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HereticArachnid
21 Mar 2008, 04:33
Pure cult player here. Just here to lay down my suggestions for the CULT.


Trisats. Damage increased to 22 and are 2-3 for 1 population, As well as being faster. As is the trisats die far to easy against pretty much everything , even themselves. If they are faster they'll be able to do damage to the target before dying, with added damage its worth it. And if they come in bigger numbers they'll be WORTH a population to begin with. Makes Frenzy more understandable because our Trisats will REACH that point if they can swarm.


Tritechs. Fixed damage instead of range differences (makes it unique to other races). Its kind of silly that a race that has the "Superior" Close range units would also have a RANGED unit that needs to be close to the target to do damage. Hows it even suppose to act as support? Also i believe they should spawn 2 per cap. If not then please make Bio-split 50-75% to activate and biocycle 50%.

Shifters. Only one beef with this unit. Its either gotta have a shorter cycle time and only cost half the power or has to summon 6 to 8 hatchlings to be worth it. Currently summoning 4 hatchlings will help on one unit, but if there are ALOT they arn't making a difference which i think they should.


Master. No real problems. Only wish FEED and Nova did a bit more damage (200 nova. non degrading damage from chain from feed)

Dominator - Should have Fixed damage and Dem chain with a shorter cycle.

Mani - Dark Vortex should heal more often, cycle much faster. or no cycle at all would make its healing power more viable (use it once during a boss fight isn't very helpful. or even an normal fight).

Arbs - Higher chance to Chain and its fine.

Teleport is fine.

Overseer - Power Mode should give 10% power and should do 12-14 damage to keep it viable. (As is, its a battery that takes to much space in a squad)

Infestation should cost 150 IMHO, not really complaining about this at all.


Well I'm probably gonna get a thrashing for these ideas but meh, they seem viable to me. I've played the other races and think this would just EVEN the battlefield. and for sure help CULT players in Deathmatches (more chaining + abilities mean they arn't just there to be mowed over anymore).

Enjoy discussing my suggestions.

Good day - Heretic.


EDITED : spelling mistakes and Tritechs suggestion + Overseer Suggestion, Trisat suggestion.

innociv
21 Mar 2008, 05:55
IMO field observer should just take 3 slots instead of 4 in coop and regen power 7 or 8%.

And shifters ability should have no cooldown and cost 200 power. (will 200 power, regening enough power is your cooldown.)
It doesn't compare to bombard and stuff now.

DanteOne
21 Mar 2008, 08:15
i agree on trisats speed and dark vortex of manipulator. tritech should have switched ranges. now its closed combat. it should be ranged

HereticArachnid
21 Mar 2008, 08:50
Edited

Scrutized
21 Mar 2008, 09:39
jeah that sounds good.....the thing with the speed taht could change eveything new tactics and so on and he other races could not longer get prove that they had only to rush in and destroy all ..want faster units

Rynn
21 Mar 2008, 12:01
Mostly agree, especially on the energy regenerating unit. he should cost only 3 stars, or get some more damage added to prove himself useful.

Right now, he's just a tag-along battery, with minor effect. Maybe make one of his forms the "battle" shape, and the other the "regeneration" shape, so he can't do both at once.

ezsteel
21 Mar 2008, 13:53
Trisats. Damage increased to 22 and are 2-3 for 1 population.


Trisats need some buffing but what you suggest is brutally overpowering them.



Tritechs. Fixed damage instead of range differences (makes it unique to other races). Its kind of silly that a race that has the "Superior" Close range units would also have a RANGED unit that needs to be close to the target to do damage. Hows it even suppose to act as support? Also i believe they should spawn 2 per cap. If not then please make Bio-split 50-75% to activate and biocycle 50%.


What's this fascination of yours with many units per 1 cap point? Yes, tritech are a little bit weak for a 2-point unit, but again - this is a OP suggestion.
I actually like the idea about reversing the distance damaging.



Shifters. Only one beef with this unit. Its either gotta have a shorter cycle time and only cost half the power or has to summon 6 to 8 hatchlings to be worth it. Currently summoning 4 hatchlings will help on one unit, but if there are ALOT they arn't making a difference which i think they should.


Yeah, faster recharge on this will be good. 4 hatchlings are fine though.




