Whirlwind Development Thread
Posted: Fri 08 Mar, 2019 3:45 pm
Hey there everyone, ever since the introduction of the whirlwind, It has been a nice unit to field in 2v2s/3v3s but almost never in 1v1s, which is a shame because it really is a good unit, given its source output application to deal with massive infantry, and have the nice Hunter Killer Missile to boot; that being said, Looking through previous cast, I've come to think that the main reason for its lack of play in 1v1s comes down to missing one critical element which would enable it to be able compete for the artillery spot along with the plasma cannon team.
Notably it's just missing an Anti-Garrisoned Unit Counter attack which will give the unit a slight more dimension other than disruption and the one clutch shot to take out weakened vehicle type units. Something soft but more so attuned to the relational manner of being slightly less than consistently capable of being used. This way the whirlwind and Plasma Cannon teams are decided to be taken based upon the need for different applications of dealing with countering a certain situation. The Plasma Cannon Team Unit would be dubbed- "The Hard Counter", where as the The Whrilwind would be dubbed "The Soft Counter". Pretty much this can be done by giving the unit the option to Shoot one either "Smoke Missile" at an area to decrease its sight radius which last some 15- 20s. With a 30- 40s C.D., and the Other option being an "Incendiary Rocket", for some like 120- 150 req/ 30 power Upgrade *NOTICE- We would choose one of these options to put in the game NOT both, dependent upon which seems to attain the desired result*, which does flame damage to a unit within the A.o.E. location for some 10- 15s. Dependent upon the tics. And even if this doesn't kill the squad given they choose not to move, which I would say shouldn't be the objective of such a change, just forcing garrisoned units to have to move in itself may very well come to help out a lot as well.
With that, I am curious of everyone's feedback. I hope everyone is doing well, Take care.
-Fathom
Notably it's just missing an Anti-Garrisoned Unit Counter attack which will give the unit a slight more dimension other than disruption and the one clutch shot to take out weakened vehicle type units. Something soft but more so attuned to the relational manner of being slightly less than consistently capable of being used. This way the whirlwind and Plasma Cannon teams are decided to be taken based upon the need for different applications of dealing with countering a certain situation. The Plasma Cannon Team Unit would be dubbed- "The Hard Counter", where as the The Whrilwind would be dubbed "The Soft Counter". Pretty much this can be done by giving the unit the option to Shoot one either "Smoke Missile" at an area to decrease its sight radius which last some 15- 20s. With a 30- 40s C.D., and the Other option being an "Incendiary Rocket", for some like 120- 150 req/ 30 power Upgrade *NOTICE- We would choose one of these options to put in the game NOT both, dependent upon which seems to attain the desired result*, which does flame damage to a unit within the A.o.E. location for some 10- 15s. Dependent upon the tics. And even if this doesn't kill the squad given they choose not to move, which I would say shouldn't be the objective of such a change, just forcing garrisoned units to have to move in itself may very well come to help out a lot as well.
With that, I am curious of everyone's feedback. I hope everyone is doing well, Take care.
-Fathom