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B265526 2 on Into Battle_v3 (Multiplayer)

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Date Editor Before After
6/3/2014 6:06:50 PMSkasi before revert after revert
6/3/2014 6:05:37 PMSkasi before revert after revert
Before After
1 True, Felon completely changes how you handle shieldbots. Felons are countered differently depending on whether they are (almost) alone, in a small group, or in a large group of shield units. However, all regular shield-counters mentioned earlier also help a bit once Felons are out. 1 True, Felon completely changes how you handle shieldbots. Felons are countered differently depending on whether they are (almost) alone, in a small group, or in a large group of shield units. However, all regular shield-counters mentioned earlier also help a bit once Felons are out.
2 \n 2 \n
3 Spamming 1hp blueprints can help with all of them, but fails if there's an Outlaw, or when Felons are set to hold fire. Same for closed Razor/Halberd/Dirtbag spam. Assault units are always useful, unless the shieldball has grown to XXXL, Zeus is probably best here as EMP also damages shields and emped units don't regenerate shields. Stilettos work when you have MORE than enough to one-shot the ball, if you have just enough then Felons will kill some or all of your Stilettos. Skuttles feel like they are very much based on luck - a random explosion, Outlaw wave or unit accidentally walking near are enough to uncloak it, Felon then kills it in less than a second. Same for Roaches and Ticks. Racketeers, Tremors, Catapults and other artillery can be useful if you manage not to lose them. For large shieldballs the only cost efficient counter I can think of is a nuke - the nightmare of any XXXL-shieldball. 3 Spamming 1hp blueprints can help with all of them, but fails if there's an Outlaw, or when Felons are set to hold fire. Same for closed Razor/Halberd/Dirtbag spam. Assault units are always useful, unless the shieldball has grown to XXXL, Zeus is probably best here as EMP also damages shields and emped units don't regenerate shields. Stilettos work when you have MORE than enough to one-shot the ball, if you have just enough then Felons will kill some or all of your Stilettos. Skuttles feel like they are very much based on luck - a random explosion, Outlaw wave or unit accidentally walking near are enough to uncloak it, Felon then kills it in less than a second. Same for Roaches and Ticks. Racketeers, Tremors, Catapults and other artillery can be useful if you manage not to lose them. For large shieldballs the only cost efficient counter I can think of is a nuke - the nightmare of any XXXL-shieldball. Finally: never let shieldballs grow too large and go around and/or kill energy to potentially lower shield-regen.