#Cymanti water hexapod buff
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Cymanti also needs better early naval expansion on par with other tribes. I think this is the best way to let them expand across water early while still keeping them at a disadvantage since they need to keep sacrificing units if they were to cross large bodies of water.
this is what living islands are for i think
and I'm pretty sure raychi aren't that late of a first naval unit?
They are too late game
Too expensive and are worse than rammers
the stats of raychi are the same as in the current version right? the only thing that changed is that they don't have explode anymore?
Yeah and that just makes them a worse rammer
It's so much easier to get rammers than it is to get raychi
then the solution is probably to buff raychi
Ok yeah lol
I still like the idea of hexapods throwing themselves into the water to die though lol
Fits Cymanti's theme of having units who's entire purpose is to die
can you still just make algea in the beta? if you have hydrology
I don't have cym on steam so i can't check sorry
i think yes
yeah that hexapod change would make buying algea redundant
although it is an interesting idea
It's for stuff outside borders
Also it should be made so that algae from drowned hexapods don't spawn fruit like normal algae
Raychi is in a very awkward spot. They are at a quite equal powerlevel with warrior scouts and warrior rammers. So any buff to them means that Cymanti will claim early dominance of the seas. But that in turn means that they are far behind defender scouts and defender rammers, so they will become obsolete somewhat soonish as naval gameplay continues. I don't really see a way for them to not overpower warrior ships while at the same time being a relevant pick into defender ships
So I think the problem should be addressed by giving Cymanti more naval options elsewhere.
Sharks btw had pretty much the exact same issue, but they kept their relevance by being slightly more specialised and by having other units that cover their weaknesses
One option I could somewhat see on Raychi is to give them a very limited 1 tile escape movement (let's call it reposition). With full escape they would be way overpowered since they can just attack without giving the opponent any chance at all to chase them down and kill them (and if they try, they are now wildly overexposed).
A 1 movement escape however would allow raychi to pull back just a little. Enough to make space for other units to attack. Enough to kill a unit in a port and pull back away from the shorelines with its pesky warriors and their clubs. Enough that the opponent can't kill the raychi while at the same time moving backwards. Enough to kill a poisoned enemy and then move off of the algae so that a land unit can use the algae that same turn to advance (!).
Overall, I think this mechanic would be a minor buff to how they fit into Cymantis overall package withotu significantly changing their direct matchups. The single biggest downside however, is that it would mean there are now 2 different very similar mechanics in the game, and that is something Midjiwan is very wary off (although it does happen)
I do also think that reposition would be a good trait in general to give to units who you want to feel more mobile, whithout immediately giving them the full escape package
One possible solution to hexapods, phychi and raychi is a passive that gives them more atk vs poisoned enemies
It would be the simplest solution to their power level I feel