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Does Cyclops need a buff?

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Date Editor Before After
10/14/2018 8:39:59 AMGBrankdyth68 before revert after revert
Before After
1 @Godde : "Out of the heavies, cyclops is the best anti-heavy" 1 @Godde : "Out of the heavies, cyclops is the best anti-heavy"
2 I'd say the Minotaur is better against all heavies except the Dante: 2 I'd say the Minotaur is better against all heavies except the Dante:
3 \n 3 \n
4 Grizzlies can kite a Cyclops for a while before they are caught, which combined with the Minotaurs higher speed and DPS means they have roughly the same chase distance. 4 Grizzlies can kite a Cyclops for a while before they are caught, which combined with the Minotaurs higher speed and DPS means they have roughly the same chase distance.
5 Jugglenauts are just as ineffective against Minotaurs as they are against Cyclops and again the higher DPS of the Minotaur helps. 5 Jugglenauts are just as ineffective against Minotaurs as they are against Cyclops and again the higher DPS of the Minotaur helps.
6 Crab is just riot artillery and dies either way. 6 Crab is just riot artillery and dies either way.
7 Scorpions naturally die much harder to Minotaurs. 7 Scorpions naturally die much harder to Minotaurs.
8 \n 8 \n
9 My issue with the current Cyclops is that the only time I'd build them is if my opponent seems to like Dantes, otherwise I'd just build more Minotaurs. 9 My issue with the current Cyclops is that the only time I'd build them is if my opponent seems to like Dantes, otherwise I'd just build more Minotaurs.
10 \n 10 \n
11 What I'd recommend depends on what it's role should be: 11 What I'd recommend depends on what it's role should be:
12 \n 12 \n
13 1. Heavy skirmisher - Increase range 450 -> 500 and projectile speed 310 -> 340. This allows it to fend off Dominatrix (becoming the tank dominatrix counter), effectively chase down Grizzlies and do more kiting while still maintaining most of its other current weaknesses to things like raiders, air units, anti-heavies, Racketeers, etc. It still won't have the DPS to be an effective front line combatant as part of a mixed force, but can be used to bait the enemy and force them to commit. Essentially this would be the tank skirmisher (a role presently unoccupied). 13 1. Heavy skirmisher - Increase range 450 -> 500 and projectile speed 310 -> 340. This allows it to fend off Dominatrix (becoming the tank dominatrix counter), effectively chase down Grizzlies and do more kiting while still maintaining most of its other current weaknesses to things like raiders, air units, anti-heavies, Racketeers, etc. It still won't have the DPS to be an effective front line combatant as part of a mixed force, but can be used to bait the enemy and force them to commit. Essentially this would be the tank skirmisher (a role presently unoccupied).
14 * I'd build this to harass an enemy and force engagements. ( and to kill Dantes) 14 * I'd build this to harass an enemy and force engagements and to fend off Dominatrix ( it can't chase them down though) . I'd also use it to kill Dantes and Grizzlies.
15 \n 15 \n
16 2. Anti-heavy - Increase damage 1000+2100S -> 1400+3000S. This doesn't effect how it performs against the majority of units but makes it much more cost effective against heavies and means it's enough of a better choice than Minotaurs vs heavies that this outweighs its lesser speed, hp/cost and effectiveness against smaller units. It will also go through shields much more easily. 16 2. Anti-heavy - Increase damage 1000+2100S -> 1400+3000S. This doesn't effect how it performs against the majority of units but makes it much more cost effective against heavies and means it's enough of a better choice than Minotaurs vs heavies that this outweighs its lesser speed, hp/cost and effectiveness against smaller units. It will also go through shields much more easily.
17 * I'd build this to counter enemy heavies and for shielded porc busting. 17 * I'd build this to counter enemy heavies and for shielded porc busting.
18 \n 18 \n
19 3. Generalist - AoE to match its current visuals 16 -> 48, reload time 3.5 -> 3 and cost 2200 -> 2000. This makes it a moderately effective combatant in pitched battles, but nothing to write home about. It won't be a proper riot unit due to the relatively small AoE (compare Ripper 72 and Ogre 80) and low projectile speed. It will still be worse than the Minotaur in assaults due to lesser hp/cost, speed and overkill issues. The AoE increase only has an effect on very tightly packed bot balls, anything slightly larger like a ravager is mostly unaffected. 19 3. Generalist - AoE to match its current visuals 16 -> 48, reload time 3.5 -> 3 and cost 2200 -> 2000. This makes it a moderately effective combatant in pitched battles, but nothing to write home about. It won't be a proper riot unit due to the relatively small AoE (compare Ripper 72 and Ogre 80) and low projectile speed. It will still be worse than the Minotaur in assaults due to lesser hp/cost, speed and overkill issues. The AoE increase only has an effect on very tightly packed bot balls, anything slightly larger like a ravager is mostly unaffected.
20 * I'd build this when I'm facing bot balls (that don't have many Racketeers in them). I'd also use it to kill Dantes. (somewhat surprisingly it still can't make cost against Minotaur balls) 20 * I'd build this when I'm facing bot balls (that don't have many Racketeers in them). I'd also use it to kill Dantes. (somewhat surprisingly it still can't make cost against Minotaur balls)