i think defending against raids with bladewings is too easy since there is no usable T1 counter to them. aa kbots or vecs cannot keep up with aks or flashes. even stumpies are way too fast for samsons. having the tactical option of breaking through somewhere, sacrificing fast, cheap troops to deal damage to eco would be a good thing imo. it just cannot made to happen against a competent core player.
mount a sucessfull assault, break through their porc, pour your army into enemy territory to rape their mexes - no. you get paralyzed and lose all your troops. (this is different in very small games where the cost of an airfield is actually inhibitive.)
Joined: 15 Dec 2008, 15:53 Location: at front, llt pushing
lol u really did it. now wait for core players to come and say 'BAWWWW DONT NERF BLADEWINGS CORE IS USELESS BAWWWWW'. there was so many discussion about drones...
side note, 2 levelers rape tons of flashes (especially in gaps), ddm is best turret ingame, armed mex makes early raids pointless. @ topic
bladewings: they need a cooldown period, so they can't permastun anymore, e.g. like this: a bladewing gets 30 shots. after they are all used up, it takes 60 seconds to fully reload. the 60 second timer starts running after every shot, so the bladewing is always fully loaded after not being used for a while. this could also be an option for certain other op units
levelers are fine. slow, low hp, cant shoot over obstacles. good for defending against light close combat units, raider still a better choice as all purpose, assault or late game unit.
Bladewings are a good unit but then again they're one of very few air units that have cool interesting interactions with other units, not just "click enemy base and hope for the best". So I see it only as a good thing that they get much use. Yes and if you nerf them core becomes alot worse than arm on some bigger maps.
increasing crasher/jethro speed would be an option. increasing samson/slasher speed? haha... make samson/slasher vs ground only and introduce a dedicated aa vec? just a thought...
or maybe decrease bladewing rof and increase their hp instead. the idea would be to decrease their effectiveness vs defenseless units, while keeping their overall effectiveness intact.
Simply put, in any game situation, if 1 player starts air and rushes enough drones to cover the team (lets say 2 per front player), the team is gonna lose anyway because, though theyre safer from scouts, they've lost a back player. Some examples:
8v8BADSD you only have 1 (or MAYBE 2) techers, no player supplying transports for team, no player comdropping hill, and a player unsure what to do 7 mins into the game with an airlab, no resources and 8 drones.
3v3 on any map, we see on team safe from early rushes, but after this initial boost, the game ends almost instantly as its a 2v3.
If youre going to claim drones are OP, make a better case than "they stop scouting and raiding too easily"
often enough teams have a non-teching air player who doesnt even build bladewings
I see a lot of players who spam out a few transports to help and then focus on teching full-time to get bombers. If that guy built a half-dozen bladewings he could be tremendously helpful to his team during raids.
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