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xMaksuss's avatar
7 years ago
Solved

Risky suggestion: nerf pitbull

The pitbull is an excellent unit. It does a good job at almost anything. Maybe too good...

Pitbull is used in a lot of matches, especially in the higher leagues. I personally had enough of it. I want it to be nerfed. Most of you will disagree with the nerf suggestion, but hear me out: you can shape your entire deck around that single unit, and it fills so many holes. Nerfing it might discourage people to use them and they will be forced to use alternatives. This will bring in a new meta, and new metas are always nice and refreshing.

So basically, I am suggesting a pitbull nerf because it is overused. Most of you will not like that suggestion, but I believe this change will flip the game around and new strategies will be used, which needs to happen, or the game becomes stale.

Think about that, then post your opinions, and don‘t just say that this suggestion is bad without having put thoughts into the „will refresh the whole game“-aspect.

  • xMaksuss's avatar
    xMaksuss
    7 years ago

    @Marine_CorporaI wrote:

    They aren’t OP in the slightest. Not even close. 


    ... I never said they are OP. I said they are overused. Two completely different things. OP would be "can literally not be stopped", overused is "does such a great job at what it does that it's not efficient to use anything else".

    Example: look at slingshot. It is supposed to be a strong anti-air unit. But it costs 10 more than pitbull, does not have raider, and can't target ground. It does have 2 tile range, but using raider and good micro a pitbull can easily compensate that. So why bother with slingshot if you can just have pitbull instead? Sure, in some special decks slingshot is better, but in general, pitbull does a better job.

    Or another example: if you face wheels, you could send a tank after them. But taking them out would take forever. Or how about an orca? Orca costs more and it has to reload afterwards, this might become risky, and also it costs 70. Send missiles? A good opponent will 2v1 a missile squad. But how about Pitbull? Clears them pretty fast, is rather cheap, and can chase them if needed thanks to raider.

    What I am trying to say: pitbull fits in so many situations and does such a great job at it, that it is rather pointless to bring specialized units. Like, why would I waste a unit slot for sligshot if I can just bring pitbull? I could fill that slot with something more exciting! Things like that.

    Again, you guys don't seem to understand me. I didn't say it is OP. It is not at all OP. But what I DID say was that it is overused. It's just too viable and fits everywhere, leaving little/no room for other exciting units.

35 Replies

  • EinarThePillager's avatar
    EinarThePillager
    Seasoned Ace
    7 years ago

    @AlphonseDisciple wrote:
    @EinarThePillagerWhy should a cheaper unit be able to kill a superior unit?

    Only if the attack bike has the defender's advantage. If the pit-bull has the defender's advantage or they came and tried to claim the pad, the pit-bull should win with little HP left. Right now, if a pit-bull attacks an attack bike with the same level, it would be left with a small margin of HP at the end. Its balanced between both GDI and Nod versions of the unit if they end up destroying each other in a confrontation. Militants, Laser Squads, Flame Troopers with their GDI counterparts work so long as they step on a pad at the same time so that they get to attack at the same moment. Also Giga Cannons also work with MRLS if the MRLS went directly next to the Giga Cannon before setting up.


    @Mister_Crac wrote:

    @EinarThePillager wrote:

    I think pit-bulls need a slight HP nerf so a attack bike would be able to kill it if the bikes had the defender's advantage.


    Well then the Attack Bike would have to cost 40 Tiberium instead of 30, wouldn't it?


    Either the Pitbull needs an HP nerf or the attack bike needs an attack or HP buff.

  • xMaksuss's avatar
    xMaksuss
    7 years ago

    @AlphonseDisciple wrote:
    @xMaksussReally? What did they do to it?

    „Increased attack lock on timer.“

    „Increased charge delay.“

    So the pitbull now has to aim for 0.75 seconds before fireing, which before was 0 (he didn‘t aim at all before, he shot instantly as soon as the target was in range. Now it behaves similar to a tank.).

    Also the charge delay was increased, from 0.1 to 0.75 seconds. I honestly don‘t know what this changes. It doesn‘t seem to affect attack speed.

    So in general:

    Dps has not been changed when it‘s constantly locked on a target, but you can‘t move it in and out of combat like before. If you do that, then your dps is lower because you need to retarget each time you get out of range of the enemy, which costs time, which costs dps. So fancy movements will result in lowered dps.

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