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Shieldbot deathball balance thread

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Date Editor Before After
12/2/2013 5:51:37 PMAUrankAdminSaktoth before revert after revert
12/2/2013 5:50:27 PMAUrankAdminSaktoth before revert after revert
12/2/2013 5:47:53 PMAUrankAdminSaktoth before revert after revert
Before After
1 Mechanics should interact organically with the rest of the game. Shields do this by interacting with damage from every weapon. If we wanted an 'anti-shield unit' we'd have kept the pitbull how it was... 1 Mechanics should interact organically with the rest of the game. Shields do this by interacting with damage from every weapon. If we wanted an 'anti-shield unit' we'd have kept the pitbull how it was...
2 \n 2 \n
3 I do think that shields deserve a bit of a nerf after losing their vulnerability to piercing weapons and Stiletto being nerfed. But I don't think they're that OP.
4 \n
3 Felons drain 75 shield power per 100 damage dealt. Ravagers/Reapers have about the same HP/cost as a shield or thug has shields/cost, so you can almost drain it dry without firing a shot. Not even counting the energy spent by the shield player to charge it. Try a unit like a Goliath that you can just repeat to repair if the felons ever get it low, and he'll be spending way more to keep his shields charge than you will on repairs (Ignoring the 1k damage per shot on the Goliath). 5 Felons drain 75 shield power per 100 damage dealt. Ravagers/Reapers have about the same HP/cost as a shield or thug has shields/cost, so you can almost drain it dry without firing a shot. Not even counting the energy spent by the shield player to charge it. Try a unit like a Goliath that you can just repeat to repair if the felons ever get it low, and he'll be spending way more to keep his shields charge than you will on repairs (Ignoring the 1k damage per shot on the Goliath).