Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.
Siretu wrote:In my opinion, killing miners is kind of hard right now since your damage and hp is low. Sky, what do you think about increasing the damage back up to what it was before, boosting health a bit and making the projectiles faster?
I'm not quite of the same impression personally, as I usually see at least 2-3 miner kills every game before Kermiculite, usually AI kills however. Whether or not we should blame the AIs rather than praising the wraiths is questionable though.
Seriously though, I feel like the speed difference and the low wraith damage and kind of good miner dodging makes it very hard to kill miners. I usually chase them around the map just to get a single kill.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
I don't think anything can be done without unbalancing what we already have. You can't fix stupid. If my wing-mates are dumb enough to go get killed there's nothing you can do to stop them.
Siretu wrote:Really? Maybe I'm just a bad wraith...
Seriously though, I feel like the speed difference and the low wraith damage and kind of good miner dodging makes it very hard to kill miners. I usually chase them around the map just to get a single kill.
You either get lucky and they waste their turbo jump doing something stupid,
you get lucky by finding them with low energy,
or you have Ionic.
Ionic has a huge impact on the difficulty of chasing a miner. You will be faster than them, after all.
Right now it seems the wraith is made for The Power of Three. I would honestly suggest balancing the wraith out a bit so that it is usually two players that get on wraiths, unless you are trying to be frisky and want more miners or trying to deny econ and want 3 wraiths. My reason for such a balance is that you now have the following roles:
This allows for a set of strategies where you go out with two wraiths only instead of all 3, but having all 3 gives you a wide variety of strategies and starting roles to use.
So, with that being said, my suggestion is the following:
Damage: 15 per shot, +2 per upgrade (25 max)
Health: 300 starting, +25 per upgrade (500 max)
These changes to stats would make it seem like the mosquito it is. A wraith with no upgrades should fear an un-upgraded miner and vice versa. Additionally, if the wraith and miner do their dance, so what if the wraith isn't getting a kill? Its purpose is mainly to harass and deny econ, and not always to get a miner kill, so as far as I am concerned it is succeeding at its job.
And just for fun (may be too overpowered, but goes along with what the wraith is for, in my mind), an ability like the following:
EMP Overdrive: Sacrifice 400 energy of yours to deplete 200 energy from a target. Something like a 30 second cooldown would be necessary. Will you save your energy for side thrusters, or will you use it to deny the miner that turbo it wants as it goes towards the BC? Going to get greedy and use it when you are too low on energy? Have fun getting rammed by the enemy miner.