Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Cold Take #2 - Quant's Rule

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
12/18/2023 11:18:12 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 @Astran we can disagree on how powerful commanders should be, but setting the bar anywhere close to Paladin is unrealistic. The game just won't work with comms at that power, the pressure to snipe them or counter them will be immense if people can morph up to a Paladin gradually. There is a lot of space between current commanders and that point though. I'm just saying that "comm is nowhere near as good as Paladin" is a bad place to start. 1 @Astran we can disagree on how powerful commanders should be, but setting the bar anywhere close to Paladin is unrealistic. The game just won't work with comms at that power, the pressure to snipe them or counter them will be immense if people can morph up to a Paladin gradually. There is a lot of space between current commanders and that point though. I'm just saying that "comm is nowhere near as good as Paladin" is a bad place to start.
2 \n 2 \n
3 [q]the fact remains that you have had to make several changes to the game in order to control Paladin rush[/q] 3 [q]the fact remains that you have had to make several changes to the game in order to control Paladin rush[/q]
4 Paladin had one direct nerf since 2017, a 6.5% drop in speed and some reduced turn rates. I recall that being more about catching it, not about the early game. The nerf you're probably talking about is the 50 energy requirement for Strider Hub, which was aimed directly at Paladin. But this nerf drives home my point. Having a Paladin very early in the game was, if not broken, then at least a bit game warping and would get old. 4 Paladin had one direct nerf since 2017, a 6.5% drop in speed and some reduced turn rates. I recall that being more about catching it, not about the early game. The nerf you're probably talking about is the 50 energy requirement for Strider Hub, which was aimed directly at Paladin. But this nerf drives home my point. Having a Paladin very early in the game was, if not broken, then at least a bit game warping and would get old.
5 \n 5 \n
6 Buffing commanders to anywhere near Paladin is a proposal that would see Paladin rush effectively return, but rather than cause half a team to sink all their metal into it for four minutes, progressively stronger versions could be used in the field as it is built up over ten. The commanders we were seeing prior to the nerf/rework were not as powerful as Paladin, but they were big and efficient enough to warp a whole front around them. They would do things that no other unit can do, such as the ranged beam laser commanders that dealt reasonable DPS at 500+ range. Very few units do this, as it tends to end up as a "riot" against a lot of units. Fencer deals constant accurate damage at high range and most of its other stats are terrible to compensate. This sort of thing is just barely ok on a weak glass cannon. 6 Buffing commanders to anywhere near Paladin is a proposal that would see Paladin rush effectively return, but rather than cause half a team to sink all their metal into it for four minutes, progressively stronger versions could be used in the field as it is built up over ten. The commanders we were seeing prior to the nerf/rework were not as powerful as Paladin, but they were big and efficient enough to warp a whole front around them. They would do things that no other unit can do, such as the ranged beam laser commanders that dealt reasonable DPS at 500+ range. Very few units do this, as it tends to end up as a "riot" against a lot of units. Fencer deals constant accurate damage at high range and most of its other stats are terrible to compensate. This sort of thing is just barely ok on a weak glass cannon. That sort of ability on a unique single unit warps the front around it and, here is where we may disagree, the game is about [i]units[/i]. Controlling a bunch of individually simple things in complicated ways.
7 \n
8 [q]what if, striders are built as a smaller version of themself and require upgrading once or twice?[/q]
9 It's an interesting idea, but it feels like a solution looking for a problem. Striders seem to work fine, why add complexity?