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My current balance suggestions

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1. Nimbus

Nimbus seems underused at the moment. At least I have hardly seen it in the last weeks and only occasionly in the last few month. If someone has actual stats, please share!

Speed: 99 elmo/s -> 105 elmo/s

This should make it easier to pull back from enemy fire and redeploy or deploy somewhere else without making it tankier or more damaging. Since speed is one of the best stats a unit can have, I would be careful with doing too much and a 5% increase seems appropriate for now.



A little bit less sure about:

2. Merlin

Merlin is pretty bad at hitting anything that moves just moderately fast and is not as large as a shieldball, and that is completely fine. However, if it is bad against almost all units exept shieldballs or grizzlies, it should be good at killing porkbases.
Compare to Impaler: For one merlin, you get 5 impalers that are almost double as fast, have a tidbit more range and collectively a dps-output of 400 (Merlin: 280). Yes, Impalers are limited by damage-overkill if you stack them, but their pinpoint accuracy is also a big upside, as you can be sure what you target will be hit if there is nothing in the way. Merlin has enough spread to often miss the exact point it targets.

Rocket damage: 220 -> 240 (number of rockets stays the same)
Proj. velocity: 250 -> 245 elmo/sec

This should nudge it more into it's specific niche. Even worse against fast moving targets and slightly better against the things it does actually hit. The reduced pr.vel. should not matter much against very large targets (aka shieldballs) that suffer potentially more damage, but are probably able to avoid 1 or 2 rockets more than before. It is still a juicy target and still easier to snipe than the aforementioned impalers due to it's size and low speed.


More general, wide and long-term suggestion:
I think the spider-factory could have a more intersting late game than now. Crabs are undeniably really strong, but quite passive in their role. Since having hermit swarms as the heavy duty front pushing force seems undersired, something could be done here. Note I am not talking about spiders overall needing to be buffed in any way, but a slightly more dynamic and active lategame would make them more intersting to play imho.
+4 / -0

20 days ago
Stardust range increase by 20-30 elmo please so it actually can cover chokepoints more effectively instead of there being blind spots
+1 / -0

20 days ago
If merlin becomes good enough all around hitting units and buildings, why get dante?
+0 / -1

20 days ago
Merlin should be able to hit buildings imo
+1 / -0

20 days ago
quote:
This should nudge it more into it's specific niche. Even worse against fast moving targets and slightly better against the things it does actually hit.
+1 / -0

19 days ago
I have actually seen Nimbus used a fair amount. Probably more than harpy or locust.
+1 / -0

19 days ago
how well did it do in your opinion?
+0 / -0

19 days ago
I havent tested but from wha ti have seen over time I dont think nimbus really gets to make cost. perhaps a price nerf is warranted to the 600 range?
+0 / -0

19 days ago
quote:
how well did it do in your opinion?

It's hard to judge how well a unit like that does in large team games. Something like a Skuttle is easier since its effect on the game is limited to a very short span of time, but stand-offish units like Nimbus need to be around for a while to make cost. It also means they are less likely to get killed, though. I'd have to analyze a replay and look at the game from just the Nimbuses' perspective.
+0 / -0
My experience is that Nimbus ideal usage area right now in team games is that it is multiple Slingers glued onto 1 balloon in the air with a hp bonus, that can easily be moved from front to front. It's practically a moving long range pressure unit that is most reliable at chewing up anti ground statics in particular when it's not zoned, and can put some pressure out vs units and make them not want to push into it without AA, but struggles to confirm kills by itself on movable units that don't want to walk at it or stand still, just like Slinger. Much higher upfront cost, but seems to push about the same as Slingers in metal (varies based on target size) and at the sameish ranges (outranges Stinger due to altitude) and is more oppressive per cost to wide ground units in particular, and is not so dodgeable because of higher projectile speeds. Downside (and upside) is being AA targetable. Forcing AA overcommit and being tanky and ranged enough to survive the appearance of AA on a front, heal up, and shift fronts. It is arguably better per metal early game pressure than swagpies, which is also a "relatively hard to punish" air unit.

Just like with Slingers, you generally don't want to spam make the unit if you want to be cost optimal. If enemies mostly react with static AA but push beyond it somewhere, you can slow down and complicate their attack by swapping to the lane. The biggest weakness is the upfront cost. With Slings, you can make a few and a-move 1-2 Slings at multiple places including behind fronts you're not looking at and help them a lot. With Nimbus, you're forced into all that metal being in one place, and it takes time to push out.

If one wanted to make it more effective as what it currently is while it's still the same kind of unit, but have its counters be stronger against it to balance, split it into 2. Half cost, half DPS, half health. Faster to get one out the door, one can pressure a lane to force AA response and make cost faster, but easier to punish, harder to get back and heal up. Easier to rotate between lanes and healing. Airsling.

But perhaps annoying?

Too good? Reduce its hp further and/or increase cost. Too annoying? Delete or rework, as it is the kind of unit it is.
+0 / -0

17 days ago
So, how often is it build in comparison to revenant or krow?
+0 / -0


17 days ago
I'm not too fussed with Nimbus and Merlin being as prevalent as they are. The most expensive ranged options have to be niche, or they just outclass everything else.
+4 / -0

16 days ago
AUrankAdminGoogleFrog

Do you think making Nimbus 5% faster would make it op?
+0 / -0