1 |
Yeah we're aware of that Eddie. But disabling DDM/Anni does not add any good mechanics to the game, if anything, those units are one of the few things that can actually slow it down, there is no reason to remove that counter. Its main mechanics and counter relationships ATM are that Starlight, Ultimatum, large enough air swarms and BLOD-armed units (Bantha, Pene, Anni) can beat it before it gets into nuke radius, while anything else will generally die in its death blast (though you need to soften it up first if you expect to kill it with Anni's). This means you want to get it as deep into enemy territory as possible, and you don't want it sitting in your own defense line, the opposite of how you'd use a Bantha.
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1 |
Yeah we're aware of that Eddie. But disabling DDM/Anni does not add any good mechanics to the game, if anything, those units are one of the few things that can actually slow it down, there is no reason to remove that counter. Its main mechanics and counter relationships ATM are that Starlight, Ultimatum, large enough air swarms and BLOD-armed units (Bantha, Pene, Anni) can beat it before it gets into nuke radius, while anything else will generally die in its death blast (though you need to soften it up first if you expect to kill it with Anni's). This means you want to get it as deep into enemy territory as possible, and you don't want it sitting in your own defense line, the opposite of how you'd use a Bantha.
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3 |
The
fact
that
it
can
already
kill
almost
anything
that
gets
in
range
makes
it
tricky
to
design
a
special
weapon
for,
because
a
long
ranged
one
will
mess
up
some
of
it's
counter
relationships
with
BLOD-armed
units.
We
can
probably
change
the
counter
mechanics
somewhat
so
that
the
Gauss
arm
weapons
are
better
against
swarms,
while
the
shoulder
cannon
freezes
the
Det
in
place
(
Meaning
you
have
to
stop
your
push/can't
retreat)
in
place,
and
cuts
a
beam
of
death
with
a
slow
turret
traverse
(
Starlight
style)
that
can
kill
a
few
heavier
units
before
having
to
reload.
|
3 |
The
fact
that
it
can
already
kill
almost
anything
that
gets
in
range
makes
it
tricky
to
design
a
special
weapon
for,
because
a
long
ranged
one
will
mess
up
some
of
it's
counter
relationships
with
BLOD-armed
units.
We
can
probably
change
the
counter
mechanics
somewhat
so
that
the
Gauss
arm
weapons
are
better
against
swarms,
while
the
shoulder
cannon
freezes
the
Det
in
place
(
Meaning
you
have
to
stop
your
push/can't
retreat)
in
place,
and
cuts
a
beam
of
death
with
a
slow
turret
traverse
(
Starlight
style)
that
can
kill
a
few
heavier
units
before
having
to
reload.
Due
to
the
low
traverse
(
And
probably,
a
somewhat
limited
fire
arc)
you
can
probably
potentially
outrun
it
or
split
your
units
up
so
it
has
to
re-aim
when
it
kills
one,
making
for
interesting
micro
mechanics-
the
best
way
to
avoid
this
weapon
would
be
to
to
sorround
the
Det
and
attack
from
multiple
angles
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