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Let's
talk
about
Tanks.
Or
rather,
lets
talk
about
this
fucker:
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1 |
Let's
talk
about
Tanks.
Or
rather,
lets
talk
about
this
wild
Individuum:
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http://manual.zero-k.info/unitpics/tankraid.png
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http://manual.zero-k.info/unitpics/tankraid.png
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Where do I even begin? This unit does it all for early to mid game. Outranges almost every raider, has kite advantage on everything, always makes cost at least twice over if micro'd and forces your opponent to respond with a option stronger than an LLT. This is nonsense. You can fight queue this unit at your opponents's base and it will play the early game for you.
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Where do I even begin? This unit does it all for early to mid game. Outranges almost every raider, has kite advantage on everything, always makes cost at least twice over if micro'd and forces your opponent to respond with a option stronger than an LLT. This is nonsense. You can fight queue this unit at your opponents's base and it will play the early game for you.
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Numbers time:
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Numbers time:
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https://i.ibb.co/p4PhVW1/koda.png
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https://i.ibb.co/p4PhVW1/koda.png
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Other comparable units:
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Other comparable units:
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https://i.ibb.co/WpvNmB8/vehraid.png
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https://i.ibb.co/WpvNmB8/vehraid.png
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https://i.ibb.co/Yc3LR8k/pyro.png
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https://i.ibb.co/Yc3LR8k/pyro.png
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As you can see, we have some numbers issues to address here. Mainly:
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As you can see, we have some numbers issues to address here. Mainly:
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- Why does Kodachi have the range (almost), dps, and more speed than a 220 unit?
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- Why does Kodachi have the range (almost), dps, and more speed than a 220 unit?
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- Why does Kodachi win almost every interaction with other raider units, especially in kite scenarios?
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- Why does Kodachi win almost every interaction with other raider units, especially in kite scenarios?
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- Why is Kodachi literally so much of an early game threat that people either need to build double LLTs or have a plan for keeping units at base to deal with it?
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- Why is Kodachi literally so much of an early game threat that people either need to build double LLTs or have a plan for keeping units at base to deal with it?
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I think @Sigero said this in mumble VC recently, but I'll quote it here:
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I think @Sigero said this in mumble VC recently, but I'll quote it here:
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[q] Just surround the koda and kill it[/q]
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[q] Just surround the koda and kill it[/q]
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So, you're telling me I need to [i]micro[/i] my counter play in addition to LLTs to a early game raider unit?
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So, you're telling me I need to [i]micro[/i] my counter play in addition to LLTs to a early game raider unit?
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Nah, no thanks. That's some nonsense.
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Nah, no thanks. That's some nonsense.
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Also, this unit's movement is just 3 units below scorcher. Why? Just Why? If it's a tank factory, should the unit at least be some semblance on "slow" and not so fast it can literally outrun other raiders that are on foot and can jump?
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Also, this unit's movement is just 3 units below scorcher. Why? Just Why? If it's a tank factory, should the unit at least be some semblance on "slow" and not so fast it can literally outrun other raiders that are on foot and can jump?
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Taking this into account, it definitely would seem like "yeah Kodachi movement is busted but at least the gun doesn't do that much right? After the nerf?"
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Taking this into account, it definitely would seem like "yeah Kodachi movement is busted but at least the gun doesn't do that much right? After the nerf?"
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Well, you couldn't be more wrong.
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Well, you couldn't be more wrong.
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Unit does 100DPS (counting afterburn), has 215 range, and for some reason has 48 AoE range? What? This unit has a projectile that is supposed to be a burn weapon but does default high DPS, low reload time, and it [i]still[/i] has afterburn.
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Unit does 100DPS (counting afterburn), has 215 range, and for some reason has 48 AoE range? What? This unit has a projectile that is supposed to be a burn weapon but does default high DPS, low reload time, and it [i]still[/i] has afterburn.
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So, how do we [s]make the game playable again[/s] make Kodachi not busted?
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So, how do we [s]make the game playable again[/s] make Kodachi not busted?
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[size=3]Here are my proposed number nerfs:[/size]
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[size=3]Here are my proposed number nerfs:[/size]
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Movement Speed (elmo/s) 108 -> 98
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Movement Speed (elmo/s) 108 -> 98
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Turn Rate (deg/s) 190 -> 180
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Turn Rate (deg/s) 190 -> 180
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Both of these nerfs should help make sure that Kodachi is acting more in a tank role instead of going all zoom-zoom.
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Both of these nerfs should help make sure that Kodachi is acting more in a tank role instead of going all zoom-zoom.
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Idle Regen (HP/s) 5 -> 0
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Idle Regen (HP/s) 5 -> 0
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Idle regen is nonsense for Kodachi. Never should've been added to it in the first place.
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Idle regen is nonsense for Kodachi. Never should've been added to it in the first place.
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Damage 40 -> 25
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Damage 40 -> 25
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Reload Time (s) 0.50 -> .65
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Reload Time (s) 0.50 -> .65
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Afterburn (s) 1 (15 DPS) -> 2 (30 DPS)
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Afterburn (s) 1 (15 DPS) -> 2 (30 DPS)
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Range (elmo) 215 -> 200
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Range (elmo) 215 -> 200
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Area of Effect (elmo) 48 -> 43
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Area of Effect (elmo) 48 -> 43
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Projectile Speed 520 -> 480
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Projectile Speed 520 -> 480
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Overall base numbers nerf. This should place a higher importance on the actual afterburn while giving other raiders a healthy amount of time to interact with the unit without dying. It should also allow for slightly more micro evasion of the actual projectile itself.
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Overall base numbers nerf. This should place a higher importance on the actual afterburn while giving other raiders a healthy amount of time to interact with the unit without dying. It should also allow for slightly more micro evasion of the actual projectile itself.
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