Poll: Which team's special's concept do you like the most?
Scallywags' Bombshell
Feedback's Scrambler
Adorables' Mobi
Veggienauts' Bramble
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Note: This is a public poll, other users will be able to see what you voted for.
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Pro's and Con's of Each Team
01-29-2013, 11:56 AM (This post was last modified: 02-06-2013 03:48 AM by EkoFox.)
Post: #1
Pro's and Con's of Each Team
I've been trying to make a list of pros and cons for each team, but I'd like some help from higher ups and the community in general. Please share your ideas and also vote in the poll.

Please note:
The poll asks which concept you like the most, not which team. It's not, "Do you like Adorables or Scallywags?" it's, "Do you like teleporting units or having an AoE attack?"

Don't assume that one team is inherently better or worse because it has more pros or cons, it simply means the public has placed more focus on that team.

Scallywags:
Pro's:
High damage output.
Increases defensive ability.
Can lock down portions of the map.

Con's:
Restricts mobility.
Only useful a turn after being spawned.
Somewhat predictable.

Feedback:
Pro's:
Allows you to get very far ahead wit-wise.
Gives potential access to all other specials.
Creates a 'force field of death' around your base.
A Scrambler will force your opponent to play defensively.
The threat of a Scrambler can lock down a zone.

Con's:
Must be put in a vulnerable position to be effective.
No turtllng capability.
Almost certain to die after one or two uses.
The longer the game goes, the harder it becomes for a Scrambler to turn the game.

Adorables:
Pro's:
Extremely effective with hit-and-run tactics.
Uses can vary according to situation.
Gives an 'extended arm' of reach with your units.
Allows you to slowly gain a unit count advantage.
Can take full advantage of 2-Spawn Maps' spawn points.

Con's:
Spawning will immediately put you behind on unit count on one-spawn maps.
No attack capabilities.
Hard to rush with (Reaper being the exception).

Veggienauts:
Pro's:
Can spawn 3HP barriers very quickly and in large numbers.
Can scout easily.
Can harass wit spaces and spawn points.
Excellent map control.
Able to hide units.

Con's:
No attack capabilities.
Limited options for countering turtles.
Virtually no rush ability.
Mistakes are costly and dangerous.
You fall slowly behind in unit count.
Requires a large wit investment.

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Messages In This Thread
Pro's and Con's of Each Team - EkoFox - 01-29-2013 11:56 AM
RE: Pro's and Con's of Each Team - daHsu - 01-29-2013, 01:04 PM
RE: Pro's and Con's of Each Team - EkoFox - 01-29-2013, 01:31 PM
RE: Pro's and Con's of Each Team - EkoFox - 01-29-2013, 04:48 PM
RE: Pro's and Con's of Each Team - EkoFox - 01-30-2013, 01:10 AM
RE: Pro's and Con's of Each Team - EkoFox - 01-30-2013, 03:16 AM
RE: Pro's and Con's of Each Team - ElPared - 02-05-2013, 02:12 PM
RE: Pro's and Con's of Each Team - zer0CD - 02-05-2013, 08:36 PM

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