I think the problem with the cloak is that the unit starts uncloaked making units still aggro them before they cloak. It seems to fill a similar role as the Wraith, with more focus on anti-giant damage but still able to clear chaff. That salvo tech seems really strong. One of the main advantages is that it front loads the damage a lot making it very difficult to deal with this unit cost effectively. Salvo plus cloak kind of works as well for that reason.
oh right, that makes sense. I just thought it would behave similar to the worm after the initial testing. Because the worm is not targetable either but still all the units follow it. I will test it again when I have the chance to update how it works
Marksman ar not too good against them. Ray has 3 units in a company, and can have shields. So a marksman needs at least 6 (!) shots to kill a company. And remember, you can only buy two units a round. So mass marksman has no chance against the mass rays. Farseer, ray (!), phoenix or maybe boat are the only options here. Melter could be good with prism, but that just kills the other purposes of the melter.
Counters: Farseer seems like the best counter to this, the perfect amount of range, damage, and fire rate. Overlords with upgrades seem pretty good against it as well. Maybe anti-air Wasps? Phoenixes and Marksman look reasonably ok against it as long as they have support. I can see this unit replacing Sandworm+Wasp combo, Sandworm Sandstorm + Phantom Ray with HE for chaff clear and range. Unlike Wasps it doesn't instantly die to Fortress anti-air.
I'm going to suspect that the Stealth upgrade is to make it better against Phoenix/Marksmen. I'm thinking that even though they reveal on firing, the stealth will let them get past the range and close the gap, especially against AA-Marksmen.
@@IceMaverick13 In a straight 1v1 vacuum that would be the case, but I don't think that's going to be relevant. As long as the marks/phoenix player isn't losing the chaff game, the cloak would only be in effect up till initial contact. The cloak makes it function kind of like a worm, but unlike worms they cannot survive a shot. I'm putting my money on RAT in thinking that cloak doesn't seem like a good tech for it. We shall see!
So, a few ideas. 1. Armored, tough multi-entity flyer. Like flying Sledgehammer. Uses: vs fang carry (maybe, especirally with Oil), vs AA fortresses when your single-target damage is Phoenixes. 2. Oil droppers, against the obvious targets. 3. Mid-sized unit deletion. 4. Fortress/Factory removal, as an alternative to melters. Imagine how much damage these can put out with Acid! Overall, I think Armor + Oil + Range + Barrage is the build.
you probably realized already but the phantom ray cant be attacked while theyre cloaked, but once enemy gets into their range they uncloack and thats why like 10 fangs shot at one phantom at once, or the marksman couldnt shoot at phantom until he uncloaked deep in mm range
Wow, quite interesting design an a new mechanic ( stealth ) even. Whats funny, is that since it can oil up in a huge AoE radius with such a tiny cooldown, it will make vulcans/storms even more necessary then it already is. Since ( badgers aside ) those two the only guarantied options to set things on fire.
This cloak causes units to act like how units follow Sandworms. It looks like these can maybe be used to taunt AA and clear ground chaff. Maybe kill exposed marksmen. The oil is kind of ridiculous for anti-aggro and chaff clear in current state. The fact that it is a 200 cost is wild to me. For impact it seems like it should be a 300 cost assuming they re-stat it.
I think the ray is basically going to be a flying sledgehammer equivalent unit so itll be a pretty decent all rounder. I think the only real counters to it though are going to be -Forts w missiles like u showed -Snipers -Phoenix -multi laser melting point And maybe overlords And maybe flying worms But im still a bit worried since i dont think there is a hard counter for the rays atm so itll be interesting to see how the meta will be
farseers are probably great against them too, should have the perfect damage against it and are at least somewhat tanky compared to marksmen and the like. only problem is that you can't reliably get your hands on those
Seems like it could be a fun alternative to wasps when the opponent has farseers or similar. It could also be used as a distraction vs marksmen in a similar way to crawlers vs storms. Not sure how consistent it would be. Happy to have more air units. Hopefully you can bait people into oil tech and then use their own oil to cook their units. Otherwise I'm going to have to run power armour on my rhinos :(
It’s the combination of oil and fire really that’s more of a problem than oil itself. Oil and/or fire are inherently a defensive tool. Those abilities strongly favor the non-agro player. The abilities aren’t nearly as impactful in a standard game. In standard the abilities and counters are on a more equal footing. With this ability, whatever the opponent is pushing you buy one unit and teach for that area and you’ve stalled the push. It’s another ability to push the game into a standard playstyle. In everything but a pure long range game oil every round where you want it on the line is amazing,
@4FunCycle so? You could do the same with electro mag, degenerative beam, missiles, and any other slow. You could do the same with by buying one squad of storm callers with electro impact or a wraith with degenerative beam
It's basically a heavy bomber that moves too fast. The oil + beacon is going to be a thing. Also would like to see how the farseer goes against them. Thanks for another great vid!
