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- BattaIia7 years agoSeasoned Ace@RxyDxy1
Honestly a rework probably would be the best idea. Solves both sides of the argument. Easiest buff that comes to mind would be lower cost to 20 tib, then at least it trades at an efficient rate if they have a 10 tib spam unit. Failing that... I'd consider giving it 3-4 members instead of 2 and lowering the damage each scarab can do. 1 shots a unit like rifles, but only does 50% damage to an equal HP shock/flame squad or 50% damage to a talon/venom/buggy/rhino. Gives more units a chance to get in there and destroy a unit or two before going down.
Lastly would be a speed buff, or attack buff, but I'm hesitant to delve into that as that just makes the situation against less experienced players even worse. Fought the same opponent twice yesterday - it was interesting as he used the scarabs like mines - laced them so you couldn't really get by without losing units. Since he was well over level 44 or so - with the way he set up - this has been a favorite tactic. But yeah, you could take a laser unit, run into one space quick and then quick run to the next - Scarab 1 chases you then it also triggers scarab 2 as you move into the next square. I hit his harvesters as he hadn't built them yet and trounced him.
I thought for sure when I fought again he wouldn't do it - but there he was, setting up his scarabs again.
Point of coming back here - other then to say thanks again - is to say Scarabs really do force a sharp learning curve. And like - either you get lucky figuring it out (unlikely), go look for info (maybe), or just have a bad bad time of it/quit.
It really is an overall bad unit - both for new players in the game and in of itself.
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