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[q]A simple question, if a lance had double the price, do you think players would stop building it? The answer is no, because even at current price it regularly makes multiple times its own cost. [/q]
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Even if I were to grant that the average Lance makes 2k cost (which seems like a high estimate), lots of stuff makes cost. Unit diversity decreases if Lance isn't a viable alternative to other similar but more effective strategies.
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[q]What is this number based on?[/q]
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[q]What is this number based on?[/q]
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It isn't really based on anything. It was added to nerf "combat cloaking", that is, using a cloaker in combat to confuse targeting, rather than to hide units. I'm wary about making it too high as it could be annoying.
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It isn't really based on anything. It was added to nerf "combat cloaking", that is, using a cloaker in combat to confuse targeting, rather than to hide units. I'm wary about making it too high as it could be annoying.
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When I added it I made it double the values for personal cloakers. The numbers are now as follows:
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When I added it I made it double the values for personal cloakers. The numbers are now as follows:
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* Personal cloak proximity decloak time: 1.5s
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* Personal cloak proximity decloak time: 1.5s
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* Personal cloak action decloak time: 3s
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* Personal cloak action decloak time: 3s
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* Area cloak proximity decloak time: 3s
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* Area cloak proximity decloak time: 3s
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* Area cloak action decloak time: 8s
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* Area cloak action decloak time: 8s
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Note that personal cloaking units always use their improved values, even when under an area cloaker.
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Note that personal cloaking units always use their improved values, even when under an area cloaker.
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