being able to cope with bandit raids or the ball. Switching to shieldbots to counter shieldbots is a common move and reinforces just how powerful they are.

quote:
Imp + Snitch should be nerfed...ive noticed in particular imp has a surprising ability to chase units even after it is spotted.


Whilst I agree on one level, I get what AUrankAdminGoogleFrog is saying about losing something exciting. But they're just so polarizing too. Nobody likes being on the receiving end of the snitch that kills 8 scorchers against a factory that already inherently counters rovers. It's brutality. But everyone loves getting that cloaked snitch against 2 lances or a big shieldball in team games. I'm really glad I started playing them because it has opened my eyes to just how necessary they can sometimes be, and why. So I'm standing by "if we bring bombs into check, we need to bring the reasons bombs are required in line too (lack of diverse shield penetration options)".

quote:
Amph close to not viable 1 v 1 at this point.


Care to expand on that one? I need a bit of convincing on this. Hovers definitely feel uncommon and out of meta atm. As helpful as claymore has become, this bug where he can't launch across the edge of the water properly features too commonly on the maps where you'd want to be hover.
+1 / -0
quote:
I want to gather more input on Glaive vs. Bandit.

I'm quite happy with the balance between these two. I disagree with the "a-move" testing as thats not how you want to use glaives in this matchup, similarly you wouldn't a-move scorchers. Cloaky already the best factory along with shields imo.

quote:
Redback killing Glaive efficiently sounds solid.
Redback has 25 range on Reaver, is it not close to killing Reaver already? I don't think there is much danger in giving Redback a bit more HP (or something) to beat a Reaver (if extra damage to beat Glaive isn't enough).

I've not a lot of exposure with redback vs reaver, all I know is you don't want to be chasing the reaver because then it can outrange the redback.

quote:
I don't like the sound of messing with Recluse inaccuracy since this is the units thing. I'd investigate a Picket buff to give all factories a general tool to defend against skirmisher buildup. Trying to make Rogue equal to Ronin and equal to Recluse sounds very tricky and I'm not sold on it being desirable either.

Recluse inaccuracy has its advantages too, such as attacking infront of a stinger to outrange it (as the lack off accuracy results in being able to hit the stinger).

quote:
I'm not adverse to making Rogue a bit more expensive, since we can't seem to figure out why it was bad before and good now.

It was good before, ppl just didn't realise/know how to use it well.

quote:
I would rather not touch Thug if we're also nerfing Rogue (and maybe even Bandit). I like the Thug game plan thematically for shieldbots, and other units keep popping up to derail it.

A lot of mentions about shield balls. I think the main issue with shieldballs is they're very frustrating to play against, if you have the answers to them ready and available then you can handle and destroy them quite easily, and if you don't, you're going to lose your whole army trying to stop them whilst killing next to nothing.

quote:
Venom would have to lose either 15% or 31% (I can't test right now) of its EMP damage to impact how it fights Bandit. This is an interesting idea, but feels a bit extreme.

Venom tweaking will be tough vs glaive/bandit, in its current state you can overrun the venoms at low densities, and as unit numbers grow venom become dominant.

quote:
I want more input (and possibly games) before buffing Blitz or Emissary. Both are pretty dangerous buffs. Blitz would benefit from a bit more health or a little less reload time (both are a bit anti-quant though). The nicest Emissary buff may be improved unpacking/packing speed.

Emissary can feel really strong in the right situations (for anyone who had the displeasure of playing vs Godde on red comet just before he stopped can atest to), so I'd be cautious with buffs to them, however I do have some ideas in mind to try if Godde returns.

I know there are a few players a couple months ago commenting Blitz op (Riposter/therxxy maybe? Can't remember too well) as they were dominating some games on Doldrums. I'd maybe leave them as they are for now.

quote:
Also I'd like to add something on Firewalker since rANDY brought it up in #balance. Perhaps Firewalker could have less direct damage. This would reduce its impact against shields, potentially making area shields a good counter, and give units extra time to move away. Firewalker used to fire two medium sized balls which were changed to a shotgun specifically so that area shields did not hardcounter it. Maybe it could have reduced burn damage too.

Did you get a chance to check the replays I linked GF? FW are currently the answer to a lot of questions, including "what do I build against my opponents FW?" People used to switch to jumpy and make 1 or 2 firewalker to help with the skirmishers, but have slowly realised why stop at 2, and just keep pumping them out, resulting in a firey battlefield that you can't effectively attack into, and you can't bomb them reliably as JJ has some great AA.



