#Flea vs vehicle scouts
1 messages · Page 1 of 1 (latest)
Nerf Flea DPS:
Tick: 40 DPS / 15m (2.67)
Rascal: 35 DPS / 26m (1.35)
Rover: 38 DPS / 31m (1.23)
Grunt: 74 DPS / 36m (2.06)
Pawn: 100 DPS / 48m (2.08)
Flea should literally have DPS reduced 50%. It doesn't even take that many to kill a Commander and they're impossible to dgun because they're so many.
im not sure if DPS takes accuracy in consideration, vehs would be even lower when they miss
as an arm player, I love fleas, but I agree something seems off about the balance with them
they can literally run circles around some of the vehicle scouts
and I opened vehicle last night, and I swear taking out a mex with the vehicle scout felt like it took substantially longer
dunno exactly what's going on, but tick feels faster, stronger, and cheaper
it's not a trade-off, it's just better
i'd be supportive of the tick keeping manoeuvrability and speed (and getting extra dps though flanking), but at the moment it's too cheap and powerful vs the vehicle scouts
vec scout needs 6 shots (6 seconds) to kill a mex.
flea needs 9 shots (5.4 seconds) to kill a mex.
Both of these should be less when flanking is accounted for (running around the back of the mex after the first shot)
And should be less once laser damage falloff is accounted for
One thing I'm now sure how to quantify, is I feel like a single flea "flanks" things like mexes better. Almost like the flanking direction updates slower or something, due to fire rate or damage per shot.
does the flea turret turn rate/accuracy affect things in "drive-bys"?
one of the reasons the tick can win vs a vehicle one on one is being able to close distance and manoeuvre faster than the vehicle's turret can track it
but a secondary effect might be that as the tick closes distance and that angle gets more acute... the tick turret allows for more shots closer/ quicker to the target
(this is under the assumption that the tick turret really is quicker, which is how it feels to me)
and that might give an extra "hidden" bonus when targets are moving relative to each other (both in terms of flanking + less laser dropoff)
(and scouts are presumably comparatively in motion relative to their targets, even when dealing with statics)
armflea = 450 degrees/sec weapon turn rate
vech scouts = 200 degrees/sec weapon turn rate
armflea = targetmoveerror = 0.1,
vech scouts = targetmoveerror = 0.2,
Tick DPS is 2x as high as other scouts, just in raw DPS.
Then you add the flanking bonus, which ticks will get way more due to a) being faster and more maneuverable, and b) being a cheaper unit so you can have more of them, totally OP.
I mean, I think they're an awesome unit, and part of this interplays with the discussion around pawn/grunt balance given the lack of a symmetrical bot scout for cortex, but I do think they're a bit strong, especially in comparison to the vehicle scouts
isn’t the point that the vehicle one is either much faster or much tankier? (Depending on faction)
Especially in arm’s case you both outspeed and outrange fleas, so you can kite them
it makes sense to me that flea is more maneuverable as a bot
I mean the other thing is that fleas also do more damage and are cheaper I think?
Idk I think fleas are fine. Yeah they're like, really really good, but if they weren't, there wouldn't really be much of a reason to play arm
Can you actually kite fleas using a scout vech?
Flea is hilariously more maneuverable (turn speed, acceleration) than vech scouts.
Yeah you can, just can’t be reacting when flea is already in range
cant kite
they miss while kiting lmao
their miss chance is absurd
absurdly high
everytime i see flea vs veh scout veh misses 3/5 shots
lmao
Veh scouts should now be a lot more accurate than before. I added continuous aim, increased turret turnrate 200->300, and removed the targetmoveerror
Also increased the speed of cor veh scouts so they can actually catch up to fleas now
changing dmg?
Part of the reason for the changes is that the cor veh scout was too slow, having 30 less speed than the arm veh scout and only 6 more than a flea. Now its 15 less than the arm scout and 21 more than a flea, which seems more fair. Cor veh starts seem to be rare currently, so it seems like they could use the buff. Its also now more maneuverable than the arm scout, so each faction's scouts have their advantages.
The other main reason is that the old stats don't make sense with the new model, as the new model looks a lot more fragile, and also looks like it should be getting some sort of use from the 3-wheel design, in this case extra turn speed.
The small damage reduction is to make up for the improved targeting. It can actually be viable on some maps to make a large group of early veh scout and have them take out expansions and early tanks, didn't want to end up overbuffing that strategy
While changes are being done, minor PR to put the corfav radar object under turret, instead of under base, so it rotates with the turret.
https://github.com/beyond-all-reason/Beyond-All-Reason/pull/1499
Played a bit with this, first impression is that it's just weird. Bad or good, idk, but makes you relearn the early game. Hard to say if these changes make veh scouts fare vs ticks better or not, mostly everything is just up in the air... They might miss less vs ticks, but it still happens (they also miss vs each other), and the lower damage can make them need another shot to make the kill
i played with arm scouts a bit, and imo they feel way better against ticks, but way worse against buildings. I'd say this is a generally positive change as far as how they feel to use, don't know if they're actually better
I saw a few people say that veh scouts are super op now (clyret and goopy I think?) but not sure if its just hyperbole lol
has the targeting system also made faster recently? im trying to overrun barbarian AI with fleas and rovers to test but they seem to die faster
all in all, thank you for the changes, feels a lot better now
do you think such an accuracy buff can be done for arm warrior (centurion) ?
i vote ticks are scouts and cant deal any dps at all.