A unit i always through would be cool is one that has a melee attack for things in close range and a ranged attack for anything outside melee. It can be meleeing things while also attacking other things at range. It would also have 2 techs that are mutually exclusive: 1. Become range only, some stats change or w/e, 2. Become melee only, gets tankier or something. Picking one disables the other. It's kind of a waste of a tech slot if you bring both, but at the same time it's not often i quad-tech a unit anyway, so it might still be worth to bring both for different situations.
It kinda works as a counter to a board with a lot of like mustangs with the anti-air tech. The mustangs have to engage with my forward board even if my cloaked units are in range until the cloak units start to attack
So it's a flying Worm! :D As an oil distributer it should be pretty insane. You can put in on the enemy flank and then beacon it back to your side. It'll maximize the oil amount per lifetime.
Good thing that it's more likely they'll be shortened to Phantoms because its the first word in the name and there's zero ambiguity as to what unit you're talking about.
You should play against yourself, many chess players do that for practice. One was famous for basically never playing against another player only reading and playing solo games. Im probably gonna try that today.
With the way burst mode works, it may make sense to use them vertically. Then you would have rolling waves of Chaff clear. Would probably level quite a lot of chaff
Overlords with wasp production seemed to be pretty powerful against them. Wasps with Aerial Spec also seemed good, because without HE or Burst they aren't that amazing against chaff tbh. Without Cloak they have difficulty with units that have high range. Phantom Rays seem to be more of a jack of all trades unit because with Burst, Oil, Cloak, and Armor you can easily upgrade to deal with any situation you come across, whether that is dealing with chaff clear, high range units, missile intercept, or rapid fire anti-air. I think electromag barrage or Arclights with AA + Electro will be especially powerful against them as they seem not that powerful without upgrades.
From the first match It looked to me as if the locking on still happened when the round begins, then the fangs simply walk so close that they get into the phantom's range making it shoot and decloak. So it still works. just better against long ranged probably. Think of it like sandworm's burrowing.
I wasnt expecting the normal shots to be intercepted, that's interesting. Though I was really hoping to see if the oil could be intercepted, and how difficult it is to intercept compared to others
These seem a lot like flying Sledgehammers to me. With the same sort of trade offs as Wasp vs Fang. I want to try them placed vertically with Burst Mode and like Range, HE, Oil as the other techs.
I can see them being taken as chaff clear early, then change them to dmg dealer later on with burst missile and cloak, and use another unit as chaff clear
It's nothing my glorious max tech Fang spam army can't handle! Not unless these Rays can poop oil straight through deployable shields while being dazzled by the strategic brilliance of a mass Fang formation
Situation: opponent is super aggressive with many units under a shield, forts shield maybe, right at the deployment line. Phantom rays burst can crack it and then throw oil. What do you think? Hyper aggro has a counter?
For me burst mode with cloak sound very interesting. Let's say vulcan makes a big problem for you. Lure the chaffe to th side, Sneak in with phantom and burst the vulcan to hell.
I don't feel like this unit really adds much. I just feel in most cases a phoenix would be a better choice. It can clear chaff but it's not necessarily fast at it. It would have been cool to have a chaff clearing air unit like maybe some kind of flamer or explosive bomber but meh
when testing missle interceptor the distance of it from the target is very impactful, the closer it is the better it interrupts. and at the end of it range it miss a lot
Idk.. Feels pretty odd, but I like it Stealth mode, pretty much just useless, Or its just bugged for now. Burst mode? very good, but maybe just overly buffed rn. Armor Enchantment? Pretty unique choice. I feel like this is very unique tank air And Energy Shield? Just makes this even better tank. Holy. I could even imagine this been, Like freak the everything else. This + Armor? Golden. And if you have the chance. Just go fully on This, And you have Tank who can just do massive clearing.
I would just like to say that a month ago I called this unit being something similar to a wraith from StarCraft and it is. It also kind of acts like a flying storm (with rapid fire tech its basically is).
