#Legion Strategy Thread
1 messages · Page 4 of 1
Better/worse. Less range makes them bad vs other rockos that have good micro, but they're strong rockos per unit
arquebus is good because it is very very good at kiting
and arquebus exists in a lab with mobile radar/jammer/spybot
they are much burstier, which in actual gameplay scenarios (decent micro) can make them more viable in certain matchups, its very very noticeable when facing thugs in particular
they just helplessly die to arm/core rocketbots tho
Tbf they once had slightly more range instead of slightly less than other rockos, and people complained that was unwinnable, so here we are
@sharp stirrup would you mind posting your strat for hold fire hives here? As well as possible counters?
I don't really have a "strat" for it, it basically follows the same rules as gauntlet. As far as countering it, you would need to bascialy already be invested in missile trucks. It takes something like ~6 Nettles to stop a single Hive and 2 Hives kills Nettles faster than the com can build or repair them so I don't think the idea of just building 10-12 Nettles at your first expansion is really valid lol
It takes 3-4 nettles, not 6, but sure
6 + 1 t1.5 aa invalidates at least 7 mantises
with bp ofc
Im having to walk outside of hive ranges, make 3 Nettles, then walk in 3 nettles at a time to get under them
so your first 3 provide safety, your next three are basically turret creep but vs air
You dont need the second set if you bring mobile aa though
Yeah otherwise 2 Hives more or less instantly killsa Nettle
Yeah I have just swapped to missile trucks vs Legion now
They work well vs everything they have
It is indeed a sad time. Med tank + missile truck = legion just loses in t1. If there's a gap anywhere in the faction, it's dealing with that lol
Yeah you have to walk from the outside to the inside with Nettles which is a long process.
kinda want to test split kiting lance vs good missile truck player to see how playable it is
Can you split kite lances? They don't shoot backwards and missile trucks should theoretically be able to always outmaneuver no?
@shy galleon when you get on care to try?
its not the same if organised/expected
i just mean i wanna encounter it in real game
the whole reason you need to split kite with lance is because of the limited firearc
you retreat 1 group while other fires
just super duper apm sink
ahh. Gotcha
Played 1 game with t1 only. Legion decurion+barrage combo broke all other combos. Very cost effective
You'll have a hard time vs missile truck + med tank, but should do well vs anything that isn't that
anyone found a good use for the phobos?
base raiding.
Every single stat on it is amazing except for wepon range.
throw it at flanks.
Sneak attacks, structures that sort of thing.
Also useful to run onto unprotected rockos and arty or even vulnerable t2 like mantis/tremor, that sorta thing. (the latter assuming you're fighting t2 from t1 in an unfortunate turn of events)
they are really good at demonstrating why shuri needs to be deleted
.#givePhobosEMPresistance
jk
Even if you're not going to actively raid with them, having 5 or so Phobos for leak defence is really nice. They can get some pretty good damage going too with flanking
Ye, they're like really bad blitzes but they have hp so they can kinda push through their bad times
I tried making the dogs as a brekthrough unit to rush like 6 of them towards enemy economy after I won my lane by killing their commander and they got melted by random reinforcing ticks and stray llts
i think i saw one lose to 3 or 4ticks which is very grim for a unit that costs that much
Personally I think that says more about the brokenness of scouts than it does about the alaris though
the phobos you mean right? it seems to me like its just a very underpowered unit
the thing it's not meant to be a main unit
legion t1 bot has plenty of other influential units
it's just there in case you want a fast raider
that's why i wouldn't expect it to match up to blitz head on
its just so expensive for something that can die to scouts, in a world where shuri exists
cannot overstate how much shuri just kills the viability
You need a real air player to play raids into shuirken
either by faking a raid and forcing out shurikens + greed, bringing figs with raid, or overloading the air player
reality more like
maaaaybe
when people realise how op blindfold is
it will find a place as "not a scout" so it cant be blindfolded
the phobos cost/performance ratio seems more like that of a hover unit
it's a high range light tank.
it out ranges blitzes and incisors.
maintains decent DPS while doing so.
it probably could use some buffs but it's better than it might seem at first glance.
just, much like the entire rest of legion, they work best with mixed unit comps. frontline helios with some lances behind them, and maybe a barrage.
wait
I just realized I missread
lmao
yeah its fine, i think the helios is aight to mid, its also not the cheapest and very fragile
its a very solid anti scout option
Uh phobos though, just about every single stat on it is actually very great, except weapon range.
