![]() Though I would still rather opt for fast vs fast combat, depending on what's in the 2nd wave of the common 2-wave battles. If one wants to use AO support vs fast units. So, light might be ironically the best bet against fast in Titan. While they didn't struggle as much with hikers and need only 1-2 attacks to defeat heavy Titan units. The abyssal gliders find it particularly though to kill the light units. Which is just silly for what heavies' role in balance could've been.įrom my personal experiences, with abyssal gliders vs Titan units. As it effectively making the Titan's heavy a paper tiger. Which is imo the biggest issue in regards of balance. However it doesn't help units that cant survive the 1st fast attack wave. Perhaps the devs have given it stealth on rare terrain to compensate for this. What's however is important to Titan, is that the heavies can't survive well enough. If you could provide evidence that disproves that the outer left/right positioned shredder, steel fist and/or hiker can hit every fast unit in their 1st turn, it would be of great value to prove and verify your claim: range doesn't matter, heavies can hit every fast unit in their 1st turn. In my observations: often shredders, steel fists and hikers can't attack some fast units in their 1st turn. Despite better range than the mentioned space heavy units. Also in OF I've seen often enough times where even eels striking in their 1st turn, some crabs can't attack them. Another thing I've observed is steel wardens' capability to never being unable to hit a certain sentinel. ![]() Perhaps keen eye plays a role, perhaps reactive armour better counters keen eye's effects, perhaps something else. I've seen enough battles in which hikers can't survive better than steel wardens or steel fists. Click to expand.Tbh I'm pretty sure your experiences are different from others.
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