Some suggestions for brock

Started by: jli | Replies: 59 | Views: 3,615

Cha05Walking

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Jul 25, 2013 12:42 AM #1045223
Quote from IHATETHISNAME
Good archer kiting works very well against early SW massers.


yes, that is unless they greatly outnumber those archers, and why dont you take rage into account also
FailingAtFailing
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Jul 25, 2013 12:52 AM #1045233
Quote from Cha05Walking
yes, that is unless they greatly outnumber those archers, and why dont you take rage into account also


Damn, Chaos beat me to it.

One Archer can beat 2 swords, and has a chance of beating 3, but if they have rage, they're screwed.
Nyarlathotep

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Jul 25, 2013 1:33 AM #1045288
Well, I never said that is was uncounterable. But its not like you're simply rushing them with one archer till the point that they have 5+ rage swords. Some people like Galeforce and Jerrytt can simply outmicro those rage swords using multiple archers to win.
nullhead
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Jul 25, 2013 3:48 AM #1045437
Quote from jli
EDIT: READ THIS POST BEFORE YOU VOTE.

I've always felt that SE as a whole has had some things missing from it that make it a bit clumsy to use sometimes. Just recently, I've figured out what these things are specifically:
1) The absence of waypoints, or a quick way to control newly built units.
2) Having to constantly select newly built miners and command them to mine or pray, rather than just setting a toggle-able default behavior for the next miner using a hotkey.
3) When attacking a unit already and commanded to attack the same unit or a nearby unit, the attacking unit will pause for brief second, I assume due to the execution of some animation. This causes things that should be logical (e.g. focusing attacks in sw vs sw battles) to actually be detrimental to the player with better micro.

In addition, I've also noticed some small idiosyncrasies:
1) Fire arrows do not do the extra damage they promise to do in the upgrade description.
2) A spearton in shield wall in front of a wall will make said wall untargetable. Turtles have been exploiting this fact way too much. Spearton + shield wall + 2 merics = near unpenetrable defense.
3) Castle archers still completely obliterate low tier units, making turtling quite difficult to break in some cases. Now, I understand that this may also be a skill-related issue, in which case an explanation as to an effective method of breaking through a constant hail of lv2 castle archer would be equally helpful.

EDIT: BEFORE YOU VOTE: I worded the poll options terribly, but to if you check the box that says "animation delay when microing" it means you agree that it should be fixed, not that it should be there. Same with shield wall glitch.


first things first, why would you need waypoints? they're probably going to change army positioning.
second, castle archers are how turtling works in a way, it keeps the defense availible
jli

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Jul 25, 2013 1:04 PM #1045781
Quote from nullhead
first things first, why would you need waypoints? they're probably going to change army positioning.
second, castle archers are how turtling works in a way, it keeps the defense availible


Waypoints? I don't know, they're just convenient :P
Nyarlathotep

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Jul 25, 2013 1:56 PM #1045840
Quote from jli
Waypoints? I don't know, they're just convenient :P


Seems completely unnecessary though.
BuddyLucky2
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Jul 25, 2013 2:09 PM #1045858
Also another thing that I notice is that shield bash sometimes misses enemies right in front of the Speartons, but I'm not exactly sure if it is something that should be fixed

Also Fire Arrows actually have more damage in their description so...yeah the fire arrows probably will be buffed
FailingAtFailing
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Jul 25, 2013 3:02 PM #1045942
Quote from BuddyLucky2
Also another thing that I notice is that shield bash sometimes misses enemies right in front of the Speartons, but I'm not exactly sure if it is something that should be fixed

Also Fire Arrows actually have more damage in their description so...yeah the fire arrows probably will be buffed


Yea, I never get shield bash and rarely do I get fire arrows (like 3 feet more range? Woo?) because both are easy to dodge, one due to the angle and the other due to the bad targetting. I think it would work if speartons' shield bash could hit 3 units in front of it similar to the Chaos giant. I mean, right now when it does hit, it only stops one units, which is kinda dumb.
SpikeyTaco
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Jul 25, 2013 4:01 PM #1046047
Flame arrows should be either changed into a SLIGHTLY weaker upgrade and made constant or massively buffed up but slowed recharge.
FailingAtFailing
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Jul 25, 2013 4:17 PM #1046067
Quote from SpikeyTaco
Flame arrows should be either changed into a SLIGHTLY weaker upgrade and made constant or massively buffed up but slowed recharge.


Passive flaming arrows would be interesting.
Wyrmspawn
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Jul 25, 2013 4:20 PM #1046072
We already have passive flaming arrows. They're blazing bolts of the allbowtross, and they have a tedency to tear through armour. You give the archidons that, and the archidons will be way overpowered.
KillerPixel
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Jul 25, 2013 4:31 PM #1046085
Quote from Wyrmspawn
We already have passive flaming arrows. They're blazing bolts of the allbowtross, and they have a tedency to tear through armour. You give the archidons that, and the archidons will be way overpowered.


Your right there, But these arrows don't have to have armour piercing damage or be THAT powerful. Still the current arrows need a buff up.
Maxchiang .
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Jul 25, 2013 4:57 PM #1046111
I disagree; One can easily forward kite to kill low tiered units with ease using archers; They do not need a buff.
Nyarlathotep

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Jul 25, 2013 5:34 PM #1046142
Quote from Maxchiang .
I disagree; One can easily forward kite to kill low tiered units with ease using archers; They do not need a buff.


Archers are fine as-is. My only complaint is in swords. They need to be 150 gold.
Maxchiang .
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Jul 25, 2013 5:43 PM #1046150
Quote from IHATETHISNAME
Archers are fine as-is. My only complaint is in swords. They need to be 150 gold.


Then make cats 95 coins as well. How else do we defeat chaos...