DeletedUser5160
Guest
I think we are running into another balance issue then. CRABs outrange Mantas. Mantas can now use contact, but the CRABs will always be able to kite them with no retaliation. Mantas are boosted for damage against CRABs.
Does the Manta inflict its Poison special ability when it retaliates using its Contact skill?
Mantas can now use contact, but the CRABs will always be able to kite them with no retaliation. Mantas are boosted for damage against CRABs.
As I said, it's not helping you. I'm probably not going to shake you from your belief, but there would be pretty much zero difference in your combat ability if you sold off every single attack boost building you have (minus the GBs). What good are those buildings doing for you if they're not helping you fight?
Oceanic canal (2x2) : 100 happiness, 35 diamondsHow much happiness give premium roads? Roads could be put into a search rather than avatars
If the values are these I calculated that replacing all the roads with the premium I would have 8500 more happiness with a spending of 3800 diamonds :/. In the past I spent diamonds to buy premium roads. The premium roads in the past gave me double happiness to the normal ones and I felt like a great investment. But these are almost equal and 8,000 more happiness I do not needOceanic canal (2x2) : 100 happiness, 35 diamonds
Oceanic sidewalk (1x1) : 200 happiness, 20 diamonds
(just in case: I would strongly advise not to spend diamonds on road, that would be a terrible waste)
The change to take away the flying ability was the nail in the coffin for the Manta.
With a range of 5 or even 7 if it is changed they will still be at the mercy of most units.
The better option would have been to simply swap the types of Manta and Sub Cruiser like it was done back in Arctic Future Age with Dragon Drones and Surrogate Soldiers.
If the Manta were to be the ranged unit it would gain boni against artillery units and so its flying ability that also boosts against artillery units would be a perfect match then.
And the Sub Cruiser as a light unit with its range of 12 combined with [Contact!] would also be better suited to combat the hidden Hydroelectric Eels with a range of 10 compared to the Manta with just a range of 5 or even 7 if improved.
Also the artillery unit Turturret can hit the Sub Cruiser so the issue about its boni against light units would be solved, too.
So why not simply swap the types of Sub Cruiser and Manta?
Contact = Always retaliates against attacks IF in range of 5Changed the Manta's skill from flying to contact. It can now be hit by the artillery unit
that would changes it toI have asked if the manta's range could be raised to 7.
Hm...now two contact units in the same age? Why not just give Subs the flying ability instead? Since they're supposed to be strong against artillery units, I feel like it would make perfect sense for them.
I agree, isn't much better ... just realized that even if crabs get poisoned they still wouldn't die in 2 hits (4 + 4 + 1 = 9 damage), unless we wait for 1 more turn but I doubt that would be very practical.that would changes it to
Contact = only retaliates against CRAB
isn't much better
I agree, isn't much better ... just realized that even if crabs get poisoned they still wouldn't die in 2 hits (4 + 4 + 1 = 9 damage), unless we wait for 1 more turn but I doubt that would be very practical.
Hmmmmm, how about increasing the damage from poison to 2 then and decreasing movement to 20? Seems a little overpowered at first but it will make them as slow as crabs - meaning all other troops will be able to kite them.
Hmmmm good question, @Zarok Dai does the poison stack?Multiple strikes from mantas to get your 2 or more?
Hmmmm good question, @Zarok Dai does the poison stack?
Thanks for the quick response. Hmmm then no point in targeting the same unit once it's poisoned.No, poison does not stack. A unit is either poisoned, or it isn't.
Thanks for the quick response. Hmmm then no point in targeting the same unit once it's poisoned.
Any chance of rebalancing the mantas one more time? I still think they're a little too weak even if range is increased to 7.
Thank you for that Zarok. Problem is, regardless of the range, mantas get easily 2 hit killed by turtles. Might even get 1 hit killed if Orangery boost applies. So, i was thinking (my previous idea about increasing poison to 2 won't really change anything, so discard it), they need a way to protect themselves from turtles. Crabs for example have reactivate armor which prevents them from being 2 hit killed. Mantas need something like that too. So 2 suggestions:They are still being looked at, and I am passing on the suggestions that even with more range the unit may still be unbalanced.