By decreasing range of felon it makes it turns it into more of a riot/assault and makes it easier for skirmish units to skirmish it. Currently it can outrange some skirmishers, which gives it a kind of kill-everything role. It could get buffed in some other way. Shields have a decent skirm in rogue that can still be combined with it to ensure it isn't just kited all the time.
+2 / -0
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Rockos would be scary. Bandits are hilariously bad vs rockos. It's enough that amphibs and spiders(before crabe or critical mass of recluse, both are hard to pull off in a 1v1) have a tough time vs rockospam, I really wouldn't want to see another fac added to that list. Tbh I don't even think felon is too strong. But if a change was made, I would very much prefer a change to it's shield-dmg conversion rate so spending damage on assaults would be more strongly punished.
+2 / -0
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Rogues kill rockos quite well. Bandits could use a buff maybe tho. I'd favour small cost reduction personally.
+0 / -0
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Rogues tend to trade favourably. That isn't necessarily enough. You can pool up some rockos before you show your hand. A very soft counter like rogue won't prevent you from potentially taking a lot of damage from such a simple switch. Maybe I'm being overly cautions, after all shields still have the mighty roach. Still, I would very much rather see the zeus move in as the primary pre-stiletto/sharpshooter unit to deal with a felonball rather than rocko. The problem that zeus faces here is that it can't run felons down like ravagers or reapers. It can't really kill felons due to that, but if it's HP would be enough to drain shield more than now, zeus would be a valid option in combination with units that can chase and finish off the shieldless felon.
+0 / -0
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Felon is fine, it needs like 1.5k metal to be effective (felon + aegis/thugs) and is easily countered with sniper, racketeer, hidden roach, hidden tick, stiletto and so on
+2 / -0
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combine thugs with rouges xD or combine thugs with roach, or combine bandits with thugs..
+0 / -0
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The felon's DPS is too ridiculous to be a skirmisher. At the moment it is truly the perfectly accurate anti-heavy riot assault skirm.
+1 / -0
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quote: The felon's DPS is too ridiculous to be a skirmisher. At the moment it is truly the perfectly accurate anti-heavy riot assault skirm. | cough mace cough redneck cough hack...lung cancer
+0 / -0
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I think a better nerf would be lower fire rate with the same damage per shot. Its DPS is way too high right now, and a cooldown in the form of shield regen is a shitty gimmick. It does not justify that DPS. Lower DPS would mean lower shield drain, so it would be able to sustain fire longer, but wouldnt be able to burst fucking bombers with ease.
+0 / -0
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felon was fine when the outlaw did not counter ambush units
+2 / -0
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Redneck has only Warrior dps and less range. Mace has less DPS and range than properly charged Felon as well.
+0 / -0
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You can also dirtbag small shield ball to death!!!
+0 / -0
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Only two factories even have 'ambush' units. The Felon has 430 range, Rocko has 460. If it were easier to target fire into the outlaws shields, you could drain it without taking damage.
+0 / -0
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quote: The felon's DPS is too ridiculous to be a skirmisher. At the moment it is truly the perfectly accurate anti-heavy riot assault skirm. |
I feel this way too. I mean, compare a shieldball of same cost to a griz, it fills far more roles, more effectively. I think it would be better to make it only riot/assault by reducing range, and then buff rogues and/or bandits a bit. Changing charge to damage ratio would work too, but why not keep it as effective but give it a better defined role?
+0 / -0
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Oh don't forget short-range anti-air too. I hate it when even a stiletto dies to a shieldball >:(
+1 / -0
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quote: The Felon has 430 range, Rocko has 460. |
How do rockos die to felons when on fight move then? I have lost many rockos trying to drain a felon's shielding.
+0 / -0
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Because 30 range is not enough range to reliably kite on fight order. If, however, you could target fire the edge of the shield and make sure you stay back, you could drain it a lot more easily.
+0 / -0
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quote: If, however, you could target fire the edge of the shield and make sure you stay back, you could drain it a lot more easily. |
Doing that manually is extremely micro-intensive as you have to retarget your rockos every time the shieldball moves. And if you want to modify the skirm AI, you need to make it consider the shield charge so it closes in to hit the target once the shield is drained.
+0 / -0
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