About Sky Fury Rank 2 ability

You took a portion of my conversation with Sprite and made it into something entirely different in your mind without taking the whole context. For your lazy eyes, here is my proposal initially.

There’s so much wrong with Mengsk’s Royal Guards, it’s just sad.

  1. Royal Guard still remain high cost (even with mastery) to compete with Trooper play.
  2. Earthsplitter Ordinance remain an extremely easy way to both gain mandate for top bar easy delete and long range easy delete, which far outweighs the relative work required using army to push.
  3. Several of the RG has such limited use that is literally non-conducive to the fast paced missions.
  4. Mastery imbalance adds insult to injury to the aforementioned problems.

I don’t know about you, but I think if they adjusted any of these 4 points then RG would be much better (if not individually at least in number). Perhaps read.


And I was literally about to type this part up, as you raced to continue to troll.

I’m sure you’ll find something to defend how you are so right. So very objective and critical in your assessment.

Again, you didn’t at all. And moreover, you didn’t contribute any ideas either. You just disagreed with adjusting mandate generation. So good for you.

Ideas are not meant to be “every must like it”. If you disagree that’s fair. What’s better is adding to how it can be different to be better than what you initially disagreed. You just got stuck on disagreeing.

None of those are changes. Also, for the record, here is my initial post.

Which you apparently took so much offense at that you completely lost the plot. To the point where youre now trying to completely change the context of the conversation to save face.

Dude, just admit that you don’t have a good reason for this change. Its not that hard.

For now, I think rather than increase RG IM generation, perhaps having specifically RG’s IM cap to increase other abilities’ power level might be a better option (?

ie.

FC

  • level 1 FC remains the same.

  • level 2 FC can auto-repair itself for a short period of time.

  • level 3 FC -troopers inside FC’s bunker are already equipped with random weapons.

CS

  • level 1 CS remains the same.

  • Perhaps level 2 CS has increased fear duration/ cause enemies to affected by fear when received damage for a short time after CS’s effect ended.

  • level 3 CS- an additional aoe damage I guess (?


The point is these suggestions IMO at least gives the player a reason to produce RG units to fit its intended, alternative playstyle instead of going for an x tactical approach.

However, the number of things that need to be changed will be-

  • How will Will of the People and Might of the Empire interact with the other. This covers the IM generation and the RG’s tax reduction if-possible.

  • Imperial Witness needs to have a new ability (method of interaction) to fit with the new RG playstyle.

  • RG is actually kinda meh in terms of only using them as the main force. The meh is the point of how fun it can be as RG’s abilities are designed to compensate Troopers. So probably, probably RG units need to have new set of abilities to fit RG-only.

  • RG’s XP gain rate and the mechanic itself might also need to be adjusted.

In conclusion- if any luck, they will increase RG’s IM generation or nerf the other.

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I like these ideas, does make more sense.

I was also thinking about even if they tweaked the 50% base + 50%/level to Lvl1 50%, Lvl2 75%, Lvl3 125%, totalling 300%.

This gives incentive to better keep them alive (even just for mandate generation).

Personally I think both the cost and the power needs a small adjustment.

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I am a greedy person in terms of exploring ways to enrich a commander so I will now begin to support workable RG-only suggestions.

Especially, the born of RG-only means Mengsk can somehow stand against Transmutation…

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I think everyone should be, welcome to the team xD so to speak.

I find often people misunderstand this concept. If we bring a niche build to a more viable position, it doesn’t at all mean that the current main builds are pushed to the side.

Build variety is what keeps coop interesting. It is literally the entire history of why we keep seeing balance patch after balance patch… and none of them are to “buff Raynor Bio” or “add abilities to Kerrigan” or “make DTs easier to use still”. :joy:

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Exactly. Though there are also many aspects which makes Co-op fun.

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I forced myself to use flying tanks just to see what the hoopla was about them in Mengsk’s CO blurb/ads. It was fun, but more trouble then they were worth. FWIW, this was his initial release, before the bugs of not being able to cloak either, or use afterburners were fixed.

Also disappointed that flying tanks couldn’t hit ground. Makes them more cumbersome to use.

Yeah, the micro required doesn’t reward you with what you need in coop.