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Small Change to ATSKNF
Posted: Mon 21 Apr, 2014 8:25 pm
by viggih
I was wondering if Tacticals could get one small change so that ATSKNF allows them to reconsolidate(i.e. break retreat).
The idea was that they are under fire and being able to pull a "Tactical Retreat" as they call it sounds like something that would help make them a bit more distinguished since kommandos and Kasrkin are getting their 50% faster capping rate.
I know that the engine can handle it(see Summary execution) and it would only be available in t2, keeping the early game balanced in that regard.
Re: Small Change to ATSKNF
Posted: Mon 21 Apr, 2014 9:55 pm
by Aertes
The "break retreat" ability was one of my suggestions for apossible Chaplain main hero. Giving it as an ability for all tactical squads isn't bad either, it could replace the ability that the Sergeant gives to the unit, but I think that tactical squads are fine as they are now. They are a basic unit after all.
Re: Small Change to ATSKNF
Posted: Mon 21 Apr, 2014 10:04 pm
by viggih
Aertes wrote:The "break retreat" ability was one of my suggestions for apossible Chaplain main hero. Giving it as an ability for all tactical squads isn't bad either, it could replace the ability that the Sergeant gives to the unit, but I think that tactical squads are fine as they are now. They are a basic unit after all.
Not replace, simply added functionality. It would still need to be charged with damage taken so it can't be spammed
Re: Small Change to ATSKNF
Posted: Mon 21 Apr, 2014 10:47 pm
by Swift
But tacs are tanky enough already. And they shall know no fear at the moment makes them so much harder, so why must you have a break retreat function to extend the use of an already tough squad? Must I remind you the purpose of retreat is to speed a unit out of an engagement to an allied structure so they can live? This seems to ruin this kind of system, just making it a way of giving tacs range resistance and a way of getting a speed buff whenever they leave fire fights. It just doesn't add up

Re: Small Change to ATSKNF
Posted: Mon 21 Apr, 2014 10:56 pm
by viggih
Swiftsabre wrote:But tacs are tanky enough already. And they shall know no fear at the moment makes them so much harder, so why must you have a break retreat function to extend the use of an already tough squad? Must I remind you the purpose of retreat is to speed a unit out of an engagement to an allied structure so they can live? This seems to ruin this kind of system, just making it a way of giving tacs range resistance and a way of getting a speed buff whenever they leave fire fights. It just doesn't add up

But they would still waste the rest of the ability, so you have a choice. You can either pop it before retreating and use it to tank engagements better and not be able to break a retreat, or you could use it to fall back to a better location but not use the rest of the knock-back and damage resistance goodness.
Re: Small Change to ATSKNF
Posted: Tue 22 Apr, 2014 8:40 pm
by Batpimp
I would give a much more detailed reason for doing this before people will start to consider this. More importantly, I would take the point of view of people who are going to criticizing thisand answer their questions/concerns ahead of time
What are the benefits?
Why is this needed?
What are the limitations?
What MU's (match ups) might this affect and how?
Can it be implemented?
etc
Re: Small Change to ATSKNF
Posted: Tue 22 Apr, 2014 8:51 pm
by Dark Riku
What are the benefits? Field presence and extra combat capabilities. Similar to GM's.
Why is this needed? Extra flexibility? Stuff? ¯\(°_o)/¯
What are the limitations? Not sure what you mean by this.
What MU's might this affect and how? All of 'em and see first answer.
Can it be implemented? Yes.
Sorry if it's not constructive, felt like answering ^^
Re: Small Change to ATSKNF
Posted: Tue 22 Apr, 2014 9:23 pm
by Swift
My concern is it is just a way of buffing tacs when they leave a fight, meaning that they can get away just far enough until they can be supported, leaving the opponent with much reduced pushing strength since they do not run back to base.
Re: Small Change to ATSKNF
Posted: Tue 22 Apr, 2014 11:12 pm
by viggih
Riku, do you know the cooldown on the ablity?
Because that will have to be the limiting factor.
The idea is not really to buff Tacs, it's just to give them a choice between holding their ground or falling back to a better position.
I just thought that this might be the cleanest way to implement my idea.
(That is if Caeltos even wants to)
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 3:08 am
by Toilailee
viggih wrote:(That is if Caeltos even wants to)
That is a long and difficult path many have tried to travel but few have succeeded on, and only a select few
elites have managed it more than once.
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 4:16 am
by Tex
Breaking retreat on missile tacs sounds like not much fun for the other player though...
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 4:29 am
by Nuclear Arbitor
viggih wrote:The idea is not really to buff Tacs [...]
you're giving them more without taking anyway thing away; that's a buff. not necessarily bad thing, but a buff none the less.
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 2:31 pm
by viggih
Nuclear Arbitor wrote:viggih wrote:The idea is not really to buff Tacs [...]
you're giving them more without taking anyway thing away; that's a buff. not necessarily bad thing, but a buff none the less.
It would waste the rest of the ability seeing that it mostly works to give Tacs a fighting chance in melee. So insted of a buff it would be more of a choice.
And if all else fails the best way to keep it balanced is a longer cooldown timer.
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 4:03 pm
by Vapor
This would be a significant buff, no ifs and buts about it...
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 4:14 pm
by Swift
viggih wrote:Nuclear Arbitor wrote:viggih wrote:The idea is not really to buff Tacs [...]
you're giving them more without taking anyway thing away; that's a buff. not necessarily bad thing, but a buff none the less.
It would waste the rest of the ability seeing that it mostly works to give Tacs a fighting chance in melee. So insted of a buff it would be more of a choice.
And if all else fails the best way to keep it balanced is a longer cooldown timer.
The best way to keep it balanced my friend, is to not add it in the first place.
Re: Small Change to ATSKNF
Posted: Wed 23 Apr, 2014 9:27 pm
by Dark Riku
viggih wrote:So insted of a buff it would be more of a choice.
It gives ATSKNF extra tactical potential.
An extra option for no extra cost is still a buff ^^
It sounds interesting to me. Not sure if it's needed though. Map presence in 1v1 concerns me. It should maybe disable retreat if used to stop retreat for an amount of time, representing their unshakable will (or stupidity to not fall back).
Re: Small Change to ATSKNF
Posted: Thu 24 Apr, 2014 1:51 am
by FiSH
OR IT SHOULD EXECUTE A MEMBER!
jk, I have no opinion about this matter

Re: Small Change to ATSKNF
Posted: Thu 24 Apr, 2014 3:48 pm
by viggih
Dark Riku wrote:viggih wrote:So insted of a buff it would be more of a choice.
It gives ATSKNF extra tactical potential.
An extra option for no extra cost is still a buff ^^
It sounds interesting to me. Not sure if it's needed though. Map presence in 1v1 concerns me. It should maybe disable retreat if used to stop retreat for an amount of time, representing their unshakable will (or stupidity to not fall back).
All right, A buff by any other name...
The idea popped into my head because Caeltos keeps throwing the faster capping trait and the Tacs are losing their uniqueness so this might make them the "tacticalest" unit again.