Makes it good for a handful of specific tasks.
base raiding, chasing down leaked units (it is very fast), rushing them into weak spots, or to chase down enemy forces that are retreating after engaging you on the front.
the weapon range issue does kneecap it for a lot of ues though.
phobos speed and turnrate make it very bad at catching scouts xD
it has no range to zone them either
so if ticks or rovers make it past them u are completely screwed
if ticks or rovers make it past, you still have the advantage. you already know the things they'll be trying to go after, the phobos is just the fastest option you have to intercept, and if you can't kill the scout unit as they try to laser your mexes or wind farm, you can at least force them to leave, and do so faster than sending goblins, or satyrs etc.
Or you can make an LLT and spend less money and make scout raids moot. Phobos does have some uses, but scout defense isn't really one of them
If the phobos is already built
It is your fastest bot that can respond to those situations quicker is more the point.
I mean ya, but why would you build a phobos when scouts are out is the main point. Ig if the enemy is swarming you with ticks that's one thing, but you'd generally desire LLT over Phobos wherever possible. And maybe even a Karkinos, since that's definitely a bot that won't die to just tick harrass
Light Plasma Bot
Faction:
Cortex
Health: 1'100 hp
Cost: 140 M / 1'150 E / 2'100 B
Speed: 45 / 117 accel / 208° per sec turning
Vision: 380 / 570 (air)
Weapons
PlasmaCannon
DPS: 60 (104 dmg, 1.73s reload)
Range: 380 (36 splash)
Can hit: Air, Boats, Ground
Fast Assault Bot
Faction:
Legion
Health: 800 hp
Cost: 140 M / 2'200 E / 2'800 B
Speed: 90 / 225 accel / 119° per sec turning
Vision: 400 / 600 (air)
Weapons
Close-quarters g2g gauss-cannon
DPS: 107 (2x burst, 75 dmg, 1.40s reload)
Range: 180
Can hit: Air, Boats, Ground
Is just a worse thug that moves faster and costs like 70% more total resources
I think Phobos is about the hypothetical. "What if they build three or four Phobos". So it's a good name. But the use case is, what, baiting Janus shots safely and effectively? Maybe an option into Whistler/Janus?
thinking about the phobos some more, its probably more usefull in duels to give legion something that can outrun pawns and grunts and punish naked expanding
Afaik at early point the phobos was very very broken. So legion devs nerfed it.
The burst damage used to be higher and you could just walk up to stuff and it would be dead
It was awesome tbh but that is a really hostile player experience when you go up against Legion for the first time
I mean... If we went by hostile new player experience not much beats ticks in your base at min 1
I also had a hostile new legion player experience when i tried to kill rovers with phobos xd
I have another question for the legion pros tho, what is the best setup to control hives, should I be setting them on hold fire?
its hard to tell what the drones are doing during fights
also default stance is roam?, should i keep that?
We don't have to repeat historical crimes :P
Imo it should have a range buff
Let it skirmish a bit better that way and actually use its speed for something
Hold fire is best, and choose 1 target at a time
what if I want them to avoid aa and just hover over my rockos for vision
Just attack the ground then
But if you just want vision, you dont necessarily need hold fire
If using hives for vision, set target behind your base, then fight move forwarrd when you want to start your duel.
