qaccy
Emperor
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:
Increase range to 7 (needed to retaliate against crabs) and
1) give them some sort of a shield like behemoths or
2)give them more movement like 32 (similar to AF drones) so they can move before turtles
You're missing the fact that turtles are supposed to be strong against light units. You can't go giving mantas abilities that allow them to beat a unit they're weak against - hence why flying was removed from them.
CRABs vs Eels: Eels out range CRABs, attack sooner and can get out of the way faster. Had this manual fight where the eel was kiting me the entire time and caused me to wipe. I even had this fight of 8 CRABs vs 8 Eels and the eels still won. I think to balance this, the CRABs need a bigger defense buff against Fast. On top of that, the Eels will be constantly reducing the CRABs' offense making it easier to take them down with every bit of damage they take.
How'd you get 'kited' by an eel? Their movement and attack range especially isn't enough to allow them to stay out of range of a crab, which can see through stealth. Crabs have a low turn order, but they still have 20 movement which allows them to cover an eel's entire attack range in one turn, not even factoring in their own attack range. I'm having a hard time believing this one, to be honest, unless you performed very poorly in that manual battle and/or had some extraordinary terrain that you really couldn't maneuver around.
The rest of the post seems fairly accurate, except for every time you mention 'outrange' you seem to forget that units are able to move on their turn and not just attack. In reality, the only unit in OF that cannot chase and hit another unit on its turn is the turturret when facing units that can stealth. Nothing can hide from and still attack subs, eels, mantas, or crabs (except for artillery in the case of crabs, but only before they get into attack range). Everything's currently able to avoid the manta's contact skill, but it's likely that the manta's range is going to be increased to account for this. Also notable is that when attacking, the crab AI *will* be vulnerable to contact because attack AI always tries to close the distance as much as possible if the unit has blast.
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