minimacker posted:
Anyway, Lap is probably not checking this thread very often anymore, but I've got a serious balance issue.
The sniper melon costs 2000, it's got the longest range and does far more damage than a Fighter.
Even a very little number could tear apart shields or defences in no-time. So what's up with it? Why hasn't it been altered?
Here's a few suggestions of what you can do.
- Increase Cost
- Lower the rate of fire
- Lower the damage done against buildings and/or shields drastically.
- Make it more vulnerable with less health and less speed.
- Accuracy against fast-flying objects (Light Fighter and Fighter) reduced.
Because spawning a box, placing hoverballs and putting 20 of these babies will tear ANYTHING apart.
Surprisingly enough, I don't get very many complaints about snipers. That's not to say they are perfect though.
Damage wise, snipers do the same damage per second as fighters (5). They have twice the range, and twenty less health. They also cost 500 more.
I don't play as often as I look at data and player responses and I need to do more small tweaking. I do plan on nerfing the sniper slightly.
I will consider the following:
- Increase Cost
- Lower the rate of fire
- Make it more vulnerable with less health and less speed.
What I'm going to try first is:
-The ever so slightest 5-10% slowing of rate of fire so that fighters still out damage them.
-Slow them just slightly enough so fighters can catch up with them.
-Cause their accuracy to decrease if firing on the move.
We'll take it from there.
Minimacker, you seem to be spouting off comments more intelligent than "X unit sucks!", so you'll probably find a more fulfilling discussion at the actual boards where most of the rest of the players are.