View Full Version : Unit discussion thread [Field Oveseer]
Arcador
19 Oct 2008, 18:24
Hello good sirs,
This is little one.
I think the Field overseer get way too much damage from items.
Field one gets x4 which combined with it's base damage - you can hit around 50.
Also note the fast attack speed and the fair good range of the unit - you get really strong one. One of such can deliver more FPS than Assassin for example since it shoots 2x50, then coolsdown for 2 sec and then shoot again. That is around 200 per the time assassin shots once.
I agree it is expensive unit but it gets too much deadly with items (almost double dmg).
Please discuss!
BryanFury
19 Oct 2008, 18:28
as a rule on Lineage 2: "more is stronger, less is resistent" and the reversal "more is resistent, less is strong" just apply it with a balance
Snogfondl
19 Oct 2008, 19:41
Hi,
just try to do a DM with cult against a human...
you will have the biggest problems...without the damge of the overseer you nearly dont have a chance to kill the human...
but dont want to write the same again like in the other threat about troopers...
Cult is too weak for DM right now...they dont have a real chance against human..
air-strike>>>>teleport (after nerfing it) (air strike...you have BIG damage...you see the whole map...) (teleport...useless...)
trooper-spawn>>>hatchling-spawn... (troopers do have much more healtpoints than the hatchlings...just too funny...)
Dont cry about a race with which (i think) you dont have played yet...
Its too difficult for a cult player with best items... :(
Snog
Arcador
19 Oct 2008, 21:47
Hello sir,
It is me that started the other topic you posted (about the trooper).
I play Cult myself.
What I mean is that there should not be only 1 way (buffed Field overseer) that can stand the trooper masses.
Note - airstrike cost $350 ? that is hefty fee to pay. It is powerfull (reveal + dmg) but expensive.
Teleport is not useless - just don't expect to cross the map with it. Cult have the most mobility so far anyway. Teleport is tactical tool - you use it to position yourself to the best suitable spot. He got you in the back with Confuse? Hit F1 and shift away to save most of your units that otherwise you will lose. Tribes got you again with the Storm? Shift away out of it's reach and so on. Some players even use it to dodge Judge's grenades.
Hatchlings have other type of use than the troopers.
Troopers come at once. They have moderate damage and moderate hp.
Hatching come 2-3 at a time, they have little hp and big damage (40) and one very good skill - they can Confuse the target to attack them. Of course if you place them in the middle of 15 troops they will be eradicated in seconds. But if you place them in good spot in the fight, you can disable enemy healers, warriors, snipers, even officers. Troopers can't stun or deliver that much of dmg for such short period of time. Hatchlings are excellent base destroyers due their high damage. Troopers take more time (and ofter fail to do their job before disappearing)
The idea of the game is not to be TROOPER SPAM - OMG - OVERSEER SPAM OR DIE.
That is why this is open for discussion.
Snogfondl
20 Oct 2008, 13:35
Hi,
Note - airstrike cost $350 ? that is hefty fee to pay. It is powerfull (reveal + dmg) but expensive.
its soo easy to get that 350$ with human...just get 1-2 bases and you have it in a little time and you also have a whole army...350$ is too less for detecting whole map AND dmg to every unit...
Teleport is not useless - just don't expect to cross the map with it. Cult have the most mobility so far anyway
Teleport IS useless for 200$...
1. Army is very expensive...
2. If you dont have luck with some base-points, you wont get enough money in little time..
Bevore the patch the teleport was one of the only way to win with cult against a skilled human player...but now about 20cm (dont know enlglish size) is too less...what are 20 cm...nothing...the others just run behind you an laugh that you have cucked 200$ away...
that 200$ is very much money for cult...especially you need the money more for some expensive overseer/officiers...or the hatchlings...but you will never choose the teleport now...too expensive for that teleport distance... :(
Hatching come 2-3 at a time, they have little hp and big damage (40) and one very good skill - they can Confuse the target to attack them.
the health points are just to less...
against human: protongranade, confuse and normal troopers dmg will kill them without problems...just put a healing cell into your units and run away with your officiers...easiest thing ever...
against tribes: freeze, slow(from sorcerer) or just kill them with the warriors...the damage will also be enough to kill them without problems...shamans can heal them, too...
Snog
Arcador
20 Oct 2008, 17:33
Sir, you sound very pessimistic, almost like you have quit the struggle.
Please calm down, it is just a discussion in a forum of a game.
I get my butt kicked with Cult too but try to stay optimistic and not allow my mind to be dim.
It is FIELD OVERSEER topic, so please stay focused.
Snogfondl
20 Oct 2008, 18:22
hey,
sorry if that all sounds too pessimistic, but i am german and dont have that big english vocabulary...so i dont know always the exact word which i would need :P
To Topic:
In my opinion, the field overseer are ok how they are, just a little bit too expensive in DM ;)
Snog