Thursday, April 19, 2012

Are Magnetrons OP?

It seems like just 2 grants permanent immunity to land units. Two will perpetually repel anything. If an opponent tries to use transports or teleport, detonate takes that out easily.
Thoughts?|||Well they're certainly better than Loyalty Guns, which are the closest equivalent I can think of.
Also cheaper land defense than nukes.|||depending on the match up there are not a lot of options.
assuming good players it might play out like this:
if 1v1, only aeon stands a chance to combat magnets and this is done by tp-ing UCs into their base and play pin ball. You will need two space temple and a **** load of UC, one gates in near the magnet and another to gate out units that get repelled so have cycle going.
all the while the aeon player have to defend against enemy teleport hijacks. which mean defense at the return gate.
The other match ups is retardo stalemate
In mixed faction games it is more fun.|||If you tele next to the magnetron, though, they just suck up all your units. Not even UCs can beat 2 magnetrons next to each other.|||At least they don't damage air anymore, about 11 Bomb Bouncers will take them out if they are dumb enough to suck them in, but you are right, they can just keep pushing you out.|||Need longer cooldown.|||spuddyt|||What would you want changed about them? Perhaps how they affect experimentals?
The easiest fix would be increased cooldown. And perhaps tie the abilities, so that repulse ALSO triggers the attract cooldown.|||FunkOff|||Major EX can do a number on un-veteranced Mag, the death explosion does a good deal of damage to them too, 2 UC should take out 1.5 Mags decently. what the problem is I see is that the amount of mass they get from "Nom-ing" the UC's will be more than enough to replace the destroyed Mags. I think the Mass gain should be nerfed fairly heavily.|||isaku_Tesuku|||Air?|||FunkOff|||Air doesn't work if you park a BB next to the Magnetrons, which means you're effectively on a timer. Once Cybran super lategame gets it all together, it's kind of over.|||Xagar|||How about a slight cooldown increase (anywhere between 20 and 50 percent or so) on both abilities and a massive cost increase for activation? So great that you can't keep spamming it without running out of energy, unless his powerfarm is absolutely huge (and hence hard to protect). How would that be?|||Vleessjuu|||Errr...
i must say.
Quote:|||Are unpacked Jackhammers affected by the Magnetron?|||The ability only costs like 500 energy right? yeah for one thing that should be increased. I mean radar over drive, the EMP shield burst, bomb bouncer over charge, ect cost the same if not more. So it should kinda have a price more like 1000 energy, and maybe a longer cool down.|||Make the cooldown for suck also apply to repulse, and vise versa.|||Unpacked jackhammers are not affected by a magnetron|||The cool down definetly needs to be looked at, but... the mass you get from sucking a unit off is even worse than pulse and soviet wanking together !|||BLaNKMiND|||Exactly.... no idea =[
Rough estimate... 3x - 4x the cost in mass of a unit !

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