| 1 |
My experience is that Nimbus ideal usage area right now in team games is that it is multiple Slingers glued onto 1 balloon in the air with a hp bonus, that can easily be moved from front to front. It's practically a moving long range pressure unit that is most reliable at chewing up anti ground statics in particular when it's not zoned, and can put some pressure out vs units and make them not want to push into it without AA, but struggles to confirm kills by itself on movable units that don't want to walk at it or stand still, just like Slinger. Much higher upfront cost, but seems to push about the same as Slingers in metal (varies based on target size) and at the sameish ranges (outranges Stinger due to altitude) and is more oppressive per cost to wide ground units in particular, and is not so dodgeable because of higher projectile speeds. Downside (and upside) is being AA targetable. Forcing AA overcommit and being tanky and ranged enough to survive the appearance of AA on a front, heal up, and shift fronts. It is arguably better per metal early game pressure than swagpies, which is also a "relatively hard to punish" air unit.
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1 |
My experience is that Nimbus ideal usage area right now in team games is that it is multiple Slingers glued onto 1 balloon in the air with a hp bonus, that can easily be moved from front to front. It's practically a moving long range pressure unit that is most reliable at chewing up anti ground statics in particular when it's not zoned, and can put some pressure out vs units and make them not want to push into it without AA, but struggles to confirm kills by itself on movable units that don't want to walk at it or stand still, just like Slinger. Much higher upfront cost, but seems to push about the same as Slingers in metal (varies based on target size) and at the sameish ranges (outranges Stinger due to altitude) and is more oppressive per cost to wide ground units in particular, and is not so dodgeable because of higher projectile speeds. Downside (and upside) is being AA targetable. Forcing AA overcommit and being tanky and ranged enough to survive the appearance of AA on a front, heal up, and shift fronts. It is arguably better per metal early game pressure than swagpies, which is also a "relatively hard to punish" air unit.
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| 2 |
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| 3 |
Just like with Slingers, you generally don't want to spam make the unit if you want to be cost optimal. If enemies mostly react with static AA but push beyond it somewhere, you can slow down and complicate their attack by swapping to the lane. The biggest weakness is the upfront cost. With Slings, you can make a few and a-move 1-2 Slings at multiple places including behind fronts you're not looking at and help them a lot. With Nimbus, you're forced into all that metal being in one place, and it takes time to push out.
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3 |
Just like with Slingers, you generally don't want to spam make the unit if you want to be cost optimal. If enemies mostly react with static AA but push beyond it somewhere, you can slow down and complicate their attack by swapping to the lane. The biggest weakness is the upfront cost. With Slings, you can make a few and a-move 1-2 Slings at multiple places including behind fronts you're not looking at and help them a lot. With Nimbus, you're forced into all that metal being in one place, and it takes time to push out.
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| 4 |
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4 |
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| 5 |
If
one
wanted
to
make
it
more
effective
as
what
it
currently
is
while
it's
still
the
same
kind
of
unit,
but
have
some
more
counterplay
to
balance,
split
it
into
2.
Half
cost,
half
DPS,
half
health.
Faster
to
get
one
out
the
door,
one
can
pressure
a
lane
to
force
AA
response
and
make
cost
faster,
but
easier
to
punish,
harder
to
get
back
and
heal
up.
Easier
to
rotate
between
lanes
and
healing.
Airsling.
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5 |
If
one
wanted
to
make
it
more
effective
as
what
it
currently
is
while
it's
still
the
same
kind
of
unit,
but
have
its
counters
be
stronger
against
it
to
balance,
split
it
into
2.
Half
cost,
half
DPS,
half
health.
Faster
to
get
one
out
the
door,
one
can
pressure
a
lane
to
force
AA
response
and
make
cost
faster,
but
easier
to
punish,
harder
to
get
back
and
heal
up.
Easier
to
rotate
between
lanes
and
healing.
Airsling.
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| 6 |
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6 |
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| 7 |
But perhaps annoying?
|
7 |
But perhaps annoying?
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| 8 |
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8 |
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| 9 |
Too good? Reduce its hp further and/or increase cost. Too annoying? Delete or rework, as it is the kind of unit it is.
|
9 |
Too good? Reduce its hp further and/or increase cost. Too annoying? Delete or rework, as it is the kind of unit it is.
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