1 |
The DPS change is less drastic than it looks. Felon is often limited by charge rather than fire rate, so this change mostly affects its ability to pick off units at the edge of its range rather than its damage output in a full battle. It gives enemies more time to get some damage on the shield before Felon depletes it. The damage and shot cost change means it is only 4.9% worse at converting shield charge into damage.
|
1 |
The DPS change is less drastic than it looks. Felon is often limited by charge rather than fire rate, so this change mostly affects its ability to pick off units at the edge of its range rather than its damage output in a full battle. It gives enemies more time to get some damage on the shield before Felon depletes it. The damage and shot cost change means it is only 4.9% worse at converting shield charge into damage.
|
3 |
Thug
charges
slower
too,
so
if
you're
running
a
Felon
on
the
recharge
from
empty
Thugs,
then
Felon
deals
16.
2%
less
DPS
due
to
worse
damage/charge
and
Thug
charge/second.
The
overall
aim
is
to
increase
the
amount
of
time
a
shieldball
has
to
wait
to
recharge
between
assaults.
|
3 |
Thug
charges
slower
too,
so
if
you're
running
a
Felon
on
the
recharge
from
empty
Thugs,
then
Felon
deals
16.
2%
less
DPS
due
to
worse
damage/charge
and
Thug
charge/second.
The
overall
aim
is
to
increase
the
amount
of
time
a
shieldball
has
to
wait
to
recharge
between
assaults.
Shieldbots
needed
something
for
the
early
game,
and
it
seemed
quite
dangerous
to
just
buff
Bandit
and
Convict
without
anticipating
the
strong
shieldball
transition.
The
balance
can
be
refined
if
Shieldbots
are
getting
through
the
early
game
but
then
lack
midgame
options.
|