3:50 it looks like they have to be cloaked before someone even can see them so coming from behind should work ... or cloak is not working at all xD 4:18 or like in that case just some crawler or something in front of the phantom ray just that nobody lock on him if the round starts so he can go cloaked but will they target a new cloaked one after killing the first? 30:48 unfortunately the ai dont understand how "reacting" works ...a few weeks ago i was doing 1 round while waiting for a friend so i could just leave it if he is there .... had wasps from round 2 on ... round 5 there was still zero units from him attacking air ... the ai has a plan and will do the plan .. no matter what xD
Oof, the oil looks too strong. The cloak i think is kind of like subteranean blitz, to dodge long range units like marksman. My immediate thought was ""This is just fat wasps'' and i still think it is.
This unit seems a bit too strong. A strong sladge like flying unit that counters the most anti air, and just destroys chaff. It will be a go to unit. I think this also makes the wraith obsolete.
"this is exactly what the game needs, more oil" Unironically, yes. Majority of games are aggro tower rushing, more oil could help balance it out. Unless there's some clear counter to these birds, I'll probably take these just for the oil every time. AND they give stangs a problem potentially? I'm in.
On another note, how about instead of, you know, another ****ing oil unit; how about they shoot anti-fire/anti-oil foam? (Like a fire-fighting helicopter irl.)
Doesn't oil just say good bye to aggro strats? Will this unit lead to air meta? I think the best way to deal with them is phoenix with chaff to tank. But then, I'm a lowly 1600 player, so don't listen to me.
@@banneduser5187 I was comparing myself to the rat man, yes. He didn't seem to like phoenix against phantom rays, so you should probably take his words more seriously than mine. That is why I'm suspecting that I'm missing something. Still: A 700 player might come up with really good ideas for counters. You can be really good at theory crafting, even if you have a hard time executing your ideas during the stress of a game.
I don't like what I'm seeing for now, they are too all roundish and excel against anything while packing a punch. I love making Steelballs work, those guys will be trouble against any aggro build. I'm interested in trying out Fire Badgers and Phantom Rays. They definitely will be tweaked.
Its attack is really janky. The AoE is bad, so its kinda like a 3 model phoenix unit with half the range and the same HP. The burst mode tech is suspicious as well, its really bad against non-giants.
This will be complete utter cancer. Everyone will mass Stormcallers even more, and these, for more oil, and fire. Defensive garbage boring games is coming...
if they do that mass mustangs anti air upgrade and melters/pheonix/or marksmen. the counter is much more cost effective and both stormcallers and phantom rays are shut down its right at the end of the vid, these guys projectiles are anti-missile targetable same as storms
Finally the developers heard us, and gave us more OIL! :O
I know right
Sadly the oil doesnt seem to stay after the round :D
@@Chrosarius yea it's one round only
@@Chrosarius Well like vulkan, so it's coherent
Rio Carry fangs
I think the problem with the cloak is that the unit starts uncloaked making units still aggro them before they cloak.
It seems to fill a similar role as the Wraith, with more focus on anti-giant damage but still able to clear chaff.
That salvo tech seems really strong. One of the main advantages is that it front loads the damage a lot making it very difficult to deal with this unit cost effectively.
Salvo plus cloak kind of works as well for that reason.
It should be a simple fix though, they already have worms which break targeting when they dive. Just need to adapt that for cloaks.
@@Syfa I think its already working as intended
@@flashnimi Yeah, I've seen more interactions than just here and it does appear to break targeting properly.
Devs were like "Oilright, we got this"
The unit is not cloaked when the round starts. So, the initial locking on still happens, it seems. If it's already locked on, the cloak doesn't work.
oh right, that makes sense. I just thought it would behave similar to the worm after the initial testing. Because the worm is not targetable either but still all the units follow it. I will test it again when I have the chance to update how it works
So.... you will have something like a decoy on the front of the rays and the problem will be gone... right?
I really hope thats a bug
@@Cybermarth Then the cost of upgrade is wasted . Sandworm is direct untargeted
That feels like a bug
200pt flying armor unit, mustangs on suicide watch
yep I am very scared for my mustangs
It's flying sledge
Yep, R.I.P Mustangs.
I guess Marksmen with Anti-Air upgrade will be a good cheap way to counter Phantoms as well as other fliers.
Marksman ar not too good against them. Ray has 3 units in a company, and can have shields. So a marksman needs at least 6 (!) shots to kill a company. And remember, you can only buy two units a round. So mass marksman has no chance against the mass rays.
Farseer, ray (!), phoenix or maybe boat are the only options here. Melter could be good with prism, but that just kills the other purposes of the melter.
AA Arclights: My time has come
literally banshee from starcraft 2 xD
Maybe they could make this unit attack ground only like banshee as well, or it will be very hard to counter it cost effectively.
