TNT wrote:Honestly, why would this update be the straw?
Burst turrets are fairly easy to counter thanks to their shorter range. Just bring Hails. Jets wreck the shields, hails wreck the Bursts.
While I can't say yet if this will work out in practice, in theory Rebels should be happy with this update.
The ever looming threat of the Jets will also ensure that no Imperial will ever go full mortars.
Now if only the GR would get properly changed, then we might be able to use not-jets again.
I just kicked this topic up to tell me I was wrong.
Imps have gone full burst turret farms and I for one have found no way to counter this yet.
Unfortunately, my hope of using anything else to help take out burst turrets have shown to be in vain as infinite Rodian Snipers
swarm out to kill every non jet in short order.
- Troopers (lvl8 skin)/Heavy troopers(soon lvl7 skin) are either one shot or 2 shot even with healbots.
- Hails perform roughly as I had hoped they would and would actually be key, however as Rodian Sniper GR kills all units protecting them they're dead meat immediately after. They were originally expiring faster, but as there are no more airstrikes on defense currently this makes them survive longer.
- Fun thing, burst turrets are also excellent at killing the short ranged TX units because they come equipped with a 25% boost to bruiser armor units. So my lvl9 TX skins are nearly useless.
Exactly how did the devs hope to balance the game this way?
Honestly, nerf the hell out of all guard reserve and stop messing with turret values please.
For now though, I can't participate unless I go after LVL 10 dev bases with their full maxed out dekas and traps. Which is boring and tedious.
So I'm currently just helping eskew the defense data by attacking everyone by dropping a deko and then leaving to throw away my medals. See if I can get my medals to 1.
If any commanders have tips for lvl9 rebels then please share.