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[quote]I want to gather more input on Glaive vs. Bandit.[/quote]
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[quote]I want to gather more input on Glaive vs. Bandit.[/quote]
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I'm quite happy with the balance between these two. I disagree with the "a-move" testing as thats not how you want to use glaives in this matchup, similarly you wouldn't a-move scorchers. Cloaky already the best factory along with shields imo.
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I'm quite happy with the balance between these two. I disagree with the "a-move" testing as thats not how you want to use glaives in this matchup, similarly you wouldn't a-move scorchers. Cloaky already the best factory along with shields imo.
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[quote]Redback killing Glaive efficiently sounds solid.
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[quote]Redback killing Glaive efficiently sounds solid.
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Redback has 25 range on Reaver, is it not close to killing Reaver already? I don't think there is much danger in giving Redback a bit more HP (or something) to beat a Reaver (if extra damage to beat Glaive isn't enough).[/quote]
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Redback has 25 range on Reaver, is it not close to killing Reaver already? I don't think there is much danger in giving Redback a bit more HP (or something) to beat a Reaver (if extra damage to beat Glaive isn't enough).[/quote]
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I've not a lot of exposure with redback vs reaver, all I know is you don't want to be chasing the reaver because then it can outrange the redback.
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I've not a lot of exposure with redback vs reaver, all I know is you don't want to be chasing the reaver because then it can outrange the redback.
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[quote]I don't like the sound of messing with Recluse inaccuracy since this is the units thing. I'd investigate a Picket buff to give all factories a general tool to defend against skirmisher buildup. Trying to make Rogue equal to Ronin and equal to Recluse sounds very tricky and I'm not sold on it being desirable either.[/quote]
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[quote]I don't like the sound of messing with Recluse inaccuracy since this is the units thing. I'd investigate a Picket buff to give all factories a general tool to defend against skirmisher buildup. Trying to make Rogue equal to Ronin and equal to Recluse sounds very tricky and I'm not sold on it being desirable either.[/quote]
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Recluse inaccuracy has its advantages too, such as attacking infront of a stinger to outrange it (as the lack off accuracy results in being able to hit the stinger).
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Recluse inaccuracy has its advantages too, such as attacking infront of a stinger to outrange it (as the lack off accuracy results in being able to hit the stinger).
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[quote]I'm not adverse to making Rogue a bit more expensive, since we can't seem to figure out why it was bad before and good now.[/quote]
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[quote]I'm not adverse to making Rogue a bit more expensive, since we can't seem to figure out why it was bad before and good now.[/quote]
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It
was
good
before,
ppl
just
didn't
realise/know
how
to
use
it
well.
I'd
been
using
bandit/rogue
for
years
before
ppl
caught
on.
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It
was
good
before,
ppl
just
didn't
realise/know
how
to
use
it
well.
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[quote]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.[/quote]
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[quote]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.[/quote]
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A lot of mentions about shield balls. I think the main issue with shieldballs is they're very frustrating to play against, if you have the answers to them ready and available then you can handle and destroy them quite easily, and if you don't, you're going to lose your whole army trying to stop them whilst killing next to nothing.
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A lot of mentions about shield balls. I think the main issue with shieldballs is they're very frustrating to play against, if you have the answers to them ready and available then you can handle and destroy them quite easily, and if you don't, you're going to lose your whole army trying to stop them whilst killing next to nothing.
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[quote]Venom would have to lose either 15% or 31% (I can't test right now) of its EMP damage to impact how it fights Bandit. This is an interesting idea, but feels a bit extreme.[/quote]
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[quote]Venom would have to lose either 15% or 31% (I can't test right now) of its EMP damage to impact how it fights Bandit. This is an interesting idea, but feels a bit extreme.[/quote]
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Venom tweaking will be tough vs glaive/bandit, in its current state you can overrun the venoms at low densities, and as unit numbers grow venom become dominant.
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Venom tweaking will be tough vs glaive/bandit, in its current state you can overrun the venoms at low densities, and as unit numbers grow venom become dominant.
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[quote]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.[/quote]
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[quote]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.[/quote]
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Emissary can feel really strong in the right situations (for anyone who had the displeasure of playing vs Godde on red comet just before he stopped can atest to), so I'd be cautious with buffs to them, however I do have some ideas in mind to try if Godde returns.
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Emissary can feel really strong in the right situations (for anyone who had the displeasure of playing vs Godde on red comet just before he stopped can atest to), so I'd be cautious with buffs to them, however I do have some ideas in mind to try if Godde returns.
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I know there are a few players a couple months ago commenting Blitz op (Riposter/therxxy maybe? Can't remember too well) as they were dominating some games on Doldrums. I'd maybe leave them as they are for now.
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I know there are a few players a couple months ago commenting Blitz op (Riposter/therxxy maybe? Can't remember too well) as they were dominating some games on Doldrums. I'd maybe leave them as they are for now.
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[quote]Also I'd like to add something on Firewalker since rANDY brought it up in #balance. Perhaps Firewalker could have less direct damage. This would reduce its impact against shields, potentially making area shields a good counter, and give units extra time to move away. Firewalker used to fire two medium sized balls which were changed to a shotgun specifically so that area shields did not hardcounter it. Maybe it could have reduced burn damage too.[/quote]
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[quote]Also I'd like to add something on Firewalker since rANDY brought it up in #balance. Perhaps Firewalker could have less direct damage. This would reduce its impact against shields, potentially making area shields a good counter, and give units extra time to move away. Firewalker used to fire two medium sized balls which were changed to a shotgun specifically so that area shields did not hardcounter it. Maybe it could have reduced burn damage too.[/quote]
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Did you get a chance to check the replays I linked GF? FW are currently the answer to a lot of questions, including "what do I build against my opponents FW?" People used to switch to jumpy and make 1 or 2 firewalker to help with the skirmishers, but have slowly realised why stop at 2, and just keep pumping them out, resulting in a firey battlefield that you can't effectively attack into, and you can't bomb them reliably as JJ has some great AA.
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Did you get a chance to check the replays I linked GF? FW are currently the answer to a lot of questions, including "what do I build against my opponents FW?" People used to switch to jumpy and make 1 or 2 firewalker to help with the skirmishers, but have slowly realised why stop at 2, and just keep pumping them out, resulting in a firey battlefield that you can't effectively attack into, and you can't bomb them reliably as JJ has some great AA.
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What do I think are the biggest issues currently? Imo the top 2 units for nerfing would be:
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What do I think are the biggest issues currently? Imo the top 2 units for nerfing would be:
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1. FW (dominant and not good for gameplay)
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1. FW (dominant and not good for gameplay)
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2. Reaver (definitely the best riot in the game, and can be so hard to stop)
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2. Reaver (definitely the best riot in the game, and can be so hard to stop)
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