Literally first thing that i thinks xD
Looks like a medivac tho lol
That oil and ranged Vulcan will make for some wild plays.
vulcan and fangs incoming!!!
yea holy shit the oil :D
Counters: Farseer seems like the best counter to this, the perfect amount of range, damage, and fire rate. Overlords with upgrades seem pretty good against it as well. Maybe anti-air Wasps? Phoenixes and Marksman look reasonably ok against it as long as they have support.
I can see this unit replacing Sandworm+Wasp combo, Sandworm Sandstorm + Phantom Ray with HE for chaff clear and range. Unlike Wasps it doesn't instantly die to Fortress anti-air.
I'm going to suspect that the Stealth upgrade is to make it better against Phoenix/Marksmen. I'm thinking that even though they reveal on firing, the stealth will let them get past the range and close the gap, especially against AA-Marksmen.
@@IceMaverick13 In a straight 1v1 vacuum that would be the case, but I don't think that's going to be relevant. As long as the marks/phoenix player isn't losing the chaff game, the cloak would only be in effect up till initial contact. The cloak makes it function kind of like a worm, but unlike worms they cannot survive a shot. I'm putting my money on RAT in thinking that cloak doesn't seem like a good tech for it. We shall see!
7:06 - he said the words
Contractually obligated to... or we riot!
So, a few ideas.
1. Armored, tough multi-entity flyer. Like flying Sledgehammer. Uses: vs fang carry (maybe, especirally with Oil), vs AA fortresses when your single-target damage is Phoenixes.
2. Oil droppers, against the obvious targets.
3. Mid-sized unit deletion.
4. Fortress/Factory removal, as an alternative to melters. Imagine how much damage these can put out with Acid!
Overall, I think Armor + Oil + Range + Barrage is the build.
I was kind of hyped about more aggro play with new aggro units, then I learn it will dump oil everywhere making many aggro strategies obsolete 😢
this is a pretty aggressive unit also though!
just dont go soil, full air :P
you probably realized already but the phantom ray cant be attacked while theyre cloaked, but once enemy gets into their range they uncloack and thats why like 10 fangs shot at one phantom at once, or the marksman couldnt shoot at phantom until he uncloaked deep in mm range
Wow, quite interesting design an a new mechanic ( stealth ) even. Whats funny, is that since it can oil up in a huge AoE radius with such a tiny cooldown, it will make vulcans/storms even more necessary then it already is. Since ( badgers aside ) those two the only guarantied options to set things on fire.
If you can stagger the burst shot, it would be a constant barrage of missles.
This cloak causes units to act like how units follow Sandworms. It looks like these can maybe be used to taunt AA and clear ground chaff. Maybe kill exposed marksmen.
The oil is kind of ridiculous for anti-aggro and chaff clear in current state.
The fact that it is a 200 cost is wild to me. For impact it seems like it should be a 300 cost assuming they re-stat it.
I think the ray is basically going to be a flying sledgehammer equivalent unit so itll be a pretty decent all rounder.
I think the only real counters to it though are going to be
-Forts w missiles like u showed
-Snipers
-Phoenix
-multi laser melting point
And maybe overlords
And maybe flying worms
But im still a bit worried since i dont think there is a hard counter for the rays atm so itll be interesting to see how the meta will be
farseers are probably great against them too, should have the perfect damage against it and are at least somewhat tanky compared to marksmen and the like. only problem is that you can't reliably get your hands on those
Seems like it could be a fun alternative to wasps when the opponent has farseers or similar. It could also be used as a distraction vs marksmen in a similar way to crawlers vs storms. Not sure how consistent it would be.
Happy to have more air units. Hopefully you can bait people into oil tech and then use their own oil to cook their units. Otherwise I'm going to have to run power armour on my rhinos :(
I feel like this makes badger spec insane, oil everywhere from phantoms and then chaff no longer exists
I like everything about the unit except the oil. The game doesn't need more oil and fire.
or at least give me some extinguishers
@vertigo1522 that would be interesting also, what oil are you complaining about there are like... 3 things in the entire game that drop oil...
Yeah. We have fire and lightning storms, need ice.. Extinguishes fire and creates a mobile beacon moving units in some direction
It’s the combination of oil and fire really that’s more of a problem than oil itself. Oil and/or fire are inherently a defensive tool. Those abilities strongly favor the non-agro player.
The abilities aren’t nearly as impactful in a standard game. In standard the abilities and counters are on a more equal footing.