What do I think are the biggest issues currently? Imo the top 2 units for nerfing would be:

1. FW (dominant and not good for gameplay)
2. Reaver (definitely the best riot in the game, and can be so hard to stop)
+3 / -0


3 months ago
quote:
Emissary can feel really strong in the right situations (for anyone who had the displeasure of playing vs Godde on red comet just before he stopped can atest to), so I'd be cautious with buffs to them, however I do have some ideas in mind to try if Godde returns.

I know there are a few players a couple months ago commenting Blitz op (Riposter/therxxy maybe? Can't remember too well) as they were dominating some games on Doldrums. I'd maybe leave them as they are for now.


If we were to:
  • Nerf reaver
  • Nerf FW
  • Keep rogue in check

Then I'm willing to let go of tank adjustments. I think these changes would make tanks more viable. Without a skirmisher they almost need to rely on blitz entirely in some situations, and if riots are too strong, that isn't feasible enough.
+0 / -0


3 months ago
Also worth noting a nerf to FW is also an indirect rogue (and other skirms) buff.
+1 / -0



3 months ago
I haven't been able to comment on everything so here are a few notes.

quote:
The racketeer's missile travel time and broken OKP mean that targets still get a chance to shoot between disarms.

Ticket?

On Rogue vs. Picket, Picket was really quite good against skirms before its cost was nerfed from 80 to 100. The drastic cost nerf was implemented to kick the game out of Picket wars. So I think a slightly better Picket vs. Rogue matchup could do a lot. I would also like to try reducing Rogue turn rate, as that is possibly a subtle-yet-important factor in how it advances then runs from Glaive and Ronin.

quote:
Did you get a chance to check the replays I linked GF?

I had a look at the first one and got the chance to watch the other two just now. Firewalker is very nerfable since its last nerf was in 2017 when it lost 1/3 of its speed. The unit was essentially created in May 2015 with a 300 metal cost buff and the rework of its gun into a fireball spray (previously it shot two mini-Infernos). So we're working with pretty raw, unrefined, numbers. However, the fact that nothing has been tried means I am more likely to try speculative Quant's Rule nerfs first. I think I would like to see it deal less upfront damage to make it worse defensively against speedy units that try to kill it. A little less range could also be an effective option. I would like assaults to be able to shrug off its damage, but we don't seem to quite be there when there are more than a few FW.

I think I would also like to nerf Phantom. Mostly for team games, but I've also seen people complain about it in 1v1. I am thinking of making it slower while reloading to give people more chance to run them down, without messing with its attrition or burst potential.
+1 / -0


3 months ago
Quick note on the above re: running down FW with assaults. Myself and Randy were discussing this briefly this morning, and it's worth keeping in mind that you're assaulting into the placeholder/moderator factory who likely also has a screen of riots/raiders/skirms from their first plop.

On nerfing phantom, I agree. Though I'm always loathe to see movement speed style nerfs for units who, once in position and guarded by commander/turrets/reavers, do not care about their own speed at all. It's situationally helpful but doesn't stop their overwhelming effect once at the standoff point.
+0 / -0
3 months ago
Some balance-adjacent quality of life thoughts:

Crawling bomb radar dot minigame doesn't seem entirely ZK. Would it be ok to reel in their Absolute Brutality factor down a bit by reducing the blast radius, but in turn make them radar stealthed, so the landmine usecase isn't dependent on radar and attentions-per-minute variables? Cloaking them is completely busted and I'm not sure how its addressable, but this would be a start.

Recluse rockets tend to spread quite a ways beyond its maximum range. Adding the new Fire Towards Enemies toggle seems quite logical, and would give the unit a small, unique leg-up.
+1 / -0
3 months ago
quote:
Recluse rockets tend to spread quite a ways beyond its maximum range. Adding the new Fire Towards Enemies toggle seems quite logical, and would give the unit a small, unique leg-up.


I 2nd this. fire toward recluse would also allow them to probably fight stingers better, which is a huge weakpoint for spiders
+0 / -0


3 months ago
The only caveat to that I'd envision is that if you have it on by-default, you're going to absolutely trash your/team's shit on the way to the frontline.
+0 / -0
3 months ago
It already supports a max range for attempts - badger just happens to have it set to infinity.
+0 / -0
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