Stingrays crazy strong!

Discussion in 'Support!' started by pieman2906, October 5, 2013.

  1. pieman2906

    pieman2906 Well-Known Member

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    I was playing on a mostly water map yesterday, and decided to go naval focused. Once i got to the Adv. naval, my remaining opponent had turtled up inland on one of the two 'continents'. So i decided to give the Stingray (the Adv. missile boat) a try, and WHOO BOY! Stingrays are crazy!

    From what i experienced, it appears they out-range both harpoons, and the adv. artillery piece, they have a pretty fast fire rate for such a long-range unit, and fire tac missiles, so they're super accurate.

    But WOW that damage! there was not a single building in the enemy base that i saw that DIDN'T get 1-shot by those missiles, not the adv. power gens, not the Adv. mex's, none of the turrets, or harpoons or artillery, nothing. I was able to completely flatten the entire base while sitting off shore with about 4 stingrays plus T1 boat blobs to defend them.

    If we're eventually getting a tac defence turret or something, then i think they can remain as is, and be a crazy powerful artillery boat. If, however, we're not getting any tac defence, then we might have to look at those crazy huge damage numbers per missile.
  2. FireDrakeX

    FireDrakeX Member

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    Keeping the damage really high would encourage scouting, but I don't think the game makes scouting easy enough right now (especially with chronocam still very much in beta). There's still a lot of balancing that needs to happen, it's true.
  3. smallcpu

    smallcpu Active Member

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    They are basically the unnerved catapult.

    But then naval units haven't seen much love in a long time so them having some silly stats is to be expected.

    (Scouting not easy enough? Just build a t3 radar [that orbital one] and you never even have to build a scout again...:p )

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