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Revenant

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39 days ago
Yeah definitely time to nerf revenant cheers also how about shieldball while we're at it
+2 / -0

39 days ago
Does annoying constitute a justification for nerfing it? Bit strong for sniping comms and such though, for how much response is needed.
+1 / -0
There isn't really anything to argue for or argue against without posting specific replays that brought you to make this thread.

But I will state in theory, at least in small teams going by your recent history:

* You should be able to scout out a 850 cost unit being built.
* You don't necessarily need to aggressively push with commander before or after you scout this out.
* You should be able to pressure the enemy base more easily due to this 850 cost unit being built. One revenant equals to 13 glaives.
* Early revenant in small teams being a newer strategy, the best counters might not be widely known yet. If early pressure doesn't seem possible due to the size/nature of a particular map: you might think dedicated AA is the answer, but I would theorize it's better to build fast flex AA within the first 5 minutes instead, so that you don't put all your eggs in one basket. Examples include pyros, venoms, blitz, and glaives. Newton instead of razor, as it would force the revenant to commit.
* The most notable revenant player in your recent games is USrankJiggles, who might be significantly outperforming his rank with this strategy. Before this new playstyle, he used to spam windmill farms into jack ramp in lobster pot.
+2 / -0
i know its cheese but i wonder if you can block them shooting with quick zenith placement?

not that its a solution.. i just really do wonder
+0 / -0


38 days ago
Collision volumes were changed to slowly rise out of the ground to prevent this kind projectile blocking exploit.
You can see how low the purple collision volume is at the start of the construction:
+6 / -0
38 days ago
This conversation about using nanoframes to block shots has caused me to have PTSD flashbacks of quickwalling in Age of Empires.
+0 / -0


38 days ago
cabinboy, I see what you're saying but theory and practice are not always the same; I think it's notable that revenant is powerful in most if not all of the small teams games of mine that you're talking about. By analogy at least it certainly feels very strong and frustrating to oppose.
Also, it's often not possible to scout enemy base in teams without an air player.


Earlygame you need a significant amount of aa capable units to kill one and it quickly kills coms and rotates around the map. Even if it dies after killing com it makes great value.
Lategame balls of revs kill striders in 1 go.

I'm aware there are counters, but I am generally opposed to the kind of units which are braindead to use but tricky to counter being super strong (i.e. lobster shieldball).

Rev doesn't seem to act as a normal assault, more of a harpy on crack; it would be nice to see some change which brings in a bit more in like with assaulting. Something like slowing its reload, reducing its speed or increasing its cost.

Also yeah I made the thread while brimming with pure ire after repeated revenant related pain, my bad.




+1 / -0
38 days ago
does placeholder work well as a counter?
+0 / -0