Scrambler Balance?
10-24-2012, 06:55 AM
(This post was last modified: 10-24-2012 06:56 AM by CombatEX.)
Post: #2
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RE: Scrambler Balance?
The mobi is definitely a powerful unit though the relative strengths of the specials depend heavily on the map. At any rate, you can imagine in a game where someone makes a bombshell (especially on a bigger map), you can use a mobi to ferry units to the side where the bombshell is not (or can only hit a slight area with splash). Every time a player has to reposition a bombshell it is a costly 3 wits. For the mobi, it essentially gives you free wits (really just saving them) when you use it to move a unit further than it normally could. Particularly dramatic is moving snipers as this not only saves all the wits you would have needed to move however many spaces you warped with the mobi, but also all the turns it would have taken.
As for the scrambler, your suggestions would make it far too good. Suggestion 3. The initial version of the scrambler had 2 health instead of 1 and it was already deemed too strong compared to the other specials. Increasing health to 4 would be insane given that even at 2 it was too much. Suggestion 2. Increasing it's range would also be way too good as the scrambler could then transform units with impunity from behind a wall of soldiers. Suggestion 1. Reducing the wit cost to 3 or 4 is way too cheap. Scramblers 1HKO units. Think of the Scrambler as a soldier that deals infinite damage (in fact, the Scrambler is even better than that as not only does it 1HKO a unit, but it even gives that unit to you). Now, would you make a 3 wit soldier that does 2 damage or a 3/4 wit soldier that does infinite damage? Rather, if the scrambler really is underpowered, I would suggest the captured unit taking 1 or 2 damage rather than going all the way down to 1 health. For example, a scrambled 4 hp soldier would go down to 2 or 3 hp. Minimum hp would be 1 so the scrambled unit will never die outright. |
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