Little more than a third the cost of a pelter, identical range, more than twice the DPS and twice the splash, no energy cost per shot, and a MUCH higher accuracy... Let's face it, shellers are OP. I played a game today where I was using a mix of levelers, vanguards, and shellers on a 1:1:1 ratio. My opponent was spamming nothing but shellers escorted by stingers to leave them untouchable by my T2 air. One would think that my mixed army would beat his pure sheller army which should be quite weak to levelers and vanguards right? Wrong. The shellers killed everything long before it got in range. A couple levelers may have taken out a couple of shellers, but nowhere near the expected results. At that point they were uncounterable. T2 air? Stingers shot down anything that got close. T2 veh? As said above, the shellers killed everything long before it got in range. Gil-Es? Shellers have nearly twice as much range. Pelters? Shellers are more accurate and more damaging. If you have enough of them plus enough stingers, shellers are invincible to everything but an inefficient nuke. What should be done about them?
Halve the price of pelters. Shellers would still be better, but pelters can be made in t1 and don't dictate going to a certain tech branch.
I'm not allowed to vote that they're fine? There are other changes I want to see to balance first. Too many changes at once risk some unintended consequences, so I want to see how the game plays with the other planned changed before worrying too much about this unit.
That doesn't instantly make shellers OP. IMO pelters are too nerfed, see my other post for what I'd do before changing shellers. Did you move the vanguards, levelers and shellers as a group or by unit type? If you did it by group, they went into formation and slowed down to the speed of a vanguard. Select the levelers separately and try to get close to the shellers asap.
I think it's more of an issue with pelters being horrible than shellers being OP. Fix pelters, make them more like the Punisher / Guardian from TA, (good HP, less splash, and use a lower trajectory) and this won't be as much of an issue.
T2 units and defensive structures are nearly all broken balance wise. But then again, I want a game where all units are valid at all stages of the game, rather than a tech race. But yes. Shellers are OP.
its like the polls in Iran. There are three options on the ballot, and that is the single canidate's first middle and last names... And a "presence adjustment", removal, is the most loaded word choice ever. seriously though, they are op, I would reckon if gil-e are supposed to be hitscan, shellers are supposed to be high arc. Give shellers better the damage, just ineffective against moving targets, slow the projectile. Like pelters. btw, gil-e do beat shellers. I seen it 10 min into clopsey tourney finals, microed gil-e avoid sheller file, the shells don't land on them. However, that's a silly mechanic and works in all the wrong ways. as a last note for future general balance, fire rate, single hit damage, and splash damage, should probably not all be given to the same unit. Ever. Range with those, to a lesser extent.
Shellers are OP, but it may be more fun to make the other units equally OP. Let's see some slammer races!
Hey I was that guy! Mom I'm famous! I already worked out there are more effective strategies than just mass shellers. I think the problem is you just had two mass groups of units doing a bit of kiting and expected the shorter range vanguards and levellers to somehow beat long range arty kiting at range. You also didn't have any air support and got punished a couple times. Stuff like vanguards are useful to sneak in awkward places or drop in the thick of things, or have leading the way to tank damage from direct fire. Stuff like levellers are useful for supporting groups of arty when other stuff gets close, or for getting rid of vanguards. Not so much for directly countering arty head-on. I think you used the wrong composition against mass arty, but not really sure how to counter mass arty with AA support really. I'm streaming all day again so you could try and mass arty spam and we can try and come up with a counter?
Shellers have lower range than Pelters. I don't think I've ever seen Shellers use their full range. A decent counter to mass Shellers is Shellers supported by spam or Vanguards. Let Skitters, Doxes or Vanguards draw the enemy fire while your Shellers move in range. Every hit you give is likely to kill several enemy Shellers. Shellers are the slowest land units in the game. In defense you should be able to spread out your Shellers while flanking the enemy Shellers with spam.
In the current build there is an exploit where shellers won't target units within radar coverage and within range most of the time. This makes them easily counterable by sniper bots...
No, not really. An exploit is a bug but a bug is not necessarily an exploit. You get an advantage by using an exploit. A bug can give you both disadvantages or advantages.
But if I know that my Shellers have less range than the indicated range then it isn't an exploit. Rather you could say that range rings are bugged.