@zeldafanboy said in Pending Balance Changes Feedback Thread:
Well, even if you keep the price-to-cost ratio the same, the reality is that T2 gunships are going to be going up against Flak. And having more, weaker gunships is worse than having fewer, stronger gunships because of AOE. So making the Stinger cheaper and proportionally weaker is a nerf. Making the Vulthoo stronger and proportionally more expensive is a buff.
I'm not sure, maybe it being only 10% slower than any fighterbomber and thus the fastest gunships in the game while being the cheapest to make gives it some other advantages? You don't think mantis are the worst t1 tank because they have the worst stats (excluding aeon) since 'they are going up against other tanks' right?
@greensubmarine said in Pending Balance Changes Feedback Thread:
Thelemazer is already the one way ticket in many cases. If the reason of the nerf is to make it even more risky then maybe it makes sense to add cooldown, so the (s)acu could not instantly fly away. What's the point of nerfing features that spice up the gameplay anyway?
I understand that it might be very strong in full-share games, but it is optional setting after all.
The most important reason is that it adds counterplay. Right now there is very little interaction in defending against a telemazer other than queueing up lines of pd and hope it works. The max tele range allows you some chances to chase a failed tele attempt (yes they happen often enough).
Full share also isn't optional since all the matchmaker queues use full share as a standard setting.