1 |
I think strictly looking at things from a metal vs metal perspective is flawed. Some units kinda scale exponentially in groups rather than linearly.
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1 |
I think strictly looking at things from a metal vs metal perspective is flawed. Some units kinda scale exponentially in groups rather than linearly.
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2 |
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2 |
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3 |
For the cyclops (and a couple other big units) the issue is in multiple layers.
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3 |
For the cyclops (and a couple other big units) the issue is in multiple layers.
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4 |
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4 |
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5 |
First when you have 3 of them, the equal cost in scorchers is 51. You simply cant use an unwieldly group like that and most of the scorchers will be idle, and clumped just being easy targets for aoe and not being useful, it gets worse if theres chokeholds in the maps where they are even more useless.
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5 |
First when you have 3 of them, the equal cost in scorchers is 51. You simply cant use an unwieldly group like that and most of the scorchers will be idle, and clumped just being easy targets for aoe and not being useful, it gets worse if theres chokeholds in the maps where they are even more useless.
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6 |
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6 |
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7 |
The cyclops has a slow cannon... making attempts to reach them by short range units like raiders a lot more difficult... with 3 of them its a lot easier to completely slow down the frontline which clogs everything up... and the raiders just become easy targets and its difficult to call them a counter at that point.
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7 |
The cyclops has a slow cannon... making attempts to reach them by short range units like raiders a lot more difficult... with 3 of them its a lot easier to completely slow down the frontline which clogs everything up... and the raiders just become easy targets and its difficult to call them a counter at that point.
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8 |
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8 |
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9 |
The
"counter"
to
heavy
assault
units,
like
the
raiders
are
supposed
to
be,
are
themselves
very
very
easily
countered.
adding
a
few
riots,
or
just
building
porc
behind
the
cyclops
and
keeping
them
near
porc
to
retreat
to
completely
shuts
down
this
"
counter
".
You
would
have
to
invest
a
monstrous
amount
of
metal
into
raiders
to
hope
they
overextend
and
even
then
get
lucky.
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9 |
The
"counter"
to
heavy
assault
units,
like
the
raiders
are
supposed
to
be,
are
themselves
very
very
easily
countered.
adding
a
few
riots,
or
just
building
porc
behind
the
cyclops
and
keeping
them
near
porc
to
retreat
to
completely
shuts
down
this
"
counter
".
You
would
have
to
invest
a
monstrous
amount
of
metal
into
raiders
to
hope
they
overextend
and
even
then
get
lucky.
Investing
so
heavily
in
raiders
is
a
recipe
for
disaster
as
the
attrition
would
kill
you,
and
you
are
heavily
limited
in
tactical
options
once
things
like
stardusts
litter
the
map.
Adding
insult
to
injury
a
thunderbird
will
disable
your
force
easily
and
dont
even
disable
the
cyclops
on
accident,
leading
to
further
attrition
losses.
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10 |
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10 |
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11 |
I dont think repair itself is a problem, but the scaling of the unit in numbers (specially against its supposed counters) and its ease of retreat due to the slow cannon.
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11 |
I dont think repair itself is a problem, but the scaling of the unit in numbers (specially against its supposed counters) and its ease of retreat due to the slow cannon.
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12 |
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12 |
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13 |
Removing the slow would make the unit garbage though and its not simple to tune the unit.
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13 |
Removing the slow would make the unit garbage though and its not simple to tune the unit.
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