1 |
For starters, I would like to apologize for my rudeness earlier, I believe that I misinterpreted the situation. I'll try to not do that again.
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1 |
For starters, I would like to apologize for my rudeness earlier, I believe that I misinterpreted the situation. I'll try to not do that again.
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2 |
@fiendicus_prime What I like about the current cloaking system is that you can hide anything in it, and that it allows you to make it harder for the enemy to figure out what units you have, and in general, its flexibility and usefulness in all stages of the game. After taking a break and thinking about it, I'll agree that cloaking could use a small nerf. However, I do not believe that doing anything that doesn't allow or makes it harder for the cloaker to do its job should be done, such as increasing the decloak time or decreasing area cloaking's range. Instead, I think that making every unit in the area cloak's radius pay for it's cloak in energy would work. This is because of a couple reasons;
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2 |
@fiendicus_prime What I like about the current cloaking system is that you can hide anything in it, and that it allows you to make it harder for the enemy to figure out what units you have, and in general, its flexibility and usefulness in all stages of the game. After taking a break and thinking about it, I'll agree that cloaking could use a small nerf. However, I do not believe that doing anything that doesn't allow or makes it harder for the cloaker to do its job should be done, such as increasing the decloak time or decreasing area cloaking's range. Instead, I think that making every unit in the area cloak's radius pay for it's cloak in energy would work. This is because of a couple reasons;
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3 |
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3 |
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4 |
1. Increasing the energy cost to use cloakers would be stupid, as you could just build more energy, and it would make shields seem superior as they don't have any passive energy consumption.
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4 |
1. Increasing the energy cost to use cloakers would be stupid, as you could just build more energy, and it would make shields seem superior as they don't have any passive energy consumption.
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5 |
2.
So
far
as
I've
seen,
area
cloakers
have
a
flat
energy
consumption
rate
for
their
abilities,
so
taking
that
away
and
implementing
consumption
biased
on
the
number
of
units
might
balance
it
out
with
its
effectiveness.
Of
course,
this
would
disproportionately
affect
raiders,
so
some
tweaks
would
have
to
be
implemented,
such
as
all
light
and
raider
units
not
costing
anything,
units
that
already
cloak
costing
whichever
energy
usage
is
lower,
medium
and
heavy
units
costing
maybe
their
metal
cost/1000,
with
a
max
at
around
10
for
medium,
and
20
for
heavy.
|
5 |
2.
So
far
as
I've
seen,
area
cloakers
have
a
flat
energy
consumption
rate
for
their
abilities,
so
taking
that
away
and
implementing
consumption
biased
on
the
number
of
units
might
balance
it
out
with
its
effectiveness.
Of
course,
this
would
disproportionately
affect
raiders,
so
some
tweaks
would
have
to
be
implemented,
such
as
all
light
and
raider
units
not
costing
anything,
units
that
already
cloak
costing
whichever
energy
usage
is
lower,
medium
and
heavy
units
costing
maybe
their
metal
cost/10000,
with
a
max
at
around
10
for
medium,
and
20
for
heavy.
|
6 |
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6 |
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7 |
Or you could ignore this and use artillery. As stated earlier, all of this makes shields seem superior, so maybe a passive energy cost for them too?
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7 |
Or you could ignore this and use artillery. As stated earlier, all of this makes shields seem superior, so maybe a passive energy cost for them too?
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