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Докладване на проблем с превода
say if your opponent decided to do mass tanks with emp. you wouldn't want your scorps near the frontline.
I hesitate to get that tech as well but I've seen it used to great effect. I prefer the simple range upgrade. I think you can get it to fire at 140m with that.
Stormcallers can be intercepted, Scorpions not.
I personally think it's intended to be used against really slow boards late game, especially in combination with acid. Generally to break a really entrenched defensive player, arguably to keep the scorp out of range of something like phoenixes.
Especially with all the random stuff you already have no control over. I'd love more stuff to pick and choose from for existing units instead of implementing more units.
Siege mode reduces Scorpion attack to 6000 a level 1 fortress has 44k health, 2 siege mode shots will take one third of the forts health.
They do better with acid but by that point you have invested 1500 cash in those 2 Scorpions that's the same as 2 forts with range enhancement.
Siege mode in brawl, though, is another story and actually quite useful depending on the rest of your board.
With double-shot that benefits from its own acid application.
And on a heavy unit that has enough health that it can not be killed with any flame or AOE attack weaker than a Nuke.
Just make sure you get it as the last upgrade, since double-shot & range & acid all exponentially amplify the artillery mode performance.
https://www.youtube.com/watch?v=yTGC6KvCmTQ
If enemy did go mass backline snipers
if enemy has Mass Elite Snipes and Vulcan i think Scorpion Sidge + range is basically the only answer that can still win since range is around 245m ? with temp range from tower.
And thats more than most Elite Marksmen have ( level 4-5 or something)
He got the early scorpion but was still behind for several turns vs an insane amount of marksmen. But endgame looked easy enough. The overkill is absolutely disgusting though, the shots got such a slow traveltime guaranteeing that at least 1 other scorpion will fire at dead targets.
Idk if I want to waste a techspot just to have lategame range vs mass marksmen. And he still went melter to make up for lack of air coverage + faster damage output. At that point the scorps+tech is more expensive than buying more melters, so why even bother?
tanks into scorps?
assault backline marks?
phoenixes and marks?
no emp to shut down scorps and MP?
not picking the vulcans with incind missles but going for the sandworm... when they have nothing to back it up? into MP no less.
dont get me wrong the scorps certainly helped get thru the tanks... but if the dude went more into slower shielded chaff and their own storms. really play into the long range game they looked to be setting up they would have stood a better chance
I'm under the opinion a lot of players don't like siege mode as it essentially turns the unit from a potential carry to a support role, but it's a godsend if your board is very chaff and chaffclear heavy and you want something to turn your chaff clear (arcs, for example) into an everything-clear.