Armour is weird because it works so great against fast attacks, which is most of the buildings and units, but not creeps or most servo abilities. Because those things are easily killed I consider it my least wanted stat. This does however mean we have in armour and health a way to counter small and big hits. As well as resists to provide some protection to procs.
I think there's 4 problems with how it works in practice though
- There aren't many elemental attacks that are fast enough to be significantly mitigated by armour, especially compared to the vast number of threats from units and turrets dealing regular damage in small amounts rapidly. Only thing I can think of is elemental pistols.
- health and shields are universal, they both increase effective health, which scales with upgrades. It even helps somewhat against fast attacks like drones. Armour is not, it mitigates a subset of damage and becomes less useful with higher damage per hit and enemy weapons upgrades
- There aren't enough torso/legs parts, IMO needs parts that give a little health with no penalty, parts that have elemental armour and resist on the same item, also more legs with speed on them.
- The amount of armour on shoulder parts IMO needs to be higher to bring the opportunity cost down between picking a shoulder weapon, a shield generator, comfy chair etc. Maybe they need some resist on them too to make them more enticing.
All fair points. Armor has been a little bland for sure.
Apropos... we just pulled type-specific armor last week. There's a single armor value and it works against everything. We're trying it out (it'll be in the next update) because people just weren't having time/desire to think about those specifics in the heat of battle.
That change coincided with a big rebalance of all the damage and armor values. It's not perfect right now, but it's definitely better. Melee damage has a rightful place. Armor is meaningful (maybe even too much so ATM). Parts have a progression.
This next update will be the first one that has the RTS scaling working with the progression, as well. We can't have your Servos getting crazy good while the drones never change. So, the drones and other RTS bits will "keep pace" with your Servos. We've chosen one of two pretty obvious ways to do that. Interested in feedback on that.
All that said, the parts will be getting at least one more big re-jigger when the Raptor servo comes online (the flying one). No, not this upcoming update. The one after. Some of the things that are on the champ right now will be moving over, etc.
All fair points. Armor has been a little bland for sure.
Apropos... we just pulled type-specific armor last week. There's a single armor value and it works against everything. We're trying it out (it'll be in the next update) because people just weren't having time/desire to think about those specifics in the heat of battle.
That change coincided with a big rebalance of all the damage and armor values. It's not perfect right now, but it's definitely better. Melee damage has a rightful place. Armor is meaningful (maybe even too much so ATM). Parts have a progression.
This next update will be the first one that has the RTS scaling working with the progression, as well. We can't have your Servos getting crazy good while the drones never change. So, the drones and other RTS bits will "keep pace" with your Servos. We've chosen one of two pretty obvious ways to do that. Interested in feedback on that.
All that said, the parts will be getting at least one more big re-jigger when the Raptor servo comes online (the flying one). No, not this upcoming update. The one after. Some of the things that are on the champ right now will be moving over, etc.
Cool changes, can't wait to see how it plays out.
Also is Raptor the final name for that class? Sounds better than 'The Floater'
Can you tell us anything yet about how it might play? Personally I'm hoping they get something like champ's fist beams and move kinda fast
All fair points. Armor has been a little bland for sure.
Apropos... we just pulled type-specific armor last week. There's a single armor value and it works against everything. We're trying it out (it'll be in the next update) because people just weren't having time/desire to think about those specifics in the heat of battle.
That change coincided with a big rebalance of all the damage and armor values. It's not perfect right now, but it's definitely better. Melee damage has a rightful place. Armor is meaningful (maybe even too much so ATM). Parts have a progression.
This next update will be the first one that has the RTS scaling working with the progression, as well. We can't have your Servos getting crazy good while the drones never change. So, the drones and other RTS bits will "keep pace" with your Servos. We've chosen one of two pretty obvious ways to do that. Interested in feedback on that.
All that said, the parts will be getting at least one more big re-jigger when the Raptor servo comes online (the flying one). No, not this upcoming update. The one after. Some of the things that are on the champ right now will be moving over, etc.
Cool changes, can't wait to see how it plays out.
Also is Raptor the final name for that class? Sounds better than 'The Floater'
Can you tell us anything yet about how it might play? Personally I'm hoping they get something like champ's fist beams and move kinda fast
It's as final as anything is ATM. We're going with it until something better comes along, but we're fine if something does not.
Heh, you have some pretty good ideas about what it should do...
I think Raptor would be a good enough name for a flying class, given that birds of prey are generally called raptors as well.
One more thing I forgot about: field modification effects. The example would be the acid pool grenade launcher. Being able to cut off an area (or at least make it expensive to cross) has interesting possibilities, although 75 damage starts to become lacklaster after getting other shoulder parts. Mines do more damage, though they can be cleared with a sacrificial drone, and are often used as grenades.
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