Pro's and Con's of Each Team
01-29-2013, 01:04 PM
Post: #4
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RE: Pro's and Con's of Each Team
I think I'm gonna switch to Veggies as my main, but I'll drop some support for Feedback here:
Like Necro said, Scramblers have a "forcefield of death" around your spawn, especially late game when the opponent has no idea where your wit count stands. When under attack, Scramblers are the only unit that can repel it right away. Bombshells need a turn to activate, Mobis are useless without other units, and Veggies can't kill anything directly or indirectly. When both sides have a low amount of units (and no visibility), spawning a scrambler forces the opponent to play extremely defensive because an extra step means you stealing their unit. Attacking with a Scrambler almost always means losing it immediately. However, if you don't lose it, your wit advantage starts skyrocketing. i.e. Scrambling an unboosted heavy costs you 0, makes opponent lose 4 wits, while you gain 4 wits; that's an 8 wit advantage, which instantly makes your scrambler worth it. When the opponent is turtling, sending in 2-3 scramblers at once can turn the tide of any game, since next turn they simply won't have the units to respond. Cons-Scramblers are pathetically easy to kill, obviously. They are the riskiest unit to use, since in order to get them into a useful position, you need to risk one turn of vulnerability. If the opponent attacks first, they easily kill your scrambler hiding behind the walls. (Especialy true for bombshells). If the opponent turtles for too long, even two scramblers can hardly make a dent in a long wall 2 soldiers thick. This creates the need for Feedback players to attack earlier, which then sometimes leads to rushed attacks that fail. You think only Adorables use snipers on SFI? |
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