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Fire Bagder is much tankier. But I was surprised that they added the fire bomb tech to the Hound. I'm not certain it needed an ability like this.
Maybe now that fire suppression has been implemented as a mechanic, we could see a static defense against fire, akin to the AM turret?
I was completely shocked to see the hound was going to be another source of firebombs. Why? Isn't it supposed to be a unit centered around cleaning up messes instead of starting them?
but its a tech i would really like to see on a few more units tho when the hound comes out. or even as a placable structure.
basically dont want it to start in the same situation MI was like back in the day being only on stangs until the MI tower was made and added on to new units after.
hopefully the devs had the foresight to see the similarity's of the situation and bring the tech to some of the older units.
typhoon maybe? fangs? or even something odd like an air unit.
fire suppression would be straight up the farseers alley as a support unit.
When these are out played by an enemy unit blocking chaff, this may be the only way you can effectively engage the anti chaff portion of this unit into it's design.
Probably high risk gambit.
Yeah this is the reality of it. And I like the badger, but realistically there is almost always a better choice already.
Would be neat if at least one more unit had the tech at release. It would probably look good on the wraith.
no rework i can think of keeps the identity of a flamethrower tank while making it a viable option to use outside of throwaway flanks or niche crawler games.
scratch that, do away with fire and make it an electric tank, have it naturally chain to 2 targets within 50m, keep the damage and maybe give a slight range buff of 10 or so. slap on a tech that increases the number of chains to 5 (total) or something. Could be interesting and mildly more useful if it gets stuck on anything other then chaff which it often does. At the very least it would feel unique.
Yeah, feels like fire badgers need a rework at some point. Even without hounds, they don't serve a lot of purpose. I see them mostly used from drops or fire badger spec to do a cheeky flank for a round or 2, then sell them off.
Rarely do I see them stick around to be a main part of someone's board.
I'd like to see -30 range, +4 speed, +dmg (maybe like 30-40%) +health (maybe like 10-15%). And then give them one more defensive tech, shield gen would be nice on a 16 speed unit (utility unit for aggro), or mby the wreckage recycling rhino tech (they kinda become like steelballs but for chaff).
Yeah, they are rarely a good choice. I like them in headbutts and steelball rushes though. They oftentimes scale extremely poorly into lategame.
i find they are often just stuck at lvl one and by the time they hit lvl two everything else has levelled up already they may as well just stay lvl 1. which is not good for a unit of 3 that frontlines and tanks all the damage for a bit
they also have no cards that adjust them or boost them at all like fortified stangs or long range cards.