Boog wrote:Give rebels sharpshooter GR, and five minutes later the complaints about the sharpshooter infantry damage multiplier will start and they will never end.
Plagueis wrote:rawrebel wrote:darthdoodie wrote:Rebels do not need GR sharps
Imp sniper GR was near undefeatable when it first came out. Now it is watered down to the point of being relatively easily to deal with
Buffed burst turrets and SC troops pose a much larger threat to rebel attacks than GR snipers, even when rodian skinned.
Rebels need as much as imp need sniper Gr from barracks,since both factions have same attacking LO both should have same defensive means,imps allready have better bursts to counter the jets advantage over jumps ,the snipers have no justifications to exist.
Obviously you never tried to attack a maxed imp base with maxed or nearly rodian snipers Gr and skinned bursts,i tell you,my friend,as 110k rebel player,i only face those ones outside Tat,and with all the resources in play 2 stars are very hard to get,usualy is 1 star or faceplant.
So you should try before you write.
Can burst turrets move or are they still stationary while rebels can enjoy the addition jet buff advantage all over the map as long as they’re out of the range of those bursts?
darthdoodie wrote:rawrebel wrote:Rebels need as much as imp need sniper Gr from barracks,since both factions have same attacking LO both should have same defensive means,imps allready have better bursts to counter the jets advantage over jumps ,the snipers have no justifications to exist.
Obviously you never tried to attack a maxed imp base with maxed or nearly rodian snipers Gr and skinned bursts,i tell you,my friend,as 110k rebel player,i only face those ones outside Tat,and with all the resources in play 2 stars are very hard to get,usualy is 1 star or faceplant.
So you should try before you write.
You should put a bit more thought in before you write...
You think is easy to attack as an Imp?
I have 2 bases, my rebel HQ9 has accumulated 950 Ds THIS year using bantha, infantry, vanguard, buffed rockets.
My HQ9 Imp base has hit some big Rebs and has failed miserably. I even struggle against well designed reb HQ9s It's not always easier on the other side.
Skinned rodians from the SC will destroy attacking forces. I see this every day from attackers hitting my Imp base. If SC isn't in play, they get an easy 2 stars. It's not sniper GR that is the problem.
rawrebel wrote:Lv9 is nothing like lv10 ,we can talk again when ypu reach lv10 with your reb account and get around 100k medals,then you'll see a different game.
As for imp side i also have a lv9 imp account with 2581 base score,so kinda maxed 9 ,therefore i know how is to attack from imp perspective.Not saing is easy but is nothing like other side,with imp account i rarely miss 3 stars,but never faceplant.But as stated above lv9 is nothing like lv10 so i'll see when i get to 10.
So if i write is because i did tried ,wich you obviously didn't.
darthdoodie wrote:
What are you arguing for?
Do you want better Rebel offense? I said earlier, SC troops and turrets are the better Imp defense, not the GR snipers. So removing GR snipers will have negligible change. What is it about GR snipers that proves so troublesome at HQ10?
Or do you want GR sharps for Rebs, i.e. you want better rebel defense? Are you losing most of your defences currently? I already told you how well my reb base does on defense, half of the attackers being Imp 10s. I don't see a need of Reb GR sharps.
Or do you just want everything to be the same?
So, figure out what you actually want, then come back and "try".
rawrebel wrote:Plagueis wrote:rawrebel wrote:Rebels need as much as imp need sniper Gr from barracks,since both factions have same attacking LO both should have same defensive means,imps allready have better bursts to counter the jets advantage over jumps ,the snipers have no justifications to exist.
Obviously you never tried to attack a maxed imp base with maxed or nearly rodian snipers Gr and skinned bursts,i tell you,my friend,as 110k rebel player,i only face those ones outside Tat,and with all the resources in play 2 stars are very hard to get,usualy is 1 star or faceplant.
So you should try before you write.
Can burst turrets move or are they still stationary while rebels can enjoy the addition jet buff advantage all over the map as long as they’re out of the range of those bursts?
Don't recall.jets having a longer range than bursts,actually is the exact contrary, while snipers have even a better range,so qhat you say is a nonsens...
Plus jets are the one closing to turrets so don't see why turrets should move around map,but make a request,maybe devs could give imps a mobile turret...you never know...and since 40 % extra buff isn't enough to counter the "almighty" jets maybe they can buff that to 100%!
Plagueis wrote:As I see it, attackers have the option of deploying jets to attack buildings out of range of burst turrets and even once they get into range of the bursts, they still have time to destroy another building or two before getting nuked. Attackers have the choice of where to apply that damage and that’s an advantage. Also, everyone says this everytime there’s a buff or nerf: screen your stuff. If a turret does additional damage to a certain unit, put something else in between that unit and the turret that doesn’t match the damage modifier or has better range than the turret. See? No additional 100% buff is needed and rebels can still get around that additional 40%. Just gotta be smart.
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