If using them to do a doompush timing, make 2-3 on holdfire and unleash when they're full and you have a decent pushing army that can eat/rez/hold the new position
It's also a hostile experience learning that you have a unit that has the role of 'being bad in most situations, and barely useable in like 2 niche ones' in a lab for over 6 months =p
I like the idea of keeping them in the air but safe in the back because take off is kinnda slow
helios is good against incisor, good when kiting medium tanks
with high micro it can suprisingly outplay janus due, being able to bait the initial shot and do high damage at close range
It's not good in 8v8 due to too many pure skirmishers and porc (need an effecient way to clear llts)
and it's kinda overshadowed by overtuned speed shit like pre-nerf blitz, alaris, etc.
i like edge of range poking coms with helios
but it is so squishy and terrible turn/acceleration
It is light tank that wants to be medium tank while being a medium tank that hits like a super incisor. Is hard to put into a box Arm and Cor can compare to. Lots of other units can be described as 'x unit but more range' or something, but helios is kinda in this weird muddy zone
I need some advice about the Triton, while yes it can handle most land threats, how can I better use it's gattling gun top as semi light aa?
triton is pretty bad as a straight up combat unit. The main niche is amphib lab (early appearance) 550 range com abusing; where the minigun makes 0 difference because you are edge-of-ranging
the AA component is more relevant when you are abusing the amphibious movement to flank/raid, or contribute to a sea fight an ally is engaged in. If you engage land units with the intention of getting into minigun range, triton's not-great stats will not reward you for doing so
Your best bet is to not rely on it.
It's an amphib unit.
All it's stats are considerably low compared to other units.
The reason people even think it's strong is because it's an amphibious unit and is pretty strong for one.
It.. however is not a replacement for just building an actual tank and AA tank.
Ah thanks
Search Benjai's messages in this thread for his analysis, it's very spreadsheety
Oh nvm I think that was in #1164194636579995678
Maybe should've been here
They work for eco as a semi way of getting into asolar and t2 builders, front can maybe use the extra m income to rush porc or rocket line
Sea is just metal hungry
You always want 1, you sometimes want 2, and you will want more on not-8v8 maps bc tech will usually not get to you as soon as on 8v8. Or if you're doing sick on wrecks you can omex and t2 different mexes if you also have high E prod, but that's a fly-by-the-cuff decision
it's 2X a metal spot's worth at Tech 1.
it's incredibly useful and an unironic replacement for building mass T1 energy converters, which people will do to try and force eco to speed up some before they can get to tech 2.
Moreover, while they're pumping out 2x metal, the metal cost you put into building them, is later removed as a discount when upgrading to proper tech 2.
Giving you very good reason to use at least 1 if not 2 or more depending on the role and your economy level.
it's not something you spam for sure but it's absolutely a good building.
isn't it like 3 or 4x with t2mex?
if you play a front techer spot that is walking anyways they are much better than converters and the metal is worth the delay initial teching
legion not good on pure tech rush maps that don't have high value mex tho
i like omex for early t2 units (belcher)
like u can do some omex as techer then before your t2 eco is fully spun up you can pump some belcher/hoplite
my impressions of it are just really bad, i tried to put together a leg tech strat for glitters and its just a disaster xD, so far I got nothing I would even consider viable. it seems that no matter how you do things legion tech will just be very slow at everything
did them less as front but they also feel really bad, you have to invest into them at a time when you normally put your metal into units so it weakens your combat power and the amounts of energy you need for upkeep are just crazy
sure its nice to get the metal back eventually but its still locked into it for a long ass time (and I would argue a crucial time)
and you can (bear with me this is ever so slightly advanced) hand out proteus
so ally can print hoplite before t2 lab
none of that helps with enemy fatboy
the units you make are a diffirent matter from the eco side and I think they also really suck
(for tech rushing them)
yeah you lose hard
problem is you dont have 3 belchers because legion tech is so slow and bad
