Certain enemy types are far too rare and could really heavily benefit from. Especially the isolator wall unit. Just a
short concern with the enemy variety in regions. As for the new unit, I am pretty sure I have yet to even see it since
the build was released.
Anyways I would like to add another tank to the list of buff/nerf. The Trailblazer. And I would like to add that I
think this tank is absurdly overpowered for what it does.
First off, it triumphs over every single tank at convoys (when people actually bother to do them) (At this point
newer players seem to ignore them and might not even be aware they exist, convoys are dying even more quickly)
but anyways there is no reason to use any other convoy specific tank, anymore period. Turning the Avenger, Pally,
Corsair (Corsair can slightly hold its own as a support tank), and to an
even further extent, Cutlass in to
bigger laughing stocks than before.
Some of this can be attributed to convoy routes as well though. At this point I really miss the old ways convoys
used to work, it encouraged region clearing as well, which is also an issue in this and previous builds. Although if
convoy routes were changed to work somewhat like the old ones did (going from town to town both horizontally
and vertically) I think it could be a step in the right direction.
I have to quote Ood on this one as he summed up this nicely:
Ood "Convoy's themselves aren't 'broken' too terribly, they however need some variation (as does the entire game).
What happened to the plans to make them wander a little, zig-zag, do loops, etc.? One of the best bits of olden
convoys was when they turned, you weren't quite sure exactly what was going to happen."
Varieetty. Randomness. Both can increase the general enjoyment factor of convoys and the game.
Secondly, I will attack what the Trail was designed for. Because scouting is laughably uncomplicated and
unchallenging, once you get the hang of it, which takes about a little less than half an hour or so. As long as you can find a Beta Processor, or Watchtower, or even an Alpha Processor (and to
some extent security towers will do) you can prolong scouting to last as long as you want with no danger
whatsoever. The main problem in my opinion comes from how stupidly damaging its
always on turret actually
is, although its shield regeneration rate could use a nerf.
All other gripes I have listed in previous builds. In particular I would like to focus on my post about the Fury last
build, because if any tank needs a buff, it'd be this one. Well it is tied with the Cutlass.
Fury: The Fury is one of those tanks. I used to consider it a better Phantom back before the Phantom was
born again. Though it still wasn't that great of a tank. Obviously now the Phantom is a much different tank than it
was, and the Fury is still pretty mediocre (a little worse than mediocre, sub par maybe), and in a game revolving
around only using the optimal tanks or getting the highest possible DPS, this tank has problems.
So, the Fury can
feasibly solo all regular structures in game, and can even be used on Zeta's and Omnis. That
doesn't mean it should though. While it can solo most structures in game it does so with extreme boredom and
monotony, having to constantly (especially for a tank that is supposed to be somewhat beefy) leave the battlefield
to regenerate it's shields. With a useless 2nd trigger, shields that do not pair well with it's DPS and turret structure.
You get a tank that can be used, but it really isn't a help to the team, or itself.
My opinion on what can happen to improve this tank goes as.
- Kill the second trigger off. There is almost no use whatsoever for a immobilization mine in this game at all
(you could even go as far as saying that paralyze is overall not that useful of an effect in the game without a stun, or
without being used on convoys/ moving targets such as patrols. Though even then a immobilization mine would not
be useful on those encounters), and it is almost never used by most players, even in the situations where it could be
even slightly useful. Replace it with an invincibility trigger (as opposed to invis) to add beefiness to the tank (without
letting it immediately recharge shields) and also play support. Or something else.
- Increase the beef of the inner shields, or all. I hesitate to say this as I wouldn't want to end up with a redo
of the Phantom. So increase them slightly.
- Change trigger one to do more damage to minions as opposed to structures? As well as increase regular
DPS and reduce triggered DPS.
The Cutlass is just bad. Bad shielding, low damage, un optimized and trounced by the Trail on the one thing it was
actually good at. I think the Cutlass's biggest problem is most likely the fact that convoys are no longer prevalent,
but it is also overshadowed by the Trail, and facing PTSD of the balance nerf to its AA guns (The Hurricane has better AA crowd control than this tank).