removing beetle snipes

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removing beetle snipes

Postby Myxir » 12 Sep 2015, 23:38

yes yes i know, many of you will hate me for this because cybran is awesome, beetles are cool (and totally not bugged), snipes with them are funny and so on
in my opinion, no. not at all. i hate snipes, and this unit especially because of many things that i feel are wrong with it (like not damaging each other, only taking a single hook on a transport as example), and i think needing to be paranoid about beetle drops on my ACU's head every game is just too annoying.

i'd like to see them beeing transformed into an emp explosion weapon, somewhat similar to loyalists, but (as a suicide weapon) possibly a bit more effective somehow

ideas?
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Re: removing beetle snipes

Postby speed2 » 12 Sep 2015, 23:41

Tokyto is going to ask for deleting your post
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Re: removing beetle snipes

Postby wasdf » 13 Sep 2015, 00:56

Cybran relies on these kinds of thing. I can completely understand your frustration, but you can be cybran too and use this on others. I also thought beetles dropping from transports directly on your head was going to be adressed (i may be wrong, not sure where i read that). and why can't they take 1 spot on transports? cybran already has the worst transports. Why should we let for example absolvers take 1 spot then? Beetles are just a very good unit in some scenarios and completely useless in others
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Re: removing beetle snipes

Postby speed2 » 13 Sep 2015, 01:34

beetles are very good in sniping scenarios and very bad at everything else
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Re: removing beetle snipes

Postby rxnnxs » 13 Sep 2015, 01:55

make them crawl under the earth and wait there like a mine. invisible to radar.
and that the ACU can see them.
rest stays as it is :-)
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Re: removing beetle snipes

Postby Mad`Mozart » 13 Sep 2015, 03:23

rxnnxs wrote:make them crawl under the earth and wait there like a mine. invisible to radar.
and that the ACU can see them.
rest stays as it is :-)

Hell yea, can make really cool mine traps on some maps with small chokes :roll:
Not sure how cost effective tho
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Re: removing beetle snipes

Postby Apofenas » 13 Sep 2015, 06:45

I'd nerf transport+fire beetle snipes, by making transports count fire beetles as t2 units. Without transports these units are not a big issue.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: removing beetle snipes

Postby Valki » 13 Sep 2015, 07:17

rxnnxs wrote:make them crawl under the earth and wait there like a mine. invisible to radar.
and that the ACU can see them.
rest stays as it is :-)

Actually this is a very good idea.

The Spider mine in Starcraft 1 and the Widow mine in Starcraft 2 are huge 'crowd favorites'.

Both would burrow (or in FAF: Stealth and Cloak), and (automatically) attack a unit that moves near with big splash damage. The Spider mine self-destructs when destroyed, the Widow mine shoots a projectile with 40 second cooldown. The Widow mine needs 3 seconds to activate before it is invisible and armed.

Widow mines in action:


What is nice about this is that they can still be used for sniping, but now also play a very entertaining defensive and offensive 'trap' role. This would also allow some nerfs to transport hook use and direct damage, without making the unit useless.
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Re: removing beetle snipes

Postby gnatinator » 13 Sep 2015, 09:06

Reminder: Aeon has a flying beetle which requires no transport.

Image

Image
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Re: removing beetle snipes

Postby speed2 » 13 Sep 2015, 09:09

gnatinator wrote:Reminder: Aeon has a flying beetle which requires no transport.

Image

That should be changed too. I actually liked the Ithilis' version where its dealing damage over time on bigger radius, but it doesnt track targets so it can be dodged.
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