i mean i wont dive into a glitters specific rabbit hole becaues not my cup of tea to play that map
but on koom, rose, swirly etc etc
leg tech stronk
the combination of having to sink metal into omexes AND sink a bunch more metal to power those omex WHILE you do everything else makes legion tech suck
too many costs too little benefit
you need to setup like 40% more energy infrastructure before you can even star thinking about placing the lab
i think there is merit in the tempo you gain after lab is up but before t2 mex are done
you dont because the 30e upkeep per omex eats all that tempo and than some
its in your best interest to upgrade all your omex to t2 mex
staying on omex is just even worse xD
obviously t2 eco is better than t1 eco
but there is a significant window in which you can have omex and cannot have t2 mex
in which you can make combat units
no i'm saying staying on omex is just a mistake because not only does t2 mex give you more metal it also reduces your energy upkeep
i mean try it
i did
staying on omex is very obviously inherently not going to give as good eco as t2 mex
but the tempo from getting t2 units faster than arm/core player can
is the reason you do it
right so you are on less m as arm
paying 3x as much as belcher for fatboi
which is then reliant on h trans, and even with h trans, much much slower to get to front
and generating significantly less area threat, because slow af
literally cant chase coms
you can make other units like quakers very efficiently
like rushing the belcher things is just really bad they dont do real dmg
its bad
it is gamebreaking op atm
its not xD
even if somehow the belcher was a strong unit worth rushing
it would still be bad because legion tech need to take all these extra expensive slow steps due to t1mex/omex balance which is really what i wanna talk about
the strenght of glitters as a laboratory on testing viability of strats should not be underestimated
this is how glitters techers are going about solving what unit to make as legion tech xD
after over a week of testing
i mean glitters not renowned for intelligence or innovation
also on barstats you have 0 games as leg
but belcher is bad so wcyd
Legion is nit good at tech that doesnt have 3.0+ mex. It can compete with arm/core t1 0 mexes
This is mitigated if make just 1 on value spot for a while, but ya, you Omex when you've reached the point youre porc spamming to hold front
Timings matter. Legion has the ability to shove out value t2 units while everyone else is upgrading to t2 mex via Omex + asolar eco. You just need to have gotten up several Omexes first.
Thats said the better play is duo in VC, tech as arm, and buy t1 legion con from ally for t2 lab
Pintle is, i think, 40+ os. His games are nit with noobs who do weird shit for no reason or just sit afk (usually)
Glitters is awful for tech testing though. Fronts get almost 2x the metal of techer on it
You want to do SI for tests, or carrot mountain if you want slightly lower mex value testing
its a decent average of what you get on most tech spots
Yech testing needs to be aware that there are other players tho
Tech only matters as much as it gets more stuff than front. Atg you can have marauder rushes that lose to canyon purely on comm placement and walls and a single fatboy on a hill. And rb that doesnt insta win vs t2 bc front tech in front of actual tech gets t2 nearly the same time just from having more mex access
Legions value as texher is only where
- All people are kinda poor
- Legion can Omex into Asolar with value
- Legion can t2 about when other texher goes t2
- Legion can t2 while 0 fronts are t2
In those circumstances, Legion Belcher ruins t1 units (bc napalm is anti t1) and hoplite walks past t1 defenses while killing it.
While vs things like med tanks and janus/pounder. As enemy player is trying to make t2 mex.
It is this transition phase where Legion early ish t2 is strong
my issue is that you need to buy 1 extra asolar for every 3 omex which is a cost you dont have to pay when you execute a lean arm/cor t2 unit rush
you are just able to field less slower
You can argue eco as much as you want because it is purely math, but the game is not purely math as soon as combat units hit the field
because the early investments cripple you
I mean again, you have to play in not a vacuum. And do it well ig.
You dont need many Omex. 1 holds you stable, 2-3 plays steady catchup. If you are playing only wind gaming it takes like 4 mins to pull even with core, closer to 5 with arm.
its not even because they just put all the metal u put into omex and asolar to support said omex into their lab and have it up way way faster
And then youre building t2 units on that level of eco.
