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Blastwing

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Date Editor Before After
2/15/2020 7:55:27 PMEErankAdminAnarchid before revert after revert
2/15/2020 7:52:24 PMEErankAdminAnarchid before revert after revert
2/15/2020 7:44:49 PMEErankAdminAnarchid before revert after revert
Before After
1 Before the last update, blastwing was only useful in the first 60s of game to deny mexes, and then sporadically and unreliably in case of major missteps by the opponent. 1 Before the last update, blastwing was only useful in the first 60s of game to deny mexes, and then sporadically and unreliably in case of major missteps by the opponent.
2 \n 2 \n
3 With the last update, Blastwing is unable to kill a single mex on its own, leaving it without a role. A partial mex health nerf to let it be OHK'd by a Blastwing is one option, but truly, is 60s of viability something you'd call a niche? 3 With the last update, Blastwing is unable to kill a single mex on its own, leaving it without a role. A partial mex health nerf to let it be OHK'd by a Blastwing is one option, but truly, is 60s of viability something you'd call a niche?
4 \n 4 \n
5 Here's an idea to fix that. 5 Here's an idea to fix that.
6 \n 6 \n
7 Instead of blowing up as a napalm bomb, Blastwing gets a Puppy-style suicide attack that *drops* straight down (and with some delay) something like a Claw at very short distance. This is a cloaked landmine that lasts indefinitely and has the same nominal cost as the Blastwing did. The attack could be activable by all the usual commands such as Attack, Fire, or even Deploy. 7 Instead of blowing up as a napalm bomb, Blastwing gets a Puppy-style suicide attack that *drops* straight down (and with some delay) something like a Claw at very short distance. This is a cloaked landmine that lasts indefinitely and has the same nominal cost as the Blastwing did. The attack could be activable by all the usual commands such as Attack, Fire, or even Deploy.
8 \n 8 \n
9 (You could even have the mine be deployable back into a blastwing, whatever) 9 (You could even have the mine be deployable back into a blastwing, whatever)
10 \n 10 \n
11 Consequently: 11 Consequently:
12 \n 12 \n
13 - There is no more explosion when killed while Blastwing is not deployed, so a mass of Blastwings can attack a single target without chain-exploding very stupidly. 13 - There is no more explosion when killed while Blastwing is not deployed, so a mass of Blastwings can attack a single target without chain-exploding very stupidly.
14 \n 14 \n
15 - The landmine can give Gunships an opportunity to counteract AA in a defensive fashion, where currently Gnat does it offensively, and current Blastwing just sucks at it tbh. 15 - The landmine can give Gunships an opportunity to counteract AA in a defensive fashion, where currently Gnat does it offensively, and current Blastwing just sucks at it tbh.
16 \n 16 \n
17 - Deploying the landmine can take sufficient time that a Picket can defeat Blastwing much more reliably, or even be unnecessary if other units can kill a deploying BW before it deploys. 17 - Deploying the landmine can take sufficient time that a Picket can defeat Blastwing much more reliably, or even be unnecessary if other units can kill a deploying BW before it deploys.
18 \n 18 \n
19 - Naked mexes are still vulnerable, and the blastmine damage could be tuned such that it would kill them in one shot. 19 - Naked mexes are still vulnerable, and the blastmine damage could be tuned such that it would kill them in one shot.
20 \n 20 \n
21 - There is no need for fire, because the delay time means that wearing out commanders with a continuous stream of unstoppable blastwings is not possible. Fire is of course still an option. 21 - There is no need for fire, because the delay time means that wearing out commanders with a continuous stream of unstoppable blastwings is not possible. Fire is of course still an option.
22 \n 22 \n
23 - Because the deployment time eliminates so many previously critical cases, the unit could have its damage increased sufficiently to be otherwise useful. 23 - Because the deployment time eliminates so many previously critical cases, the unit could have its damage increased sufficiently to be otherwise useful.
24 \n 24 \n
25 - The mine effect could also be tuned such that it is less damaging to friendlies, making deployment alongside turrets worthwhile. 25 - The mine effect could also be tuned such that it is less damaging to friendlies - for example, like a literal Claw - making deployment alongside turrets worthwhile.
26 \n 26 \n
27 TL:DR replace the nuisance/cheese/footgun unit with a practical landmine option. 27 TL:DR replace the nuisance/cheese/footgun unit with a practical landmine option.