Why unit with range attack with stats of melee unit a problematic ?
it completely top all other melee units. you need melee units for holding territory. this abomination can just walk up to your face, shell you and there you go all defend units become useless
this force players to just use the same unit or spam out arti / air units
the problem now with the cost, arti and air are expensive and can't cover all possible units.
There are more broken units is not a good argument against nerfing mot inf
What about gunship? or other units that specialize against soft target ?
That is not a reason to ignore all melee units that completely owned by mot inf too
How would I fixed this without remove its gimmick ?
alright what is its gimmick?
as I see its gimmick is too prematurely damage enemy before engage in melee.
my purposed mechanic would fix problem with its having range attack but still keep the gimmick.
let me present you
"Range Melee"
noted that im suck at naming thing. feels free to suggest a better name
what change ?
1. remove attack range from mot inf.
2. new ability bounded to terrain and give it to mot inf; Range melee
how it work?
in short, units that have this ability will have special melee attack and defend tick before other units do.
aka. attack or defend first before enemy.
In the tick simulation I will not including scenario where both side are attacking due to how it work is just the same but switch side
and will not include entrancement and will simplicity damage & HP for easy understanding
*A is left inf and B is right inf
This is how currently melee work
Untitled-2.png
Now let see how range melee work
Untitled-3.png
but wait? what if enemy do have unit with range melee ability too !? here it go into same tick and even out like normal melee engagement then follow up with the rest unit of stack
*A1 and B1 are gen3 motar inf
Untitled-5.png
now this ability certain could apply to Varity of units
not just that but also can tuned down some extreme damage buff
ex. of unit with their terrain that will have range melee
it completely top all other melee units. you need melee units for holding territory. this abomination can just walk up to your face, shell you and there you go all defend units become useless
this force players to just use the same unit or spam out arti / air units
the problem now with the cost, arti and air are expensive and can't cover all possible units.
There are more broken units is not a good argument against nerfing mot inf
What about gunship? or other units that specialize against soft target ?
That is not a reason to ignore all melee units that completely owned by mot inf too
How would I fixed this without remove its gimmick ?
alright what is its gimmick?
as I see its gimmick is too prematurely damage enemy before engage in melee.
my purposed mechanic would fix problem with its having range attack but still keep the gimmick.
let me present you
"Range Melee"
noted that im suck at naming thing. feels free to suggest a better name
what change ?
1. remove attack range from mot inf.
2. new ability bounded to terrain and give it to mot inf; Range melee
how it work?
in short, units that have this ability will have special melee attack and defend tick before other units do.
aka. attack or defend first before enemy.
In the tick simulation I will not including scenario where both side are attacking due to how it work is just the same but switch side
and will not include entrancement and will simplicity damage & HP for easy understanding
*A is left inf and B is right inf
This is how currently melee work
Untitled-2.png
Now let see how range melee work
Untitled-3.png
but wait? what if enemy do have unit with range melee ability too !? here it go into same tick and even out like normal melee engagement then follow up with the rest unit of stack
*A1 and B1 are gen3 motar inf
Untitled-5.png
now this ability certain could apply to Varity of units
not just that but also can tuned down some extreme damage buff
ex. of unit with their terrain that will have range melee
unit | terrain | extra |
mot inf | city and sub | gen3 only |
tank | open ground | |
TD | city and sub | tuned down defend bonus |
spec ops | jungle | |
NG | city and sub | all hail NG |
This post was made by Leader of the Church of ROAD