Should Scramblers get a buff?
06-10-2013, 08:55 AM
(This post was last modified: 06-10-2013 08:58 AM by (Rone).)
Post: #4
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RE: Should Scramblers get a buff?
I don't play FB. So as far as utility of the scrambler can be difficult to use effectively.
(06-10-2013 06:20 AM)ElPared Wrote: Movement 4: Scramblers generally have to hide behind tougher units in order to work, effectively giving them a range of 2. 4 movement would allow them to scramble from farther away while still being frail and easy to kill. This would be unfair as it would take away the only unit that can move a unit four hexes. At the cost of an extra wit, the mobi technically gives other troops this range of four. The above qoute is making scrambler overpowered. (06-10-2013 06:20 AM)ElPared Wrote: Full HP Scrambling: Currently when a unit is scrambled it is reduced to 1 HP. This makes it hard to defend a scrambler as a simple runner can often kill the scrambled unit and the scrambler can then be killed by anything nearby. Getting the units at their pre-scrambling HP would make it easier to defend the scrambler and thus harder for your opponent to kill, making it worth the investment. This would also be OP as it would not only be gaining the wits that the opponent spent to build, move that troop but now they could, depending on the unit, be impossible to kill costing the player even more just to kill their own unit that was scrambled. Think about a scrambled heavy with full hp. That isn't fair. (06-10-2013 06:20 AM)ElPared Wrote: More HP: An HP increase of just 1 would at least make the Scrambler a bit more difficult to deal with than just "move soldier, attack. Dead." It takes a minimum of 2 attacks to kill most other specials, especially if boosted. The Scrambler should be the same. This doesn't seem like too much of a bad idea but if a boosted scrambler can't be killed by a soldier next turn what happens next... another scrambled unit. Not so much problematic for balancing the scrambler but it is for the teams. Making a gap between adorable's and FB would be favoring one team over another too much. (06-10-2013 06:20 AM)ElPared Wrote: Lower Spawning Cost: Reduce the Scramblers cost to 5 or 6. Currently, Scramblers are most effective when there are more than one of them. Reducing their cost would make this strategy more viable, and make them less of a terrible investment when their average lifespan is considered.This actually seems like a decent idea however their is something important about every special costing 7 wits, if this was changed for balancing issues I suggest it is also done with other teams. Even then it seems questionable because their is a certain amount of fairness in each unit type costing the same for all teams. By that logic alone balancing issues would have to be fixed within the special itself and not its cost. (06-10-2013 06:20 AM)ElPared Wrote: Move after Scrambling: Currently a Scrambler is a sitting duck after it brainwashes a unit. Allowing it to move after it scrambles a unit (perhaps reduced to 2 movement instead of 3 after scrambling) would allow it to move out of the way of would be counterattackers, and would allow other units to jump in and defend it.Moving twice wouldn't seem right for any unit as non others can do it because the mobied units can't even move after they already are transported. If we really want to change game dynamics, which I'm not in favor for, how about we change the mind control ability be something ranged. possibly not 3 hexes but maybe that is too far ahead so how about two? This way they could be still safe behind other troops. Proud 1v1 http://osn.codepenguin.com/players/view/25336 |
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