Closed RealYeet closed 3 years ago
Foreshadows are meant to T5 killers, stop trying nerfing it.
Exactly, so I am trying to get rid of its ability to deal damage to buildings because that is its main purpose right now
Also I think you really don't know how force projectors work, and what plastanium walls do.
And why would you make block damage 0? Heck even armor doesn't 0 out bullet damage.
I do know what force projectors do, I do know what plast about walls do. There is no way to stop the damage, that is my issue
Also if you let your enemy build a foreshadow near your base, you deserve to lose.
That is not the point, there is no counter. Remember how people kept on complaining how there was no way to stop lancer in v5, well now we have a v5 lancer except it deals more damage and has more range
That is not the point, there is no counter. Remember how people kept on complaining how there was no way to stop lancer in v5, well now we have a v5 lancer except it deals more damage and has more range
Plast walls blocks the continuation of the beam of the laser but the wall is still damaged by the laser.
Exactly, so what is the problem? The wall gets damaged and not your power nodes.
Foreshadow is an endgame turret bruh
And that gives it the reason to be game breaking how?
I think his idea is right even though FS is an endgame turret, it wasn't made to be the great I-place-it-there-now-you-can't-go-there turret
Is no-one going to mention how Foreshadow already deals less damage to blocks? Or was that removed?
The issue is not that foreshadow deals less damage to blocks (25%) but the fact that there is no way to stop the damage, it can still one shot menders, and it can one shot all sources of items( power nodes, conveyor belts, and sort of item, power, or liquid source, etc…)
and unlike other turrets, there is NOTHING in the game that stops the damage
Hey, here's a thought: counter their attacks. The Foreshadow is expensive both during and after the build process, and it takes a long time both to build and to cool down between attacks; if you don't like their Foreshadow, shoot at it with your own. Sometimes, making something that forces you to strategize beyond "build big walls hahaha" is a good thing.
yeah I guess but if FS was blocked by things like forcefields, it would help, since with many builders foreshadows are easily built, at least you get to tank 1-2 shots before starting to lose stuff
Here is a thought, how about a non unit counter to this turret, the issue is that once it is there, it is there, it will automatically target the highest health block, prioritizing turrets after units, then walls and other things
Also logic does not help
a lot of people are failing to consider that foreshadows have use against buildings outside of pvp. foreshadows are really good at late-game turret push, especially when player-controlled, because you can simply delete enemy power, shields, coolant, and ammo. and you can do it from 30+ blocks away from the enemy frontline, where you won't be shot.
Specifically, in my experience in the .io attack server, you can cheese a lot of defences by getting a few megas and spamming menders then building a foreshadow (or even a surge wall w/ more hp and then a foreshadow) within enemy foreshadow range; you can snipe all the enemy sources at will since the enemy foreshadows aren't able to kill the single mended foreshadow.
You could argue its a case of player control being overpowered but I still think its kinda cheesy when the alternative is to build a bunch of t5 and all the infrastructure that costs
(id support option 1 because shields look super cool and giving people more incentive to use em would be neat)
Specifically, in my experience in the .io attack server, you can cheese a lot of defences by getting a few megas and spamming menders then building a foreshadow (or even a surge wall w/ more hp and then a foreshadow) within enemy foreshadow range; you can snipe all the enemy sources at will since the enemy foreshadows aren't able to kill the single mended foreshadow.
You could argue its a case of player control being overpowered but I still think its kinda cheesy when the alternative is to build a bunch of t5 and all the infrastructure that costs
(id support option 1 because shields look super cool and giving people more incentive to use em would be neat)
somewhat yes
This suggestion is now stale, and will be automatically closed.
Describe what you would like changed, and why.
As of right now there is no way to stop foreshadow’s damage. Every other turret in the game has some sort of hard counter but the foreshadow does not. Right off the bat I would like to say I do not want a way to prevent foreshadow’s damage to units, but only to blocks. Unstoppable damage results in op turrets that need to be changed. (Look at V5 lancer for an example)
Describe the changes you want to propose. Include possible alternatives.
There was a small (very large) argument in #Balancing on whether or not foreshadow should have a non unit counter. To keep with consistency and prevent unstoppable damage my personal opinion is that it should have a block counter. Here are some of the ideas thrown around:
These ideas are meant to be singular, not taken as one huge change, but as 3 ideas for 1 smaller change