chrono tank

Discussion about the game and its default mods.
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GeneralFrost
Posts: 20
Joined: Sun Mar 30, 2014 3:19 pm

chrono tank

Post by GeneralFrost »

right now this is almost useless, because it costs like 1,5 medium tanks... and the range is so small ... for example the range is to small to chron around some static defense.

so my suggestions, increase range like 4-5x it's current range to make this unit more useful

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Speedy
Posts: 76
Joined: Fri Mar 07, 2014 12:34 pm
Location: Netherlands
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Post by Speedy »

There was a playtest update post about this earlier..
hamb wrote: Chrono Tank
- Can now be teleported in groups by holding SHIFT or ALT and issuing a move order
- Teleport cooldown reduced from 30 to 20 seconds
- Teleport maximum distance increased from 10 to 12 cells
Not sure if this is precisely what you want, but the range is obviously increased.

GeneralFrost
Posts: 20
Joined: Sun Mar 30, 2014 3:19 pm

Post by GeneralFrost »

I think 12 is still way tooo low. what is the point of teleporting if you could just drive there in a few seconds anyway.

to have any use I think it would need to be at least 25 or something

or maybe make the cooldown way lower, like 5 seconds, so you can use them for kind of hit and run attacks.

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Speedy
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Post by Speedy »

I personally only used Chrono Tanks to bridge gaps, like rivers or cliffs.

You have to keep in mind that Chrono Tanks are more for the 'in and out' sort of attacks. In a group, you can easily take out most types of armor, even Mammoth Tanks... and be gone before they retaliate.

The cooldown reduction might actually be quite an overpowered buff. A seasoned commander could use this to do some real damage, without fear of counter attacks.

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