#Shuriken Rework (Weapon Stockpile)

1 messages · Page 1 of 1 (latest)

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Shurikens can store 4 stun charges, with charges recharging at 40% firing rate.
Optional: Add smart targeting that prevents shuriken from wasting shots via overstunning.

This lets shuriken have a strong initial stun, but maintains urgency for allies to respond to the leak immediately, and makes it difficult for them to lock down aa permanently.

The Problem
Shuriken deny almost all leaks early game, making the raiding game stale.
-Shuriken travel extremely fast, have high stun power. They can be made in response to a leak and still arrive in time
-Shuriken's high speed allows them to retreat vs enemy figs. Since figs are extremely fragile versus aa, figs can be dissuaded from chasing shuri's.
-Shuirken's weakness is that they actually require allied units to come clean up the unit. However this is not a problem since shuriken can keep the unit stunned forever. 1 shuriken can technically keep a tzar stunned permanently.

To preserve their ability to contribute to the game, air labs could get buffs in compensation like:
Both: More scout HP, less bp on air cons
Cor: Add gunship
Arm: more scout LOS, better gunship

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Shuriken Rework (Weapon Charges)

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Shuriken Rework (Weapon Stockpile)

versed karma
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Skill issue, you can kill shuris easy with early grunts/pawns if they are squeezed (and just add 1 or 2 aa in your raids forces also).
No need rework

earnest saddle
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shuriken too OP nerf plis

upper abyss
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No yea they are right that’s there entire job is to catch a leak and even none aa units mostly grunts or rockets with shuris die to them because they sit still while stunning just a skill issue you need better micro because I think there super in a good spot right now.

earnest saddle
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Lmao wdym u think they're in a good spot rn. They are literally the most op t1 units in the game

near terrace
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Idk if you want stronger raiding. Shuris are the main thing stopping high os players from apm checking and insta killing noobs early.

earnest saddle
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Which is good, noobs should be separated anyways. Allowing skil expression like this is what makes players feel good when they have furthered their ability to apm

sullen totem
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imo shuris need a buff, right now they completely shut down t1 and render aggression meaningless, so it would be great if they could also shut down t2 and i can afus in peace

earnest saddle
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They are quite good at shutting down t2 but I agree. A t2 shuri would be interesting. Perhaps that one could have a weapon stockpile

sullen seal
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T2 shuri exist, Armada has 2 of them in fact

crude badge
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just make it so that shuris and abductors only disable movement on stun and not weapons

rename their weapons to tractor beams

doesnt nerf the intended purpose of stopping leaks, but does nerf the unintended strat of EMPing AA with shuris

chrome scroll
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that will make shurikens really bad against all aa units and some cough units that can also hit air. like hoplites/javelin

jolly iris
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A stockpile on something as small as shuris would probably be a bit against WYSIWYG. Shuris do need to be tuned down tho

delicate vault
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So like the T1 version of legion air but with stuns? Sounds better to manage.

foggy flax
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What exactly does this nerf actually accomplish? Any t1 unit even medium tanks only need to be shot once every 6 second to keep it stunned after its stunned initially. Which a shuriken can comfortably do even at 0.4 attack speed. Could probably even hold two of them if you tried.

So the attackspeednerf only really matters for one shuri holding down a very big thing or more than two small things. Is that a common occurence?

Maybe i am misunderstanding something but to me this nerf does not seem to do much in most situations?

Which is fine by me! I like shuris and want them to stay strong so dont nerf too much!

foggy flax
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I did some testing. It took 7 shots to fill the stun meter on a medium tank.
And about 22 shots to stun a tzar (i used two shuris on the tzar, 11 volleys).

But to keep it stunned in both cases the shuris only need to shoot once every 6 seconds.

If you are telling me stuns are op, i disagree. They are fine and make the game more interesting.

But effortless chain stuns for sure. Why not make stun refresh take at least the same effort? Or even add stun resistance if a unit has recently been stunned (a common approach in other games).

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'Or even add stun resistance if a unit has recently been stunned" yeah this similarly looks good
only requiring 1 shuriken to keep a tzar stunned seems strange to me

foggy flax
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We dont even know yet if "resistance" is needed. Currently it is easier(!) to stun a second time than it is the first time.
Cause the initial stun bar always remains full and just needs another quick tap back to max.
So just having each stun independently take the same effort could be nice.

chrome scroll
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#1337407508293095544
on thought a change to emp in general seems cleaner, to make it so that keeping something emp'd isn't 5x easier than emp'ing it in the first place