Reptilian infantry IMPLEMENTED
Reptilian infantry IMPLEMENTED
I remember playing a few games were it was shown that reptilians can dominate humans in the early game thanks to their strong and cheap infantry units.
In particular, the blade/spearalphas and the alpha minigunners were overwhelming. I think it would be best to decrease their damage or increase their cost.
In particular, the blade/spearalphas and the alpha minigunners were overwhelming. I think it would be best to decrease their damage or increase their cost.
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Re: Reptilian infantry
Hmm, make them like dwarves in the AoF?
Re: Reptilian infantry
A few 3 cost infantry units dont make that comparishion relevant. If anything, reptilians currently have too many 2 cost infantries.
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Re: Reptilian infantry
Concur. It does not make a lot of sense for alphas to cost the same as spear alphas, sword alphas, or minigunners.
Re: Reptilian infantry
If we make them cost 3, we might need to give them a slight buff, I'm not sure. This would increase their cost by 50%, after all.
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Re: Reptilian infantry
For minigunners, you could increase the range to 2. For sword and spear alphas, increase their speed by one.
Re: Reptilian infantry
Absolutely not. Well I could consider the speed, tho I rather not (there isn't any real rationale for that) but I don't see the range working out at all.
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Re: Reptilian infantry
Then that leaves you with power, armour, health, or sight range. Reptilian units are already strong in most of these categories. Not sure the buff will make much difference.
Re: Reptilian infantry
Also, the cost increases reflect real differences vis a vis alpha general infantry.
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Re: Reptilian infantry
In general, be careful with nerfing too much out of reptilians. They already got the conversion nerf and honestly seem to be almost even weaker than insectoids right now. Also, their infantry is SUPPOSED to dominate over the human one, see race description. And they don't have mortars.
That being said.
I'd leave minigunners at 2 turns, they're kinda comparable to beam gun strengthwise. My idea - make them physical dmg so they won't profit from the dmg techs.
Meanwhile, I can see Sword and Spearalphas at 3 cost. Would decrease similarity of Swordalphas to minigunners. Their bypassing of armors and getting much stronger with the techs makes them still effective. They might need some sort of a small stat increase to keep them viable early game though.
That being said.
I'd leave minigunners at 2 turns, they're kinda comparable to beam gun strengthwise. My idea - make them physical dmg so they won't profit from the dmg techs.
Meanwhile, I can see Sword and Spearalphas at 3 cost. Would decrease similarity of Swordalphas to minigunners. Their bypassing of armors and getting much stronger with the techs makes them still effective. They might need some sort of a small stat increase to keep them viable early game though.
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Re: Reptilian infantry
@Midonik pls consider this before implementing in the update
version. Thank u
version. Thank u
Re: Reptilian infantry
It was literally impossible to hold against a good early game reptilian offensive as things were, so there clearly needs to be some kind of nerf.
We are simultaneously nerfing the rocket artilleries.
We are simultaneously nerfing the rocket artilleries.
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Re: Reptilian infantry
Well, earlier, as far as I remember, human machine gunners, thanks to the +4 damage technology, went on equal terms against reptile minigunners, as well as hlg against spearmen, at the same time insectoid analogues were much weaker, after the human nerf they are closer to insectoids, so minigunners and reptile spears are needed to nerf them to be on the same level.
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Re: Reptilian infantry
I thought it was esp Midonik who once stressed that all races should stay unique! Lol
Re: Reptilian infantry
I didnt say this was supposed to make them the same. In my opinion alpha minigunners and beam guns are such different units that its hard to compare them. It would be more accurate to compare minigunners to stormtroopers out of all human units.
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