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Should Black Napalm Dragons perform better vs Tox Tunnels? #1269
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I don't think Currently, Dragons take 25% damage from Armor DragonTankArmor
Armor = POISON 25% ; Poison resistance in 1.04
End Another idea: Have the turret rotate slower so that a skilled player can benefit more when approaching from the side / behind, and put more emphasis on correct rotation during building placement, or manual placement of Tunnel Defenders. If combined with the damage reduction, could maybe even allow an unranked, standard napalm Dragon to take out a Toxin Tunnel Network from behind, if there is no response from the opponent. And Another idea: Give the toxin gun a minimum attack range, similarly to Toxin Tractors, where units that are too close cannot be fired upon, and some form of action is required from GLA in order to respond to threats. Could benefit terror techs as well. High-risk, high-reward! |
Dragon tank already survives a tox bonb with critical health left in the Flame clearing toxin branch, so any buff to that will be welcomed indeed. |
Not a fan of it, Tox Tunnels are meant to be stronger. |
this is not correct |
Oh, we haven't committed that yet? |
@Stubbjax Funny, I just logged on here to write about the poison resistance idea. It can't hurt if Dragons perform just slightly better vs Tox Tunnels. It wouldn't be a Tox Tunnel nerf but a tiny survival buff for one specific China unit. One of the biggest reasons Chinas struggle so much vs Tox is the fact that the options are so limited to clean up Tox Tunnels. It would be fair if a BN Vet 1 Dragon was able to survive long enough to JUST take out a Tox Tunnel under perfect conditions (read notes in OP). It'd be a minimal change as it currently does 90% damage. |
Current changes do nothing to improve Chinas vs Tox specifically and something needs to be done, because Tox's winrate is too high. Another off-topic improvement would be 750 Quads, same like Demo, that would make Lixes a better option vs Tunnels and Tox in general. |
Yea a small buff seems okay, vet 1 BN being able to just take out a Tox Tunnels. Tox Quads are already $750? |
Yes, $750 for tox and demo |
Ahh yea, the difference was that Demo Quads have longer BT. Equalize this then. |
Adding a bit more Poison resistance does sound reasonable to tweak this specific matchup. Related issue: |
Here's a demonstration of a 20% TOXNET.mp4After the change, a Dragon Tank with Black Napalm is able to just manage to kill a Toxin Tunnel Network from directly behind if the flame wall is correctly positioned, no Tunnel Defenders are present or extra damage is sustained, no repairing occurs, and both begin at maximum health. |
Seems like a fair change. How does a Tank Dragon perform? |
Standard Napalm can just succeed from the back - though it is a mutual destruction. It took about five attempts to achieve, so it's pretty situational. The reaction time of tunnels likely creates a lot of variance (seems like they might be checking for targets every ~500ms). Black Napalm can reliably just succeed from the front. TOXNET_2.mp4 |
From what I can observe the effect of the change is that Toxin General now also needs to react to approaching Dragon Tank on Tunnel like the other GLA Factions. Toxin Tunnel still is significantly better than MG Tunnel, as it kills Infantry instantly and also deals more damage to vehicles. Such change looks logical to me. |
From what i can see now Vet1 Dragon tanks without upgrade are the bare minimum to killing a toxin tunnel somehow, and a vet0 will still die, therefore this is a direct buff to Tank Vs tox Match up, which is a needed one. Agree with the changes. |
Still, would be interesting to see how a vet0 dragon tank fare, with and without upgrade |
Ahhh, then my test results might not be entirely accurate, I tested by forced firing. |
Agreed! |
We need a PR for that |
Dragon Tank vs Normal Tunnel
Dragon Tank vs Tox Tunnel
Notes
Proposal 1
Increase Dragon Tank Armor against Poison.
Proposal 2
Rotate Toxin Tunnel turret slower.
Proposal 3
Add minimum attack range to Toxin Tunnel turret.
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