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oargestory
13 Feb 2008, 14:29
Okay, I guess this fits best in the Suggestions-Forums.

I was playing a few games with the Cult, and thanks to Infest I won all 4 matches. The ability to spawn 10 (?) hatchlings anywhere on the map is really strong, they even do very much damage, only cost 250$ AND have a very low cooldown. They even destroy buildings very, very fast.

So I thought of a few solutions to this problem:

1) Increasing the cooldown of Infest.
2) Decreasing the damage of the hatchlings.
3) Spawn lesser hatchlings, increase the cooldown a little bit, and leave the damage as it is.

Maybe the other players just couldn't cope with me using Infest, but I think it should be more balanced. But maybe that's just me. As I said, it's just a suggestion. :D

Frujin
13 Feb 2008, 14:42
We will make a separate "Balance" subforum today (hopefully). But its good you are posting !!

oargestory
13 Feb 2008, 14:44
Okay, so shall I post this thread again in the Balance subforums ?

IWM
13 Feb 2008, 14:45
Ah... Let's the moderator moves it... It would provide double work if you made it againt

Rynn
17 Mar 2008, 13:12
Hatchlings are O.K. , except for the damage done to buildings. Why can two hatchling spawns tear down a main structure in seconds? Shouldn't that be the function of the "Regular" units?

Against units, they remind me of the all-famous Zerg. High damage, low HP. A few tankers squish them good, so it's more of a action-reaction thing. Give the people some time to learn the units, that should make hatchling-spamming a less feasible strategy.

Cooldown timer could be longer, though.