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Re-Balance Blitz Tank

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Date Editor Before After
3/29/2019 2:32:27 AMGBrankthe_green_squig before revert after revert
3/29/2019 2:16:47 AMGBrankthe_green_squig before revert after revert
3/29/2019 2:13:47 AMGBrankthe_green_squig before revert after revert
Before After
1 I want to like the slow suggestion for Blitz, but I think it would end up dominating early game at least as much as the old stunlocking Blitz did. I think it could beat equal metal of raiders from all other facs without breaking a sweat so it might as well be a riot. 1 I want to like the slow suggestion for Blitz, but I think it would end up dominating early game at least as much as the old stunlocking Blitz did. I think it could beat equal metal of raiders from all other facs without breaking a sweat so it might as well be a riot.
2 \n 2 \n
3 The disarm option is intriguing though. With the right numbers, the Blitz would become a meatier, punchier Cutter (which I like the concept of, even if I find them too weak for practical use) and there isn't really anything in the land lineup that does the same thing. I don't think disarm is quite as threatening in the early game raider clashes as slow because the Blitz will only be able to keep 1 opponent from shooting at worst. 3 The disarm option is intriguing though. With the right numbers, the Blitz would become a meatier, punchier Cutter (which I like the concept of, even if I find them too weak for practical use) and there isn't really anything in the land lineup that does the same thing. I don't think disarm is quite as threatening in the early game raider clashes as slow because the Blitz will only be able to keep 1 opponent from shooting at worst.
4 \n 4 \n
5 Disarm doesn't snowball as badly as EMP, and is not equally effective against any size of opponent ( it will overkill something light, allowing something else light to slip in and cause some pain) . It takes 3 Racketeers to silence a Minotaur in 1 volley ( cost 1050 metal vs 850) . To be sure it stays quiet, at least two of them will need to devote their attention to it. They can't stop things running away so the outcomes are less binary than EMP. 5 Disarm doesn't snowball as badly as EMP. It takes 3 Racketeers to silence a Minotaur in 1 volley ( cost 1050 metal vs 850) . To be sure it stays quiet permanently, at least two of them will need to devote their attention to it. They can't stop things running away so the outcomes are less binary than EMP.
6 \n 6 \n
7 Blitz with a moderate amount of disarm ( maybe no more than the 500 stun power it already has and the 3 second duration of the cutter's missiles) seems like something that would have utility throughout the game without dominating any phase by themselves. Early, a Blitz really would be a raider/assault with the ability to dispose of light defences and then the eco they were protecting. Mixed Koda/Blitz usage might also be well rewarded with the Koda hitting undefended targets and deterring light raiders, while the Blitz cracks tougher targets. 7 Blitz with a moderate amount of disarm ( maybe no more than the 500 stun power it already has and the 3 second duration of the cutter's missiles, though they might be attractive even with 2 second disarm and no rate of fire change) seems like something that would have utility throughout the game without dominating any phase by themselves. Early, a Blitz really would be a raider/assault with the ability to dispose of light defences and then the eco they were protecting ( much as now and it's better than EMP with minimal stun time) . Mixed Koda/Blitz usage might also be well rewarded with the Koda hitting undefended targets and deterring light raiders, while the Blitz cracks tougher targets.
8 \n 8 \n
9 In the midgame, it could be particularly formidable even by raider standards for hunting packs of skirmishers ( moderator aside perhaps) , utilising speed and resilience to get close and ruin their day, even with light riot cover. Although low density encounters between skirmishers and raiders favour the raiders, I find that when the densities get higher, raiders turn from isolated small targets into a mob where a skirmisher missing its intended target is still likely to hit another for the same effect. The Blitz's resilience coupled with its speed makes it better able to close. 9 In the midgame, it could be particularly formidable even by raider standards for hunting packs of skirmishers ( moderator aside perhaps) , utilising speed and resilience to get close and ruin their day, even with light riot cover. Although low density encounters between skirmishers and raiders favour the raiders, I find that when the densities get higher, raiders turn from isolated small targets into a mob where a skirmisher missing its intended target is still likely to hit another for the same effect. The Blitz's resilience coupled with its speed makes it better able to close. X metal of blitzes will also never be as dense a target field as X metal of other raiders.
10 \n 10 \n
11 As it stands, tank has to leap across a gulf from its raider game to its mid-late mainstays of Emissary, Ogre and Minotaur which in other factories is filled with skirmishers. Blitz could fill that gap, but in a unique way. 11 As it stands, tank has to leap across a gulf from its raider game to its mid-late mainstays of Emissary, Ogre and Minotaur which in other factories is filled with skirmishers. Blitz could fill that gap, but in a unique way.
12 \n 12 \n
13 In the late game, it could mob heavies, disarming some light weight striders and certainly things like grizzlies or hostile Cyclops. Throughout, it would remain vulnerable to heavier riots, massed light raiders or fleas/darts which it would overkill in a big way. 13 In the late game, it could mob heavies, disarming some light weight striders and certainly things like grizzlies or hostile Cyclops, becoming a handy sidekick for heavier tanks instead of a liability, minimising the damage they take and allowing them to keep going. With the right micro ( not letting the Blitzes rush ahead to die unsupported) , they could minimise the damage suffered in an advance.
14 \n
15 Throughout, it would remain vulnerable to heavier riots, massed light raiders or fleas/darts which it would overkill in a big way.