And Clopsey continues to prove my point. Dox first, Tanks a little later. Wreck house. *fist pump* PASTATS link....http://pastats.com/chart?gameId=191003
These changes are what I would likt to see to both dox and slammers : - Move slower in water. - Decrease range. It does not make sence that a cheap fast unit also has a large fire range especially the torpedo range on the slammer. Other idea - A dox specific counter, have the T1 AA shoot at ground units again doing large splash damage (I want the t1 aa to be op for once )
they make Dox like that to be able to fight against tanks... I think that Doxes should get at least more hp to tank one shot of the T-1 tank, so it could fight back, but losing for the same on a 1v1 or in mass by mass...
If you want dox to fight against tanks you make em tougher, no unit in any game should be cheap + long range + fast. Cheap and fast is already the definition of a swarm unit and long range only makes it OP Also many people feel its intended as a raid unit and so range is less of a factor and they don't need to battle tanks in that case, just outrun them and strike where there are no tanks. Or draw them away.
I don't think anyone has been contesting the strength of early, fast raiding as a concept. That game was a knockout anyway. I don't see what it's supposed to prove about dox vs. tanks.
Also want to bring up the issue of unit spacing. Dox which are clumped up are vastly more effective because they can assert more firepower per area size. Basically, they trade way better in fights. Problem is you cannot clump them up with a move command and must instead rely on very specific finnicky attack move behaviour. Especially an annoyance when you want to retreat with dox and your clump also spreads out, back into the enemy weapon range. Basically, I think unit spacing should be constant whether you are moving them, attacking with them or whatever. It is just too troublesome having no direct control over unit spacing. This large formation unit spacing is really bad.
I'm still undecided, in every game I played yesterday I mixed in ants at some point. Must have played about 15 games. On a couple of maps I needed ants and in most cases I used infernos to finish of bases when they could get to his front lines safely. I really think we are close unit wise, but maybe better pds for dealing with swarms of dox to bridge the apm gap.
Ummm, can we get rid of the AA? they can even kill gunship! There is no point in building any other unit now. They can kill a commander that is in the water. they can be built fast and do every thing.
So a lot of testing i believe ants should be used every game. Some battles in this great game should prove it: http://www.pastats.com/replay/6723313255814907909
Agree with op if the map is small and have water(these random earth like maps, says radius about 200). For the bigger mapS, I didn't feel it is too hard to play against dox.
Or reduce doxen range to lower than all other basic military units. Because small armsmen usually have less range than a tank. No seriously look it up.
Basically uggeli went tanks and clopse couldnt hold with dox so had to go tanks himself. To be fair, both of you wern't macroing very well in order to get those killer dox timings, but i am also noticing now that tanks are better in certain situations. Seems very map dependant.
Why not just reduce the doxen's damage against buildings and the commander, so that they can't be used effectively for seiges but can still work as a raiding unit.
Starting tonight I will be getting ramped up into PA again and I will be trying to master dox only. Next Sunday the 24th I invite anyone to fight my dox then. I am thinking 80% win rate atleast if I get no lag/delay from my internet. With no lag I get around 190 apm that's not mainly any wasted apm.