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I didn't really wanna compare the amphibian units. (Anyway I agree with you pepper).
I just don't know why I should get it. Seems to be useless because other units do the job better.
Of course it can help but it's not a threat at all. If my opponent's builds a fuze I am happy that he didn't invest it in two Marines.
It's so easy to kill and does so little damage that I don't really care about it. One attack with a basic unit is enough and the fuze is out of play because it will do even less damage or it takes ages to repair.
It needs better defense and repair rate or something else to make it outstanding.
Make it a real infantry killer or make it real quick; give it a step back or a healing funcion.
Whatever!
But fuze is useless the way it is.( Or: not worth the credits you spend)
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Fuze is now several weeks on the market and I can't really see it's use.
In my opinion it offers little advantage for too much credits.
It's a unit I hardly use because other units with lower price or little higher price bring far more benefit for my game.
It's very, very vulnerable and deals little damage and on top it recovers too slow.
For the quality it offers I wouldn't spend more than 150 credits.
What is your opinion?
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Yes and no.
I like the idea of experienced units with benefits.
But it's difficult in the Uniwar system, because units die very quick and you just rebuild some new troops.
I remember the veteran system from games like Panzer General and fantasy general, but there you were able to take your troops from one match to the other and you couldn't rebuilt and purchase new units so easy like here in Uniwar.
I think it wouldn't help to much to change the system.
Imagine you have an experienced unit with some real benefit, your opponent will focus his game in killing this unit as quick as possible and killing just one special unit is always possible and quite easy.
I think it wouldn't work out.
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killermax636 wrote:
ANYTHING that has a lower price or a longer range than it is its counter, believe it or not. Shorter range, higher price and inability to repair make guardian a unit that you need to consider extremely carefully before you build one.
Advantages guardian:
Guardian can attack ALL Sapien units (except fuze) without receiving counter damage.
Within the average damage it causes normal terrain/mountain in order of cheap to expensive sapien unit with FIRST attack
Marine: 6/7
Engineer: 9/10
Fuze:8/9
Marauder:6/7
Bopper 9/10
Tank 4/5
Heli 4/5
Battery: 7/8
This unit is meant to be a TANK buster, but actually it can kill everything easily. With two guardians you can kill EVERY sapien unit in one round without receiving any counter damage. I don't see why you have to consider extremely to get it.
"High" price?!
It's fast!! cheap!! ( I prefer 3 guardians instead of two helis) and deals with everything.
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I thought the topic is about the price structure in general and not only about the price structure of the Mantisse.
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copeab wrote:To put it simply, since bases give credits in increments of 25, unit pricing should use increments of 25.
Cost is one way to balance units and this allows more fine tuning.
I agree!
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copeab wrote:To put it simply, since bases give credits in increments of 25, unit pricing should use increments of 25.
Cost is one way to balance units and this allows more fine tuning.
I agree!
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There won't be any changes to the guardian?
Come on guys, there should be at least one basic unit that can handle it easily, like with all the other units.
Every unit has a counter part, except the guardian.
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simsverd wrote:be realistic.. dont hold your breath for other abilities than what is the current changable parameters.
does your comment improve this discussion anyhow?
And why shouldn't it be changeable?
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Less defense would obsolete the idea of the tank.
Price is fine. If you raise or lower the price you would loose the relation to other units.
Extra ability might be a fine idea.
Perhaps something like +1 defence to surrounding troopers.
That's how they used tanks in WW2 as well.
That wouldn't change the tank itself but offers a little strategic plus.
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Tanks are still very useful.
It's still hard to kill them.
The only units you can really damage a tank with is another tank / artillery and/or a blaster.
If you try to stop an tank with a blaster, you lose a lot of other options for your game. Blasters are quite slow and not very effective against air or troopers (except guardian).For an artillery you have to spend a lot of money plus defense. That takes your possibility for quick attacks. The best answer is still a tank. In a direct battle it lasts some time and prevents the rest of your troops to got run over by a tank .
Keep all like it is and take something of from the guardian. Still to good in everything.
Tanks are absolutely fine.
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I still use tanks. Especially in combination with maurader. Tanks break the defense and takes the first hit and the"speeder" kills the blaster/artillery.
For me it's not obsolete.
And it still deals perfect with all the small units. Difficult to damage and the opponent has to focus lots of attacks to destroy, even with a blaster in the back. That gives time and space for your other units.
Blasters are quite expensive and very limited in use (except.... ).
Boppers don't' help at all when you have to deal with air and GL.
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I don't really see it that way.
When you build a blaster + protection you have to spend the same amount of credits as if you would in building a tank.
But you use them in a different way.
You can always counter the blasters with cheaper units, like speeder/marine.
What I noticed is that there are far less artillery stand off matches. What I personally appreciate. Before lots where building tanks to protect the future artillery. Games now got quicker and more versatile because of the blasters.
I like them and I think the costs are pretty fair (except guardian ).
So far.
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Guardian is not just the strongest of the blaster units, it's the strongest of all units ( value for credit).
I would like to have the Sapiens tank with a good air defense of 7 and ranged attack; to restrict it a little bit .... Only if there is an engineer on the pitch.
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Kohtar wrote:I can tell that the SvS tourney quarter-final sees a lot of Fuzes... So they clearly find a spot in the sapiens strategy.
Yes, it you play SvS you have a least no disadvantage.
As well you are not dealing with Speeders and swarmers.
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