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I suggest some nerf in future version. The reasons is that this weapon is a devastating CP defense/capture method, and is especially very unstoppable if 4 of your teammates have that weapon and use it during CP capture there' no way to stop a CP capture and it's very hard to counter it, and moving in 1 and 1 is suicide when the entire enemy team captures a cp.
When only 1 player has this, it's not that overpowered, but still devastating. When everyone is using this it's WAY SICK OP. This way it's much better investment than a poison magic. When you see an entire team uses this and experience it, then you realise how sick devastating weapon it is and it's worth to use an inventory slot. Not just a nice additionnal weapon for Hunter, but useful in the entire game.
It becomes a must have and will soon be often be used in league games to often soon I guess
More arguments needed? Counter arguments?
IT NEED NERF IMO
More cooldown?
Mana cost?
Less damage?
Cost more than 5000?
Your opinions?
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Each orbital does something 3k +x damage... And its price is 5000. For 5000 gold each player can purchase a goldhull providing 4000hp.
If 5 players use at same time their orbital. they deserve to do some isnta kill. It is like using 5 hunter, doing 12500 insta damage by using skil lat same time.
I don't think it needs to be nerfed. I am against penalising players doing some kind of teamplay.
Actually to counter it, you can simply use a guard.... Just root and heal your teamamte on the cp.... I don't think that going for one guard and counter somehow 25k gold (for 5 orbital/wasted slot) is such penality ^_^
(the combo guard + orbital is better than hunter + orbital :p )
And it is kinda normal that 5 "campers" get powned by a synchronized attack :p
I am so good that I don't even need to type -rc because I never die !
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Main differance between gold hull and orbital control is that is does splash damage. It doesn't help if all players has a gold hull each, when everyone is trying to hold a CP while altogether getting hitted by 2-4 orbital wielded players strikes at the same time. They are effective in clusters and vs buildings. If players enter one or 2 by 2 to defend CP to prevent everyone to getting hit by Orbital, they get raped by teamwork anyways.
Well with in ADDITION of tanks abilities this is quite devastating and I think it should have a minor mana cost or higher cooldown at least, also this weapon gets stronger during the game with better attack upgrades.
Although the orbital control has been almost been nerfed at 40% on earlier instance and replaced with bonus damage pr attack upgrade, you only need lv 12 attack upgrade if I don't recall wrong to get the old 800 damage pr orbital.
As a stacking weapon this is, it isn't same as mines as they actually can be countered with defusals and spotted with radar. It's a item direct damage ability and is in many ways a better option than a heavy mine which cost the same. The different is the heavy mine does immediate damage while orbital control also with ease can be used for destroying enemy base as well. Both is useful in their ways but orbital is a offensive weapon while mines are more defensive which can be used for making minefields.
Althend, the guard is the worst counter for orbital as it get pwnt by masses of it.
It's OP. Nerf nerf nerf...
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I'm not sure of orbitals alleged unbalance - it's so easy to dodge it at least partially. Keeping a good spread and handling teleport well is usually enough.
Also: Guard is indeed the worst possible counter.
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A rooted guard +heal compensate more than 2 orbital hit :o for a lower price. That is the way i mean it.
Actually I have never seen orbital abuse so it makes me think it is hard to believe it. 5x5000 gold is not an easy thing to decide ^_^
I am so good that I don't even need to type -rc because I never die !