NOiZE wrote:We would like our impulses back or some other boost!
Buildings no longer give a impulse, so if you get rushed by a AK rush, and your lab explodes the AK's would die cause of the impulse and the rush is over, but now it continues!!!
I generally miss impulse on a ton of things :S
+69
impulses on units that NEEDED impulse should be left intact. This or increase their aoE or sth.
Re the impulse changes, which a few ppl voiced concerns over:
Caydr wrote:Try the latest beta before you say the change is bad. Also, weapons still have impulse (by and large) just it's a lot less than before.
Well, I've now tried it and I agree with a lot of people that it is needed back for a number of units/situations as has been said in the last few posts...
Yep at the moment its much better than before. Before it was ridiculous, because you could attack a guarded position, damage it severely and by the time you were able to regroup and attack again, most units there would have healed a significant portion of their life
Yep at the moment its much better than before. Before it was ridiculous, because you could attack a guarded position, damage it severely and by the time you were able to regroup and attack again, most units there would have healed a significant portion of their life
plus repairing units is not as troublesome as I thought and gives you bonus for bothering to micro that much, and it's something a con can do when you are stalling and have excess buidl power
Alright, I'll increase my current "magic impulse number" of 0.123 to 0.256 and see how that works out. (find&replace ftw)
I'll also increase the impulse on weapons that depended on it a bit more. That doesn't include things like goliaths, which are monsters even without the impulse.
NOiZE wrote:We would like our impulses back or some other boost!
Buildings no longer give a impulse, so if you get rushed by a AK rush, and your lab explodes the AK's would die cause of the impulse and the rush is over, but now it continues!!!
Caydr wrote:Alright, I'll increase my current "magic impulse number" of 0.123 to 0.256 and see how that works out. (find&replace ftw)
I'll also increase the impulse on weapons that depended on it a bit more. That doesn't include things like goliaths, which are monsters even without the impulse.
I always thought impulse gave goliaths too big an advantage over bulldogs (yeah they should have advantage, but not so huge), so this is good.
Everyone should post a list of units that they believe should recieve back their Impulse shock's then, so Caydr can have an easier job of sorting them back in.
Try to list them in an organised way with short explainations.
Goliath - Just enough to bump lvl1-Kbots around with direct hits, minimal AOE.
DIPLOMAT - Impulse area half of its damage AOE, strong enough to push Kbots and Vehicles away from its origin.
Banisher - Impulse shock, same distance as its AOE but with less force than merl, more than the goliath.
TREMOR - Minimal Impulse range, very weak force, if this unit remained with 0 Impulse it would also be fine, its Rate of fire and range make it a remarkable Unit as is.
Dominator - slight enough to bump LvL -1 Kbots around slightly, short impulse range .
Punisher - Fine as is
Toaster - Fine as is
Cruise Missle Silo, Impulse distance half of its AOE, enough force to shov lighter units a short distance (maybe a factory's width?)
Shiva light mech,For both Missles and Cannons, impulse force as strong as the Goliath, small AOE but enough to shove a single units with direct hits.
--ARM--
Beamer - Minimal Impulse range, enough force to stop a unit and hold it in place, not enough force to shove or throw.
Janus Tank - Minimal impulse AOE, but strong force to push a single unit away, counter for its slow Rate of Fire.
ShellShocker - Seems pretty good without Impulse.
Bulldog - Small Impulse range, so only a direct hit will push, strong enough to shove a Flash/Instigator tank away short distance.
MERL - Same as Diplomat, Impulse distance half of its AOE, enough to shove LVL-1 Units away.
Luger - Impulse range same as AOE for damage, enough force to push light tanks slightly to disorient them, but not make them fly around.
Guardian - Fine as is
Ambusher - Fine as is
EMP Cruise Missle Silo - Is perfect with zero Impulse, its an EMP blast, not explosives.
Marauder light mech - Impulse range should be small area, very weak Impulse force.
LICHE Atomic bomber - Strongest Impulse force of any mobile unit, Impulse range about half the weapon AOE.
Bantha - Cannon's only, Impulse force as strong as the Krogtaar's used to be, or half of that.
***
I'm not a water player, so it might be better if sombody else mentioned the Water units, and what would be fair.