r10t-- wrote:I feel like false attacks would be pretty obvious though...
I propose this:
Jedi: Destroys 2 drillers per production cycle from all enemy factories within the sonar range of the Jedi's outpost.
Promotes to Jedi Knight:
GLOBAL: Destroys 2 drillers per production cycle at all factories on the map. The Jedi Knight uses the force to ressurect 5% of all drillers destroyed at the outpost he is stationed.
(Some numbers:
factory heavy map: approx 7 factories per 8 players
56 factories so 112 drillers are destroyed each production, you gain 6 at the Jedi's outpost
Generator heavy: approx 4-5 factories per 8 players
32 factories, 64 drillers destroyed each production
Gain 4 drillers at Jedi's outpost.
This specialist definitely counters tycoons as tycoons give you more production cycles. Unfortunately all the production cycles do not happen at once so in order for this to work: Always destroy 2 drillers at any factory that produces and calculated the total number destroyed over a certain amount of time and gain your 5% after a time of say 8 hours.)
Also note that having the Jedi knight GLOBAL will reduce your own factory production. Assuming you have the average amount of factories, yes, the Jedi knight does make you loose overall production but destroying 100+ drillers in total is something you need to consider when making the sacrifice of your own production.
Tell me what you guys think I think this could be a totally viable specialist.
Firstly, Jedi is OP. You have sonar ranges that can cover the entire map. 3 Jedi's and everyone is screwed. (or even 2 really). I say that they should only work on the 8 closest enemy factories, and only -1.
Jedi knight is also OP. 3 of them and everyone is screwed as well, with or without sonar range. I think it would be better to say -1 to 10 closest enemy factories, +1 to the closest 6 of your factories