Forum Discussion
I mind that they deal damage to rifleman when they aren’t supposed to. They weren’t designed to and the descriptions say that they aren’t supposed to. If the descriptions cannot be followed, then I should be able to take out a tank with rifleman because it’s greyed our too.
I used to forego shockwaves previously because I would use rifleman for zone troopers. Now I cannot use that extra slot for something else because zones and cyborgs are doing things that they aren’t supposed to do.
@Marine_CorporaISure, make a 10 or even 40 cost unit trade efficiently with a 120 + min 60 for tech worth units, doesn't sound wrong to me in the slightest.
This is the same minor vocal cry baby part of the community that managed to convince the devs to nerf scarabs, ladies and gentlemen, so keep that in mind when replying.
- 6 years ago
@KroozaNob wrote:@Marine_CorporaISure, make a 10 or even 40 cost unit trade efficiently with a 120 + min 60 for tech worth units, doesn't sound wrong to me in the slightest.
This is the same minor vocal cry baby part of the community that managed to convince the devs to nerf scarabs, ladies and gentlemen, so keep that in mind when replying.
Same way a 30 tib talon can take out a basilisk. It’s anti air. It was built that way for a reason. Under your logic, only tech units should be able to take out tech units. No way laser drones or orcas should take out a titan right? No way missile troopers should take out tanks. That’s 20 tib vs 70 tib.
- 6 years ago
This just sounds like whining to me, but I will elaborate, hoping for a more reasonable reply from you.
Even if not specifically meant to counter a specific type of units, their pricing difference should have an impact on what beats what.
Being an infantry unit type, these tech units are extremely vulnerable to multiple types of anti infantry unit.
Hence, they have to be able to somewhat fend these units off, considering their pricing. If you keep sending a single unit at them, they will be trashed as intended.
It's when they have to face multiple antiinfantry sources at once they start to struggle.
If you can't set up the correct engagement to beat them, don't blame the unit.
P.S.: 2 shoks or flames beat a single zone trooper or cyborg, even if they have defender advantage. It is well known.
- 6 years ago
@KroozaNob wrote:This just sounds like whining to me, but I will elaborate, hoping for a more reasonable reply from you.
Even if not specifically meant to counter a specific type of units, their pricing difference should have an impact on what beats what.
Being an infantry unit type, these tech units are extremely vulnerable to multiple types of anti infantry unit.
Hence, they have to be able to somewhat fend these units off, considering their pricing. If you keep sending a single unit at them, they will be trashed as intended.
It's when they have to face multiple antiinfantry sources at once they start to struggle.
If you can't set up the correct engagement to beat them, don't blame the unit.
P.S.: 2 shoks or flames beat a single zone trooper or cyborg, even if they have defender advantage. It is well known.
Not really. You send an anti infantry talon, rhino, buggy, or venom at a zone trooper or cyborg and it’s destroyed because they are supposed to destroy vehicles and air. That’s their purpose.
Let’s use the MLRS for example. It’s an anti ground vehicle unit. It’s damage to infantry is greyed out. In real life (the actual game) it does really nothing against infantry. All it does is very minimal damage. It works as intended. Zones and cyborgs should be the same.
If you send a rifleman against a pitbull ,very little damage is done to the pitbull as intended. Price has nothing to do with anything. That pitbull shouldn’t be able to kill rifleman and it doesn’t nor vice versa.
Your argument is that zones or cyborgs should be able to defend themselves against rifleman. I say no. At the very least, it should be a wash where no real damage is inflicted to either just like the rifleman vs pitbull as intended. A pitbull has damage against infantry greyed out and vice versa. They'll just shoot at each other with nothing happening. Zone troopers and cyborgs also have their damage to infantry greyed out but in real life (the game)they kill infantry.
There are exceptions though. Missiles or lasers are built to go against vehicles. So their damage to an MLRS or pitbull is high but in reverse they do nothing towards the missiles or lasers. It’s working as intended.And as far as flames or shockwaves go which are built as direct counters, they shouldn’t take any damage at all just like a missile trooper takes no damage from a tank.
This game is a Rock Paper Scissors game. Scissors should never destroy rock. I’ll concede that perhaps rifleman shouldn’t do any damage to cyborgs or zone troopers. But neither should the same do damage to rifleman. Flames and shockwaves should do heavy damage towards zone troopers or cyborgs even if they are a couple of levels apart just the same as a level 8 missile trooper does damage towards a pitbull that’s a level 12. It should never be that zones take out a flame trooper at all regardless of level advantage or defender’s advantage.