As pintle said though, legion gets staggeringly op with amphib lab play, since you can make triton/telchine out of lab that costs 1400 less m
I see you only care about math of eco and not math of cost. Or math of opportunity. The game has more than 1 variable
i care about how it really is yes
Thats a lie or you'd factor in the other variables. But w/e, do you. Not gonna stress it
practical examples supported with comparison stats of who reached unit on field first/metal produced at critical timings in the game etc,..are welcome
just play leg rotato ever
belcher is bad tho lmaowtf
actual insane take
belcher is extremely bad into fatboy
tech diff on rotato is more or less a standard feature of gamemode so its a worse example to use when compared to figured out glitters and supreme metas
when what you are trying to asses is how leg tech compares to arm/cor
why would you fight fatboy with belcher
3 belchers vs 1 fatboy = you win the map and fatboy gets no value cos slow
nobody proposed you try and kill a fatboy with 1 belcher
this is insane
meta is 2 fatboys from tech
then 6 belcher
every 1 fatboy is 3 belcher
except the belcher arrives much earlier
the belchers are impossible to make fast unless you accept you will be completely poor and behind on eco
you cannot
that's just objectively untrue
compare it 1:1 because of eco diffirences
and you are WAY ahead on map control
K, pintle is not saying you fight the fatboys with belchers. He's saying you win every lane around the one the fatboy is in. At which point you can actually beat fatboys with just dog piling grunts and hoplite
because the first 2 belchers arrive and kill lane long before fatboy waddles out of the lab
he doesn't care about reality
he has a narrative
you just need to watch some of the recent op glitter lobby replays to get a better perspective
i really dont
u do ur clueless more or less on how its played
i am really not
Voncomet is not arguing BAR though. He is arguing eco testing. 'Because that is the only real variable'. So you wont get through to him
he is arguing that belcher loses to fatboy
like idek where to begin
he just has a narrative
based on practical experience yes
Because he can only imagine them in a fight
opponent is literally afk with the first 2 belcher
He cant conceive of map control as the goal
cant impact map till approved fatboy timing
I mean he literally thinks that timings dont matter, wcyd?
50+ os players calling belcher win button
but the glittards know you arent allowed to use it before fatboy arrives
Bro EVERY RTS player thinks in terms of comparative timings. Voncomet doesn't think they matter. Let that sink in and leave it be xD

What you have matters very little. What does matter is when yiu have it, and what your opponent can have at that same time. This isnt even RTS basics. Its fundamentals. You cant have an rts conversation without having that as your baseline of thought
I know legion was domain of nubs for a long time but it was gonna change eventually
you say that but you ignored every single thing i said about timings so far
You said timings dont matter and failed to engage with any map control arguments, wtf do you mean? W/e
like i cant xd, when did i say that
i mean you said belcher bad and it loses to fatboy
all i'm trying to fucking talk about is how legion timings on tech are fucking slower
ignoring the fact fatboy doesnt exist at the time frame where belcher is winning the game
"i care about how it really is yes"
--voncomet
In response to
"I see you only care about math of eco and not math of cost. Or math of opportunity. The game has more than 1 variable"
--Ee'O
Wtf is that even if it isnt saying timings dont matter (mong many other things), jfc youre actually dumb ig im over it muted
ur talking about nonsense abstractions
a T2 mex is 4X yes.
legion has low value mex, legion front is pure teching and relies on first high impact unit
so ofc it sucks there
legion rainbow or anti canyon might be something tho
Legion ATG in either corner seems to work fine. Pushing canyon or defending it. It has issues the closer to rainbow you go, but you can give Cor fronts a pack of satyrs and make them stronger. Or just micro the satyrs yourself. Either way, Legion works best in the support role
I was trying to put together some kind of 1medusa1mobile hive rush strat into cons that uses oc mexes in some way that helps me but problems started far before field testing
its also competely unlikely the units can deal with 2 fatboys, i know
achieving any kind of competitive timings with any leg strat on glitters tech seems like a mission impossible
The T2 labs are designed not to have early stomp units, like the Medusa is hard to build early
Partly because in theory you can omex into them
obviously not every faction is gonna be equal on every position, every map
Yeah, still interested in making your tech rush workable though
well you need some oc mex to afford medusa metal cost but you cant also have all the e you need to power oc mex and the medusa construction
so all variants end up too slow
I think that a good test would be to try making a medusa from arm eco with a leg con
i will try that next time
Makes sense
maybe secret leg tech is to share t1 cons and queue oc mexes
prob just estall everyone 😅
Yeah that's a recipe to have no units sadly
But you can battery from eco to do it
oh leg style commie 💀
Communism with Legion characteristics
it's just a bad map for it
uh there might be something like E into omex into units but legion lacks a good t2 rush unit
arquebus is too expensive like a banisher
maybe you could do omex walk forward lab into something
also legion economy is worse than arm/cor except the omex
Amphib labs tho
U found it
all napalm including perdition stacks twice right?
