1 |
Tried... yes. Did it work? Uhhh....
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1 |
Tried... yes. Did it work? Uhhh....
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2 |
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2 |
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3 |
Djinn
still
needs
buff,
it's
a
cool
mechanic
IMO
and
not
as
OP
as
google
feared.
Even
if
it's
abused
quite
a
lot,
it
gives
the
factory
mobility
and
cool
features
it
needs.
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3 |
Djinn
still
needs
buff,
it's
a
cool
mechanic
IMO
and
not
as
OP
as
google
feared.
Even
if
it's
abused
quite
a
lot,
it
gives
the
factory
mobility
and
cool
features
it
needs.
I
think
it
should
be
buffed
enough
that
it's
abused
a
fair
bit
and
is
one
of
the
things
you
seriously
fear
when
you
see
an
Amph
fac.
Scallop
is
still
one
of
the
best
things
to
make
appear
in
an
enemy
base,
so
there
is
even
in-fac
synergy.
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4 |
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5 |
I'm not against teleport on the Funnel, I'd love the funnel to be a proper support strider to supplement an army rather than a monospam snowballer. Teleport would fit that, but not replacing it's weapons.
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5 |
I'm not against teleport on the Funnel, I'd love the funnel to be a proper support strider to supplement an army rather than a monospam snowballer. Teleport would fit that, but not replacing it's weapons.
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6 |
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7 |
I think the question, what are the things needed to support a lategame army, and can the funnel have it? Off the top of my head:
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7 |
I think the question, what are the things needed to support a lategame army, and can the funnel have it? Off the top of my head:
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8 |
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8 |
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9 |
Protection from AoE and artillery. Shield does this well already that prevent raider or skirm balls from being trashed. Potentially it could be given a new kind of (non-charge transfering) shield like a deflection shield, dampening fields etc with meaningfully different behaviour which doesn't have the shield-charge-sharing mechanic. This would prevent Funnel spam stacking shield charge,, and it can even be non-stacking on overlap, though this makes it worse at supporting shieldballs (Do people do this?).
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9 |
Protection from AoE and artillery. Shield does this well already that prevent raider or skirm balls from being trashed. Potentially it could be given a new kind of (non-charge transfering) shield like a deflection shield, dampening fields etc with meaningfully different behaviour which doesn't have the shield-charge-sharing mechanic. This would prevent Funnel spam stacking shield charge,, and it can even be non-stacking on overlap, though this makes it worse at supporting shieldballs (Do people do this?).
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10 |
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11 |
Scouts and intel. Drones do this well, as would radar, a scan, a lot of LoS, etc. Drones also importantly are decloakers, protecting your army mostly from anti-heavy (Making this a good support for other mechs). Drones can perform this function without being a main DPS source.
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11 |
Scouts and intel. Drones do this well, as would radar, a scan, a lot of LoS, etc. Drones also importantly are decloakers, protecting your army mostly from anti-heavy (Making this a good support for other mechs). Drones can perform this function without being a main DPS source.
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12 |
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13 |
Distraction and tanking. HP and shields do this well, but drones play an important role. They soak up a lot of shots and some AA. Again, drones can do this without being a DPS source.
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13 |
Distraction and tanking. HP and shields do this well, but drones play an important role. They soak up a lot of shots and some AA. Again, drones can do this without being a DPS source.
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14 |
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14 |
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15 |
Transport. An AT transport that has a lot of HP can get units to new areas and protect them from artillery/AoE (Shield does this too).
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15 |
Transport. An AT transport that has a lot of HP can get units to new areas and protect them from artillery/AoE (Shield does this too).
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16 |
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16 |
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17 |
Terraform. Full terra, flattening or quake type weapons. This opens up new avenues for attack with a regular army and helps deal with fucked up terrain.
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17 |
Terraform. Full terra, flattening or quake type weapons. This opens up new avenues for attack with a regular army and helps deal with fucked up terrain.
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18 |
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18 |
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19 |
Crowd control. Thunderbird and placeholder are the ultimate support units. Ability to pull or push enemies into/out of range, disable weapons or movement, etc. Slow drones do a bit of this too, but slow is not as interesting in lategame than the harder CC's are.
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19 |
Crowd control. Thunderbird and placeholder are the ultimate support units. Ability to pull or push enemies into/out of range, disable weapons or movement, etc. Slow drones do a bit of this too, but slow is not as interesting in lategame than the harder CC's are.
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20 |
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21 |
Repositioning. Ability to teleport your army like with Djinn or to do a small teleport jump forward or back taking ally units with it (This is a bit like an easy, instantaneous transport: The distance can be the shield radius for easy judgement). Maybe even offensive use: Get close to an enemy and then flash backwards, isolating it and bringing it into your army.
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21 |
Repositioning. Ability to teleport your army like with Djinn or to do a small teleport jump forward or back taking ally units with it (This is a bit like an easy, instantaneous transport: The distance can be the shield radius for easy judgement). Maybe even offensive use: Get close to an enemy and then flash backwards, isolating it and bringing it into your army.
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22 |
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23 |
Construction capacity. Repair, reclaim, or full constructor status.
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23 |
Construction capacity. Repair, reclaim, or full constructor status.
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24 |
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24 |
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25 |
So that's the sort of thing I'd put on a support Strider. It's almost there, with AT capacity, shield, and the utility from drones. Problem is the shields and the huge Drone DPS makes it stack better with other funnels than it does with the rest of your army.
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25 |
So that's the sort of thing I'd put on a support Strider. It's almost there, with AT capacity, shield, and the utility from drones. Problem is the shields and the huge Drone DPS makes it stack better with other funnels than it does with the rest of your army.
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