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Rebalancing Information: Pyre Snake
Buff on mobility: 10 -> 12
Reason: Since Pyre Snakes can't move on water like swarmers do and Marauders (24) and Speeders (16; 22 if attacked) easily outmaneuver them if went with 10, Pyre Snakes are given back with 12.
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So, there's Phasing, Convergence, Pyreans, and Enyalios. What now?
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I just wondered, do you guys think that the Pyre Snake needs the 12 move speed back?
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Rebalancing info: Pyre Snake
Repair nerf from 2 -> 1
Defense buff from 6 -> 7
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I have one, it's called "The Revelations of Valkyrie". It about a super soldier who is forced to fight with the Sapiens and will
find out what's really behind the Uniwar. I'm currently making it as a topic page in this category
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let's see, Convergence vs Pyreans vs Phasing?
2 rival aliens and fire
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So, what do you guys think of the entire race? it is OP, underpowered or what?
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I told them to regroup and launch a counterattack. Despite that the ambush did a number to my troops, we managed to pull ourselves off and fended off the Khraleans. I told the rest of the soldiers to make haste and capture the base immediately. After we captured the 2nd base, we decided to take a little rest and watch the rest of the battalion decimating the entire Pinzer battalion, attaining decisive victory.
[Scottsman]
06:30, Ow tanks ar mor than ready to take down thos pathetic Pinzas en wipe thos wimpy Undalins out of tae battlefield. Tae 1st wave was very easy, jus ae piece o' cake, I couldae jus brin myself en no one else, jus to not waste ammo, bu ther is notin I can do, *sigh* o tae ol' days o' mae hometown. Then suddenly, ae massif wave o thos pathetic Pinzas, ah finally, ae challenge! I order'd mae battalion to attack them immediately. We easily destroy haf o them, bu tae rest managed to get near us, bu despite that they're excellent at clos range, ow bullets ar as powerful as their pincas. They eventually decided to retreat en regroup whi mae battalion will rest and prepare for tae next attack. 07:00, ey, whaes tae wimp doin ere?! I demand ae explanation!! Bu suddenly, ae combined attack began- [Crew Member] "Sir, what are your orders? We can't just sit here and wait for reinforcements", [Scottsman] "Attack, attack, attack! Thos Pinzas ar disorganized, attack their weakest formation, ye hear?!". Then he replied with ae yes sir. As plan'd, we decimated tae weak forces and focus'd tae rest. Bu suddenly, tae ground started to crack. Ugh, those wimpy Undalins ar at it again- [Crew Member] "Sir, a surprise attack! Should we continue our attack?", [Scottsman] "o mae God, soldier, we're not ere to get intimidated! Keep movin, thos wimpy Undalins are not that o ae threat!" en again, he replied with ae yes sir. Well, that ends well, we've decimated tae entire Khral fors, en we took ae rest as we achieved victory. Now, I need ae explanation to tae little wimp I saw, be ready, ye hear?!
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lol, I feel that pain of being so alone, I was a loner to begin with, tho I do have some admirers, but I wanna go to another country and I can't be with them forever T_T..
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my final nerf is 5 for ground heavy and aerial. You do need to keep in point that it's gonna be very weak on small maps, which infantry can just capitalize such short space to kill a Slinger easy without sacrificing a lot of money. Yet, think about mobility, it has become weak against marauders and speeders, while it's now nearly ineffective against plasma tanks.
I think here's the formula for Magma Golem:
Adjacent Gangup: +2-3
Non-adjacent Gangup: +3-4
Opposite Side Gangup: +4-6
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http://imgur.com/Id7tSOV[img]
For the Magma Golem, let's say it has +1 more gangup bonus, as for a gangup from the back, it might deal 4-5 gangup. As for the slinger, I could nerf it more, but my 1-6 range still stands (I nerfed it now). btw, it has the exact cost of a battery
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I don't find slingers that OP, sure they move and attack, but they do little to tanks, which is the main concern about Slingers. in compensation to lack of aquatics, they're an anti-aquatic unit. they can't really do well against infantry, who can take cover from the environment and deal equal damage while in said covers.
The difference about a Shifter and a Pyre Snake is attacking. If you send 5 Shifters against some units, they'd be sitting ducks after attacking, their low defense don't help either. Pyre Snakes don't have that problem and they can pick off Shifters quite well.
As said, Magma Golems don't receive additional damage from enemy gangup and deal more gangups than any other units, which makes them shine in team fights. I guess I could nerf Phoenix Rider's ability to 4.
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and which 1-2 of the units are needed to be taken out?
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Quick Strategy: Blaze Terror
Those adorable creatures are the bulk of any anti-turtling campaigns, although they're impractical against lower cost units, so they're best used against higher cost units like tanks, garudas, etc. The importance of using ground lights and recons are prominent as they can prevent disasters from happening, but Blaze Terrors are fast and can traverse through anywhere with ease, so positiong said units can be diffucult (except for a more prominent swarmer spamming). "But Lk, what happens when 2 Blaze Terrors clash?", simple, both sides are killed no matter what. "But Lk, do you think this unit is OP?", actually no, once a Blaze Terror commits Kamikaze, you'll automatically lose 150 credits, yet they have no armor to protect themselves, think about unit costs, If you send 2 Blaze terrors on a Plasma Tank, you'll only gain 200 credits, which is not too much. It's best to keep them hidden and strike when the time is right.
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Unit Information: Blaze Terror
Cost: 200
Mobility: 13
Vision: 3
Type: Aerial
Defense: 0
Attack after move: Yes
Repair: + 1
Action/Turn: 1
Special Ability: Kamikaze
This cute, rocky creature will charge through anything and always deal 4 Hp (5 with Radiant Fire) to any targeted enemy with Kamikaze no matter how fortified it is, but keep in mind that it is easily killable and won't explode when killed. Use this unit as a breakthrough against heavy fortifications. Do note that Blaze Terror's suicide strength weakens by 1 (3 max) everytime it's been reduced to a certain amount of Hp (starting at 8).
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