Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
or as i said just storms, ive found tulas to be very weak against storms cuz almost all the missiles tend to land. they die in a few volleys. storms also outrange snipers
Marksmen have always been too damned strong.
Range in general has always been too strong.
A rhino takes 9 marksmen shots to kill.
A tarantula takes 8 marksman shots to kill.
So little gain for being melee. Tbh, I think a lot of melee and short range units are due for a rebalance. They are very weak compared to other options.
*Once* upon a time steel balls and rhino rushes used to be powerful especially if you managed to get an EXP advantage to snowball, but ever since the scorpion got released as a hard counter, I think a re-adjustment on a "range tax" is necessary.
scorpion are just too good for their value.
they hardcounter even giants with acid.
Before that, opponent needed either to buy arclight/badgers (that die easier) or invest into vulcan that is slow. Tarantula seems to be a good tradeoff between two.
Btw. steelballs are only tier2 unit that can bet tarantula 1v1 but given all battlefield now it usually die even faster in my games.
Regarding stormcallers, yeah...
> or transforms into artilery battles
they seem like they would be a good counter. just gotta keep the marks off it and clear the chaff in front of it. but it should deal with the tarantula in one volley.
i would run range/ overload/ mothership/ jump drive
or big gun/ explosive ammo/ mothership/ jump drive
depending on how you like to use em. with either of these setups they should be able to clear chaff and the tarantulas and if they start getting targeted you can always move them or do a flank. you could also change out mothership for like armour or regen as well.
and for the chaff line include tanks behind your fangs
and always have your own marks or phoenixes as well
and 2 storms always help. thats alot of units so it really depends what unit cards you get that can supplement the roles instead would work as well.
if it normal placing around towers then i would advice arcs with range and scorps plus chaff of course
if its aggro close to line then chaff (also wasps) balls and wraith and dont forget to flank
hakers also works marvelouse vs aggro
I couldn't tell you exactly why that is but I think it's half to do with people not knowing how to use tarantula and the other half having to do with the massive nerf in equipment.
Also even before the patch steelballs were making a small resurgence and now they seem to be really useful again. But idk exactly, my aggro is working fine though.
I climbed from 700 to nearly 1100 after patch, easy.