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7/7/2025, 1:46:11 PM
>>530279450
>>530279664
When it comes to strategies, it always feels good when you have couple equally viable ones to pick.
Consider enemy that gets considerably stronger with each turn and spawns far away. What would be solutions:
>movile team able to rush it early, such team could be made of SMGs who have lower damage but work as a group with support attacks, like current burn team
>sending one assassin unit like Ullrid to kill it early, but such assassin should always be single target/offer little to the team, or require buffers to pump up damage for this one specific enemy to actually kill him in one hit, if unit has no camouflage mechanics, you'd require preferably high range RFs to pick out most threatening enemies so assassin could actually come back
>stacking debuffs/dispel to counter enemy buffs, ideally you'd want the strongest debuffs or strong dispels on weakest combat-wise dolls, HGs could be used for that and you could rationalize it by them carrying equipment for electronic warfare/whatever instead of ammo/bigger guns
>luring enemy with taunt on tank into trap of low mobility but high firepower/piercing units like MGs/RFs
Veriety of enemies on the map should force you to bring several roles, and with 4-5 doll limit you'd actually have to make proper, balanced team where you pick actual strat. For example having to pick between heals, or shields, or HP/Def increase/buffs with all of them allowing roughly the same survival with their own niches like heals having cooldowns but being strong and cheap, shields blocking some debuffs/status effects and Def stacking being able to actually reduce damage to actually tank like focus fire of 5-7 enemies or withstanding ~3 turns of taunted boss barrage.
1/x
>>530279664
When it comes to strategies, it always feels good when you have couple equally viable ones to pick.
Consider enemy that gets considerably stronger with each turn and spawns far away. What would be solutions:
>movile team able to rush it early, such team could be made of SMGs who have lower damage but work as a group with support attacks, like current burn team
>sending one assassin unit like Ullrid to kill it early, but such assassin should always be single target/offer little to the team, or require buffers to pump up damage for this one specific enemy to actually kill him in one hit, if unit has no camouflage mechanics, you'd require preferably high range RFs to pick out most threatening enemies so assassin could actually come back
>stacking debuffs/dispel to counter enemy buffs, ideally you'd want the strongest debuffs or strong dispels on weakest combat-wise dolls, HGs could be used for that and you could rationalize it by them carrying equipment for electronic warfare/whatever instead of ammo/bigger guns
>luring enemy with taunt on tank into trap of low mobility but high firepower/piercing units like MGs/RFs
Veriety of enemies on the map should force you to bring several roles, and with 4-5 doll limit you'd actually have to make proper, balanced team where you pick actual strat. For example having to pick between heals, or shields, or HP/Def increase/buffs with all of them allowing roughly the same survival with their own niches like heals having cooldowns but being strong and cheap, shields blocking some debuffs/status effects and Def stacking being able to actually reduce damage to actually tank like focus fire of 5-7 enemies or withstanding ~3 turns of taunted boss barrage.
1/x
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