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1v1 Shieldbots and other fact viablity

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Date Editor Before After
6/9/2013 4:59:21 AMAUrankAdminSaktoth before revert after revert
Before After
1 http://zero-k.info/Forum/Thread/4757 1 http://zero-k.info/Forum/Thread/4757
2 This is the last thread on the topic and the same still applies. Post replays, rather than just making assertions. 2 This is the last thread on the topic and the same still applies. Post replays, rather than just making assertions.
3 \n 3 \n
4 Here is me beating Google Frog's shieldbots using my veh: 4 Here is me beating Google Frog's shieldbots using my veh:
5 http://www.youtube.com/watch?v=nSSI7GHb4Aw 5 http://www.youtube.com/watch?v=nSSI7GHb4Aw
6 \n 6 \n
7 This level of flatness and size for a 1v1 match should be standard, although I know there are a lot of hilly 8v8's where veh's are not viable. 7 This level of flatness and size for a 1v1 match should be standard, although I know there are a lot of hilly 8v8's where veh's are not viable.
8 \n 8 \n
9 There are a lot of situations here though, not just one: 9 There are a lot of situations here though, not just one:
10 \n 10 \n
11 The first is the raider situation, Bandit vs other raiders. Is there a problem here? 11 The first is the raider situation, Bandit vs other raiders. Is there a problem here?
12 \n 12 \n
13 The second is the midgame with thuglaw pushes, possibly with rogues. 13 The second is the midgame with thuglaw pushes, possibly with rogues.
14 \n 14 \n
15 The third is the lategame situation with Felon and Aspis. 15 The third is the lategame situation with Felon and Aspis.
16 \n 16 \n
17 When you're talking about stiletto or snipers, you're talking about lategame shieldballs, which you rarely get to in 1v1. I have been known to rush Felon + Aspis but this requires a big investment in energy first. This costs 1150, while a sniper costs 750. Even if the Aspis tanks the shots, you're damaging his energy infrastructure. A shield had 3600 charge, if it drops below 1500 (Even from felon discharging on solars etc) you 1-shot the felon or the Aspis. It's actually quite easy, if you come from the correct angle, to get -under- the shield and snipe it or the felon, and if the felon walks out beyond the shields protection, you can 1-shot it. 17 When you're talking about stiletto or snipers, you're talking about lategame shieldballs, which you rarely get to in 1v1. I have been known to rush Felon + Aspis but this requires a big investment in energy first. This costs 1150, while a sniper costs 750. Even if the Aspis tanks the shots, you're damaging his energy infrastructure. A shield had 3600 charge, if it drops below 1500 (Even from felon discharging on solars etc) you 1-shot the felon or the Aspis. It's actually quite easy, if you come from the correct angle, to get -under- the shield and snipe it or the felon, and if the felon walks out beyond the shields protection, you can 1-shot it.
18 \n 18 \n
19 I am of the opinion that the Outlaw could probably lose a bit more damage, since right now it is a primary DPS source in a shieldball, whereas I think it should mostly offer the utility of the slow effect when fighting anything but raiders. 19 On the whole I reject the notion that Shieldbot is the only viable 1v1 factory. I just think it's easier to use than other factories. I am of the opinion that the Outlaw could probably lose a bit more damage, since right now it is a primary DPS source in a shieldball, whereas I think it should mostly offer the utility of the slow effect when fighting anything but raiders.
20 \n 20 \n
21 I also think the Aspis and possibly other shields should get a power nerf and that we should remove the shot-spamming of the Stiletto, weaking it vs shields, make gauss and fire deflected by shields, removing these narrow, obscure hardcounter mechanics while making shields easier to counter with other units. 21 I also think the Aspis and possibly other shields should get a power nerf and that we should remove the shot-spamming of the Stiletto, weaking it vs shields, make gauss and fire deflected by shields, removing these narrow, obscure hardcounter mechanics while making shields easier to counter with other units.
22 \n 22 \n
23 The problem is that the tacnuke does 3500 damage, so lowering the Aspis from 3600 means tacnukes pass right through, unless we lower the weight of tacnukes (which I'd be fine with). 23 The problem is that the tacnuke does 3500 damage, so lowering the Aspis from 3600 means tacnukes pass right through, unless we lower the weight of tacnukes (which I'd be fine with).