- Vultures feed too well, their auto attack needs to have less splash and deal less damage. Their spider mines are too good, they should not burrow back into the ground after the enemy runs away but should just expire.
- Tanklings and temples still easily beat the merc that's supposed to counter them, maraiders. Maraiders don't even deal extra to tanklings. Although raiders deal extra to temples, temples also deal extra to raiders. Also raiders attacks are so slow, which is so bad vs temples/tanklings, and any splash on those two melee units are easily negated by a few armor ups. Finally HP upgrades on raiders scale really bad, since stim takes away more HP too.
Raiders should attack faster with slightly less damage.
- Cracklings and warplots compound snipes are also a little too strong; part of this is because of only 550 food now, so most players have to move out with all their army. It automatically forces AU towers for all other players, which is OK in itself, but it denies the opportunity for Support tower later on which is a problem. Solution would probably to make changing towers cheaper (like 250 direct switch instead of having to build a new tower for 400 total).
- For the ultra late game: temples + HB or DA are still too good for absorbing hits. Opponents are forced to spectre, because versus good players OS stun even with the elite upgrade doesn't cut it.
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