Mani - Dark Vortex should heal more often, cycle much faster. or no cycle at all would make its healing power more viable (use it once during a boss fight isn't very helpful. or even an normal fight).


Agree here.


Teleport is fine.


Except it is not. That's the single most overpowered action in the game.



Infestation should cost 150 IMHO, not really complaining about this at all.


I'd say it is ok as it is.




Also, the Field Overseer does some decent damage because of the attack speed. Might use a small damage buff, though. But NOT a decrease in the unit supply points. The battery itself is worth 4 points.

innociv
21 Mar 2008, 19:13
Also, for Trisats:

The current damage is fine, or even less damage but you should get 2 for 1 pop.
But the recycle ability needs to be buffed to 50%/50%.
And they should move like 33% faster

HereticArachnid
22 Mar 2008, 00:31
To ezsteel - Whats so overpowered about teleporting a master? it costs 250 and only gets you to a location. Its a valid tactic.

for tritechs - they have low health and armor, can't really be ranged support because of this as well as their low damage from ranges. I don't see whats OP about buying 2 low health range units for 2 stars. As is every other race can do that (But then again those races also have more armor and health then the tritech)

For trisat - 22 damage may have been a bit extreme but i'd for sure like to see 18 or such. The things are only good in crowds and are easy targets for splash. Getting 2 trisats for 1 star only seems to let them reach the target. If someone spams them it's just a good item to get something that does 260 damage quickly or splash a large field. I still remember when CULT was called HIVE :p And most of the critters look like insects anyhow so why not spawn like them? (Infest is a good example of such)

Shifters - I said either give them more hatchlings a call or let them call more often bud =). But your right the extra hatchlings arn't really needed if they can kill the cycle and cost.

Overseer - Yup. 4 stars is good. It needs a slight damage buff putting it to shifters damage IMHO. 12-13 would be ideal. considering it does 20 something damage on normal mode.

Tomas
22 Mar 2008, 00:48
Teleport is notoriously powerful in just about any RTS. I think in just about every game that has had it, there have been people demanding it to get tweaked, nerfed, fixed, or even removed.

It's kinda like infestation except with a full, custom, synergic army - that you can command - and get to keep.

CriTTeR
22 Mar 2008, 00:59
teleports are only fair if everyone has the ability to use them. if one race gets to teleport units as they get made at their base to their master then that race has a potentially unlimited amount of units at their disposal ( as soon as the cooldown comes ).

i think that warcrafts item approach works well. it works once and then its gone, if you want more you have to buy them, but their cooldown at the shop is very long. this atleast makes it more possible to defend your base and then teleport to another if another army is attacking you there as well. it also allows you to live with your army should you notice that the fight is not going your way.

however using a teleport has its set of decisions as well. if you use one too early and then you notice that the enemy is doing a split attack then you can only defend one base. so you can decide if you want to walk it, take extra damage to your base, and eventually fight off the enemy and then teleport to your other base. or you can just keep it for usage later, etc.

ezsteel
22 Mar 2008, 15:23
Heretic, I think you have misunderstood how the teleport works.
It teleports all friendly units which are currently around the Master to any point on the map you want. This also includes all nearby units of your teammates in 2v2 and 3v3 games.

I hope there is no need to explain why this is the most powerful action in the game.
It surely needs to be nerfed or reworked or whatever. Or give the other factions a similar ability.

Rynn
22 Mar 2008, 16:00
Make Teleport's radius smaller. By that, i mean *much* smaller, so the Master can only teleport 1-3 units with him. It'd still be useful, but not able to transport entire armies.

HereticArachnid
24 Mar 2008, 05:29
Umm teleport is the only thing that lets the cult get what they need for their superior close range units... RANGE. remember that both the other races are good at standoffs (to a point) and can often be used effectively at close range as well. but the cult really only dominate in the close range field, even with their ranged units (32 damage at close range tritech!). The teleport allows a instant change in the playing field, and helps the cults Low hp high close range damage get their job done without risking the whole darn enemy army from picking them off from range and freezing or such

Teleport is one thing the cult has that it needs alot. It costs 250 so its not really spamable, and it does need to teleport the whole army. As it is an offensive, Defensive, Hit and run ability.