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[quote]@GoogleFrog
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[quote]@GoogleFrog
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Cloak (to counterbalance its power at the early, low density, phase of the game).
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Cloak (to counterbalance its power at the early, low density, phase of the game).
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[/quote]
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that would rather be an argument to move cloak to non-drain and shield to drain no? because cloak is running nearly 100% of the time, thus could be translated into a strict metal cost increase of the unit that has it. whereas shield recharge only happens when the shield gets damaged, and might not get used at all.
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that would rather be an argument to move cloak to non-drain and shield to drain no? because cloak is running nearly 100% of the time, thus could be translated into a strict metal cost increase of the unit that has it. whereas shield recharge only happens when the shield gets damaged, and might not get used at all.
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lastly it is also a balance issue, con ball + felon is quite a good combo and possibly a bit too good considering that the cons are also doing con-stuff while contributing their shield recharge to the felon for free. compare it to say repairing cons which cost some 5 e per second to give a unit hp back.
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lastly it is also a balance issue, con ball + felon is quite a good combo and possibly a bit too good considering that the cons are also doing con-stuff while contributing their shield recharge to the felon for free. compare it to say repairing cons which cost some 5 e per second to give a unit hp back.
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also
where
do
you
see
a
fundamental
difference
between
small
and
large
shields
that
mandate
large
shields
to
drain
and
small
shields
not
to
drain?
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9 |
also
where
do
you
see
a
fundamental
difference
between
small
and
large
shields
that
mandate
large
shields
to
drain
and
small
shields
not
to
drain?
are
small
shields
balanced
with
an
imaginary
solar
in
mind
to
power
them,
such
that
shield
cons
and
thugs
would
actually
be
substantially
cheaper
in
their
metal
cost,
if
they
were
to
drain
e?
it
doesnt
appear
to
be
that
way.
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