*excluding Perdition
because I thought this would be holdover napalm code but it uh is still here
Perdition instead of 2x stacking does something like, idr, 1.25x stacking? I can redo the math if you are mathing out any interactions
hm interesting, 1.25 is good enough👍
I think 1 didnt kill an ageo I targeted (may have gotten some repairs) but I guess 2 should
If that doesn't work, you're incentivized a bit to launch with some time between, a couple seconds maybe, to get non-overlap damage
Ah yeah 2 should do it though.
perdition seems to suck
blowing up without wreck is preferable and often the dmg can get out repaired
lolturrets
I'd avoid it, but I get the appeal of a tac launcher, even if it's less effective
the burn strength might have to be exaggerated i dunno
The use case earlier for an ageo doesn't matter much, but every time someone wants to use a Perdition, it's something like that. "Everything just barely survived" etc
The problem with DoT gameplay.
Just magnified in RTS game
instant ttk is always preferable to not, and not leaving behind resources that soften damage is preferable to doing so
Napalm artillery largely fails on both fronts
Though it does have some benefits over emp/tac, I'm just not sure they're valuable from a faction design sense. Legion doesn't really need a napalm tac missile, it already has belcher and inferno for that. It kinda needs a 'fuck you from way over here' button, or a 'fuck you from right in front of your face button'
It deals more total damage than the Cortex tac and technically Paralyzer too. Just with a bunch of caveats.
I don't want it to become an all-purpose weapon with too much damage buff. And it takes up a huge amount of particle budget, until it gets a graphics update soonish inshallah it will be done, so I am kind of just fine with it sucking tbh
This is how DoTs work always, yes.
Isn't the T1 popup turret *very *OP on maps with buildable high terrain near the frontlines? Like canyon on glitters?
the Cortex flamethrower popup turret has 10 more range and almost tripple the DPS for the exact same cost.
Legion's lil riot cannon just has a good splash radius.
It gains elevation range which makes it very busted feeling
if you are legion there is really no good way to kill it
due to lack of real arty unit
but the other factions also struggle
It is also a t1 popup specific thing that there is a lot of places mid cliff and the like where you can place them where a normal turret would not fit
but yeah with the range bonus its probably op
no other unit offers such complete area denial for so cheap
I think someone called it the thugwhacker2000 which is apt
Would it make sense to convert that into something that doesn't get range bonus on elevated terrain?
the only weapon types in legion's arsonel that do not get range buffs from range are railguns and heatrays.
Cannons, of any kind, getting more range when firing at something at a lower elevation is just kind of a function they all have.
Unless i'm mistaken and that can be turned off but I'm not sure it can.
This was the path chosen for the Pounder so yeah possibly so
I'd rather limit its range boost from height than limit what slopes you can build it on and things like that. It should fit about where a Claw or Maw would.
Good unit though, consistently a Legion favorite.
the high impulse of it makes it preferable to the pharos in the majority of situations.
and a better speedbump than a hive
for the cost
It gets some elevated bonus. the riot turret*. But legion's actual tower, Cacophony, is a bad HLT and a bad DLLT, so it seems balanced as a whole. Dragon jaw requiring hills to be good is a pretty solid faction-reinforcing buff since legion likes being on hills anyway
Of course, going the route of removing every part of legion that has anything to do with being better than arm or core is also an option, why not do that too
Pharos
Kind of the worst llt. It's there tho
Hive. Wonderful amount of area coverage. Advantages and disadvantages of drones tho.
Cacophony, accuracy issues at range unless it's high veterancy. Good otherwise but expensive.
