7 years ago
Scarabs rework proposal
Not sure if discussed in past but want to talk about SCARABS. Only current early game hard counter are snipers. But they come at level 54 and scarabs are at 44 so that’s already terrible set up. Two ...
But doesn’t talon cost more or at least as much as a scarab?
War Dogs wreck the * out of Scarabs. And for only 10 bucks. Lol
Alright, I played scarabs quite a bit. They are a bad unit. Not bad as in they wreck face, but bad in that the only face they wreck is people who play the game poorly. (Sorry, if you currently fall into this category, please keep reading and I'll do my best to fix this for you!)
Basics of countering scarabs:
Rule #1 Don't get greedy: Starting with a harvester leaves you open to rushes, and scarab rushes are among their number. Build it first in hubris at your own demise. I can't begin to tell you of how many times I stopped a scarab rush in it's tracks by starting with a scouting rifle/wardog
Rule #2 So you messed up: It's okay, let's move on and get to work. Here are your options:
Direct Attack: Pretty simple, take 2 units that can attack infantry and attack a scarab unit with both of them at the same time. Move the one you are okay with losing in first, then the second. They both need to be 1 tile away when you issue the attack order. The first will arrive and do minor damage before the scarab blows them up. However, this will stall long enough for the 2nd unit to get in and deliver the killing blow. If you are too slow getting the 2nd unit in, you will lose them both. So if you do this with 2 riflemen, it doesn't hurt as badly if you mess this up.
Sacrifice: Send in 2 units that cost 10 tib. Bonus points if you take the time to go behind the scarab so it detonates towards your opponent putting the flame on his side.
Trick: There are 2 aspects of this. First is to take a fast flying unit like talon or venom and fly them OVER the scarab. The scarab will lock on and blow up on the hex that his buddy is in destroying them both. You might think this is a waste since it's a 30 tib trade for a 30 tib unit, but keep in mind that your 2nd talon/venom will get there before the next scarab will and can gun down the next one for free, and is also not affected by the fire. So win/win. Now how exactly do you do this trick? You need to start 2 hexes away on a corner of the scarabs hex, not a flat side. Issue a movement order to the OPPOSITE hex 2 spaces away from the scarab (4 hexes from your current unit). This gives the scarab less warning and your unit moves ontop of it before it can detonate.
The next aspect of it is to move a ground unit under an enemy flying unit beside a scarab, or moving a flying unit over an enemy ground unit sitting beside a scarab. The scarab will lock on, and detonate on the hex killing both of the units. So satisfying to do this to expensive enemy tech units since that is probably what they are stalling for.
Rule #3: Practice! Get an alliance mate to spam scarabs and try to master the strategy you like most. Learning while under fire is much more stressful than learning in a safe environment. I do this for friends all the time. Demonstrate, then execute.
If you have any questions about any of the above maneuvers, head to my guide I wrote. Much more in depth help there =)
ALL THAT SAID
I wouldn't mind a rework for scarabs. They wreck noobs too hard to get a buff to be a meaningful unit at higher leagues. So they end up being a useless unit. But none of your suggestions make any sense since they are less reworks and more nerfs.
@arabking1985 wrote:
@AlphonseDiscipleI agree war dog or infantry can take out scarabs through kamakazie. But like I said earlier, the flames that spout up afterwards is actually really strong. it alone will kill another infantry/war dog before extinguishing. They should at least make the flame strength = to chem gas strength.
Secondly, to have to commit one of your six slots to two out of the ~60 units that are available is crazy just to counter one unit at least cost efficiently.
I said this somewhere else but for this thread. The fact that they are invulnerable during their attack animation is bad too especially if there are two of them. The one on the ground should still be vulnerable to attack/destruction.
Who cares about the fire they leave? It hurts the other team just as much as it does you. So it’s an even trade off. And War Dogs are 10 bucks verses Scabs being 30. Even if you do have to kamikaze it, you still come out ahead. And if the Dogs are in defense mode, they’ll kill the Scabs before either one fires.