Ele assesement

Started by: Skeletonxf | Replies: 172 | Views: 22,228

MasterKaito
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Feb 16, 2015 8:39 PM #1309884
mehk, maybe get a crawler scout?
Skeletonxf
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Feb 16, 2015 9:21 PM #1309897
Quote from TheLegendofKaito
mehk, maybe get a crawler scout?

If it wasn't clear I was playing Chaos against an Air start.
Phaxtolgia
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Feb 16, 2015 10:09 PM #1309927
What about Airs and Waters? Are they fine the way they are, or should we do something about them?

Also is it just me or does it feel like waters were supposed to counter bombers, but can't because of the bomber's self destruct?
jerrytt
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Feb 16, 2015 11:46 PM #1309981
How in the world is a 350 gold unit that can only stop a single unit meant to counter bombers? -.-
Skeletonxf
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Feb 16, 2015 11:46 PM #1309982
Quote from Superterry
What about Airs and Waters? Are they fine the way they are, or should we do something about them?

Also is it just me or does it feel like waters were supposed to counter bombers, but can't because of the bomber's self destruct?

You can still use waters to stop bombs reaching your other units, but yeah, they're underwhelming.

I personally feel the main issue is that waters just can't be front line where they would stop things, and need to be, because the waters get destroyed by projectiles.
Phaxtolgia
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Feb 17, 2015 1:05 AM #1310004
Quote from Skeletonxf
You can still use waters to stop bombs reaching your other units, but yeah, they're underwhelming.

I personally feel the main issue is that waters just can't be front line where they would stop things, and need to be, because the waters get destroyed by projectiles.


That's debatable. Waters can also be used to stop priority units such as magikills, medusas, etc. as well as freezing out singled out units, but waters can be taken out fairly quick as they'll expose themselves to other attacks (unless something is somehow tanking for it.) :I

I thought of an idea of giving waters a researchable that makes then tanky (not too tanky) when they freeze a unit, but returns to normal upon unfreezing. Im not sure if such an idea is necessary at all, since ele V can possess units. ;/

Or nah; the fact they can mass heal already makes them viable as they are. Might as well keep this up just cause. >.>
Skeletonxf
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Feb 17, 2015 12:08 PM #1310273
Quote from Superterry
That's debatable. Waters can also be used to stop priority units such as magikills, medusas, etc. as well as freezing out singled out units, but waters can be taken out fairly quick as they'll expose themselves to other attacks (unless something is somehow tanking for it.) :I

I thought of an idea of giving waters a researchable that makes then tanky (not too tanky) when they freeze a unit, but returns to normal upon unfreezing. Im not sure if such an idea is necessary at all, since ele V can possess units. ;/

Or nah; the fact they can mass heal already makes them viable as they are. Might as well keep this up just cause. >.>

I think cycloids would work well with putting a sheild on waters, but it's not cost effective right now to do that.

Also waters are more or less useless against an enemy with ninjas or against a wall - most of the time against order.
Phaxtolgia
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Feb 17, 2015 7:07 PM #1310542
Quote from Skeletonxf
I think cycloids would work well with putting a sheild on waters, but it's not cost effective right now to do that.

Also waters are more or less useless against an enemy with ninjas or against a wall - most of the time against order.
Yeah. Frozen units shouldn't be able to use any spells or skills while they're trapped. That's kind of defeating the purpose of why you're freezing them. XDD

UPDATE: Fire's projectiles are rigged; they should move like arrows instead of... whatever it is. >.>
PUMU
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Feb 18, 2015 3:00 PM #1311018
fire projectiles arch.
its kinda fine as is it would be difficult to deal with if they hit each time
Skeletonxf
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Feb 18, 2015 4:45 PM #1311111
Quote from PUMU
fire projectiles arch.
its kinda fine as is it would be difficult to deal with if they hit each time

Surely it would make better intuition and gameplay if they dealt less damage but actually landed all the time?
PUMU
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Feb 18, 2015 4:58 PM #1311122
and their health and cost remained the same?
no
Skeletonxf
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Feb 18, 2015 7:04 PM #1311186
Quote from PUMU
and their health and cost remained the same?
no

Then what would need changing about their health and cost to make the realibability work?


I don't care how much damage fires do when I know half the time I can't use them. It's annoying gameplay the way it is right now.
PUMU
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Feb 18, 2015 8:01 PM #1311224
what macro do you use atm?
fires are basically an anti-tank unit. capable of getting rid of spears and swords like nothing.
fires as they are should remain as is.
it gives the other player the oppurtunity to outrange if they stay at max range. if you continue to chase whilst outranged you suffer for it.
just keep pushing them back and deal with the enemy an alternate way. kiting them if they chase you.
HashBrownTrials
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Feb 18, 2015 8:08 PM #1311226
Fires coming out with burn damage is a plus, maybe increasing their training time by a couple seconds wouldn't hurt.
Skeletonxf
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Feb 18, 2015 9:30 PM #1311274
Pumu I didn't say I can't win with fire macros, I was saying it's stupid how half the time you can't land a single hit with them.

Hash, wouldn't that really hurt late game ele though?