And the dragons jaw
Best average range multi purpose turret legion has at t1 for not a bad cost
Rather think that the route is "balance whatever is potentially broken". The T1 popup turret is op because you can build it on high terrain in many places (it has a minimal footprint) and gets insane elevation range.
Sure, it fits Legions, but it doesn't work with the current balance.
doesn't it literally have pounder weapon?
I am not sure being shorter range and lower dps can count as OP; it has a situational niche (in the same way t1 plasma is cheaper and ergo faster but otherwise just objectively worse)
Yes, and the Pounder got a recent update
it's got the lowest DPS of any of the T1 popup turrets and primarily relies on it's high impulse and splash radius.
Letting it have some extra range based on terrain really isn't a big deal.
problem is that its so much range that it makes attacking into it impossible and leads to frontline staring contests
oh u built that, i guess all my units are completely useless and i have to side tech into either gauntlet or veh arty
generally missile trucks counter 90% of legion's t1 options
this is not an exception
rocket bots also exist and are gennerally meant to siege buildings.
also i love how the balance complaints are in this thead while strategy is in the other one xd
This is the "productive balance complaints" thread
can alaris trade well into blitz?
i often dont know if I should be building helios or alaris
outranges and is faster
loses trades horribly
huge apm sink but can win hard
alaris dies horribly to incisor
so in mixed/teams its a very niche unit
helios is kinda just bad, but it outranges com and can poke passive/bads
Yeah, just "a little extra range", no big deal 🤷
fyi for anyone struggling with that specific jaw rush, the counter is commander capture, its inredibly fast due to jaws low bp cost so if you dont selfd instantly its rip
seems like alaris give me a better fighting chance in most situations
The spot up choose as an example being an extreme case scenario requiring an air con, or t2 leg combat engineer.
If you can get it up to that spot safely then you've earned that advantage
Air con investment is expensive
And t1 porc off t2 con is already favoring the enemy more
Have you ever played Glitters? You build that with a normal con from the ground below
Glitters is a rare map these days. Haven't played it in a while.
So never had a chance to try this
both anti canyon and canyon player made highground jaws and are now staring at eachother unable to fight
both grind their position nonstop and could be considered experts
so they know what is strong or not
also the ranges being displayed are bugged its larger
i just havent clicked on them yet so they didnt update to highground value
@left silo Can we standardize the other riot cannons? Legion has 4 riot units w/ pounder cannons, only the one above has bad interactions though.
This is mostly working as intended, though. Map design here is to create an impasse.
I think some elevation range gain is fine, but consider that the current ranges can also be slightly cheezed with splash by targeting the edge
so the range is really huge
Other legion riot cannon units are less used on high hills, "phalanx", "chimera", "enyo".
This use case have counter, dragon's jaws can be very easy captured with a com near hill, and the popup can't shoot very close to the hill it is built.
In same time Pounder having his riot cannon without hill bonus is weird and break cannon logic bonus range on hills.
I mean, pitbull have 800 velocity and got hill bonus, chimera have 850 velocity, just let all riot cannon weapon be coherent with "Plasma cannon bonus range on hills".
Pounder have 540 velocity and got negate his "bonus range on hill" for whatever reason compared to a dragon's jaw at 600 velocity, make no sense.
5 units, I forgot the Leocampus
Oooh, indeed,
but boat can't go on hill by definition
Yes so it just wasn't a consideration for either of us :P
Yeah but the t1 dynamics are different when no legion with it's t1 pop-up cannon is taken into account. The other factions have no benefit in rushing a cheap t1 defense over there.
Yes we should. The Pounder isn't working perfectly as intended either, though. There's at least an inaccuracy in how the range circle is drawn. The height difference between the hill top and canyon ground is more than pounder range, so it can't fire - but the range circle doesn't properly show that.
Contrast with llt for example where the range circle does show that it cant fire downhill
Yeah we probably pick the range type based on weapon type and not based on all the weapon's properties
anything can die to scouts
The behemoths dies to its metal in ticks
Doesn’t the stomp kill ticks
Am I insane I thought that it did minor damage when moving
yes
but that's a Lot of ticks.