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Thanks for your engagement @GoogleFrog. Assume I'm on board with the points I don't quote, even if my preference differs.
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Thanks for your engagement @GoogleFrog. Assume I'm on board with the points I don't quote, even if my preference differs.
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[q]This could just involve pushing Picket health and Rogue damage to the point that Rogue no longer 1-shots it.[/q]
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[q]This could just involve pushing Picket health and Rogue damage to the point that Rogue no longer 1-shots it.[/q]
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Whilst this helps ever so slightly, I'm not sure the nibble damage from a picket is going to help it fill this role as-is against a concentrated assault. I can't see players not just using 2 of their rogues to comfortably shoot the picket instead. Unless picket had disarm.
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Whilst this helps ever so slightly, I'm not sure the nibble damage from a picket is going to help it fill this role as-is against a concentrated assault. I can't see players not just using 2 of their rogues to comfortably shoot the picket instead. Unless picket had disarm.
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[q]I'm a bit of a broken record, but has anyone tried Racketeer?[/q]
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[q]I'm a bit of a broken record, but has anyone tried Racketeer?[/q]
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The issue here is that you can't field enough racketeers to stem the tide of recluse, because of the cost difference. Worse still, no unit in the shieldbot roster has the follow up to matter. The racketeer's missile travel time and broken OKP mean that targets still get a chance to shoot between disarms. Lastly, because of the great range of recluse and it's tendency to hang back or be around weird terrain, keeping your racketeers on those targets specifically is a very difficult mini-game. I had previously toyed with a lighter racketeer for this purpose, but nobody took the idea seriously.
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The issue here is that you can't field enough racketeers to stem the tide of recluse, because of the cost difference. Worse still, no unit in the shieldbot roster has the follow up to matter. The racketeer's missile travel time and broken OKP mean that targets still get a chance to shoot between disarms. Lastly, because of the great range of recluse and it's tendency to hang back or be around weird terrain, keeping your racketeers on those targets specifically is a very difficult mini-game. I had previously toyed with a lighter racketeer for this purpose, but nobody took the idea seriously.
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[q]Also does spreading work against Venom? I'd be happy to do something like drop Venom real damage slightly to give raiders a bit more of a chance.[/q]
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[q]Also does spreading work against Venom? I'd be happy to do something like drop Venom real damage slightly to give raiders a bit more of a chance.[/q]
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Spreading works in the earliest of early game on the rare map which allows for it, but in general no. It's speed allows it to pick engagements vs bandit nicely. Venom's real damage isn't the problem for bandit either, it's the ability to lock you into an almost binary state of non-retaliation. Because of the stun, you have to be able to reposition and chase with whatever you have, which conveniently tightens the bandit's formation for further AOE stunning. As Therx warns, any nerf to venom is a buff to glaive, thus the suggestion to create lighter venom.
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Spreading works in the earliest of early game on the rare map which allows for it, but in general no. It's speed allows it to pick engagements vs bandit nicely. Venom's real damage isn't the problem for bandit either, it's the ability to lock you into an almost binary state of non-retaliation. Because of the stun, you have to be able to reposition and chase with whatever you have, which conveniently tightens the bandit's formation for further AOE stunning. As Therx warns, any nerf to venom is a buff to glaive, thus the suggestion to create lighter venom.
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[q]I would rather not touch Thug if we're also nerfing Rogue (and maybe even Bandit). I like the Thug game plan thematically for shieldbots, and other units keep popping up to derail it.[/q]
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[q]I would rather not touch Thug if we're also nerfing Rogue (and maybe even Bandit). I like the Thug game plan thematically for shieldbots, and other units keep popping up to derail it.[/q]
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If
you
can
fix
other
factories
not
being
able
to
put
a
dent
in
a
shieldball,
then
fine.
Otherwise,
Thug
has
been
under
my
crosshairs
for
years
as
too
oppressive
and
I
would
relish
a
durability
nerf,
particularly
because
it's
gameplan
often
has
little
to
do
with
rogue
dependency
in
the
first
place.
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If
you
can
improve
other
factories
ability
to
put
a
dent
in
a
shieldball,
then
fine.
Otherwise,
Thug
has
been
under
my
crosshairs
for
years
as
too
oppressive
and
I
would
relish
a
durability
nerf,
particularly
because
it's
gameplan
often
has
little
to
do
with
rogue
dependency
in
the
first
place.
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[q]I want more input (and possibly games) before buffing Blitz or Emissary. Both are pretty dangerous buffs. Blitz would benefit from a bit more health or a little less reload time (both are a bit anti-quant though). The nicest Emissary buff may be improved unpacking/packing speed.[/q]
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[q]I want more input (and possibly games) before buffing Blitz or Emissary. Both are pretty dangerous buffs. Blitz would benefit from a bit more health or a little less reload time (both are a bit anti-quant though). The nicest Emissary buff may be improved unpacking/packing speed.[/q]
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Blitz health is a good one because it doesn't increase danger value. It also makes it more of a tank than whatever it is compared to ravager. Emissary sure feels bad because of the packing, but I've always seen that as the price of admission for doing something as useful as it should. Right or wrong, I have been trying very hard to use it against riot/rogue compositions, but it often just feels lackluster compared to the firewalker option.
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Blitz health is a good one because it doesn't increase danger value. It also makes it more of a tank than whatever it is compared to ravager. Emissary sure feels bad because of the packing, but I've always seen that as the price of admission for doing something as useful as it should. Right or wrong, I have been trying very hard to use it against riot/rogue compositions, but it often just feels lackluster compared to the firewalker option.
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[q]Perhaps Firewalker could have less direct damage.[/q]
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[q]Perhaps Firewalker could have less direct damage.[/q]
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Whatever you do, I'd caution against any change that gives area shields even more advantages in a game where they already make such a powerful difference. Less burn damage at least gives you the ability to decide between backing off, or tanking a bit and charging.
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Whatever you do, I'd caution against any change that gives area shields even more advantages in a game where they already make such a powerful difference. Less burn damage at least gives you the ability to decide between backing off, or tanking a bit and charging.
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