With this ability, whatever the opponent is pushing you buy one unit and teach for that area and you’ve stalled the push. It’s another ability to push the game into a standard playstyle.
In everything but a pure long range game oil every round where you want it on the line is amazing,
@4FunCycle so? You could do the same with electro mag, degenerative beam, missiles, and any other slow. You could do the same with by buying one squad of storm callers with electro impact or a wraith with degenerative beam
It's basically a heavy bomber that moves too fast. The oil + beacon is going to be a thing. Also would like to see how the farseer goes against them. Thanks for another great vid!
A unit i always through would be cool is one that has a melee attack for things in close range and a ranged attack for anything outside melee. It can be meleeing things while also attacking other things at range.
It would also have 2 techs that are mutually exclusive: 1. Become range only, some stats change or w/e, 2. Become melee only, gets tankier or something. Picking one disables the other.
It's kind of a waste of a tech slot if you bring both, but at the same time it's not often i quad-tech a unit anyway, so it might still be worth to bring both for different situations.
It kinda works as a counter to a board with a lot of like mustangs with the anti-air tech. The mustangs have to engage with my forward board even if my cloaked units are in range until the cloak units start to attack
More missiles let's go !!
Hope I'll be able to match it up with storms some how to counter missile interceptors
So it's a flying Worm! :D
As an oil distributer it should be pretty insane. You can put in on the enemy flank and then beacon it back to your side. It'll maximize the oil amount per lifetime.
I thought the fire was annoying enough, but then they brought more oil.😂
Naming the unit ray when we already have wraith is going to be so confusing/difficult to pronounce :P
Good thing that it's more likely they'll be shortened to Phantoms because its the first word in the name and there's zero ambiguity as to what unit you're talking about.
You should play against yourself, many chess players do that for practice. One was famous for basically never playing against another player only reading and playing solo games. Im probably gonna try that today.
I tried that and lost every game
With the way burst mode works, it may make sense to use them vertically. Then you would have rolling waves of Chaff clear. Would probably level quite a lot of chaff
If only Pnut had access to phantom rays...
This is a beacon unit with low range and cloak.
Range upgade is horrible with cloak.
Overlords with wasp production seemed to be pretty powerful against them. Wasps with Aerial Spec also seemed good, because without HE or Burst they aren't that amazing against chaff tbh. Without Cloak they have difficulty with units that have high range. Phantom Rays seem to be more of a jack of all trades unit because with Burst, Oil, Cloak, and Armor you can easily upgrade to deal with any situation you come across, whether that is dealing with chaff clear, high range units, missile intercept, or rapid fire anti-air. I think electromag barrage or Arclights with AA + Electro will be especially powerful against them as they seem not that powerful without upgrades.
I'm sure ONE of the problems devs always face is making different specialties, but without making something TOO strong or fast or whatever.
Overload tech would be interesting on the Rays. Cut the range to like 40-45 so they are pretty much directly above 😂 and boost rate of fire ofc
From the first match It looked to me as if the locking on still happened when the round begins, then the fangs simply walk so close that they get into the phantom's range making it shoot and decloak. So it still works. just better against long ranged probably. Think of it like sandworm's burrowing.
I wasnt expecting the normal shots to be intercepted, that's interesting. Though I was really hoping to see if the oil could be intercepted, and how difficult it is to intercept compared to others
Ok so now that we get a reliable oil source, they can take away oil from tower or from the cards
These seem a lot like flying Sledgehammers to me. With the same sort of trade offs as Wasp vs Fang.
I want to try them placed vertically with Burst Mode and like Range, HE, Oil as the other techs.
I can see them being taken as chaff clear early, then change them to dmg dealer later on with burst missile and cloak, and use another unit as chaff clear
It's nothing my glorious max tech Fang spam army can't handle! Not unless these Rays can poop oil straight through deployable shields while being dazzled by the strategic brilliance of a mass Fang formation
I really like how burst mode looks like. But ill press big on the "doubt" button when it comes to usability :D
I wonder if the unit will be revealed when it drops oil. And if it can't be targeted then, you can do fun things with the beacon :D
Situation: opponent is super aggressive with many units under a shield, forts shield maybe, right at the deployment line. Phantom rays burst can crack it and then throw oil. What do you think? Hyper aggro has a counter?
I agree, this is defensive
For me burst mode with cloak sound very interesting. Let's say vulcan makes a big problem for you. Lure the chaffe to th side, Sneak in with phantom and burst the vulcan to hell.
I don't feel like this unit really adds much. I just feel in most cases a phoenix would be a better choice. It can clear chaff but it's not necessarily fast at it. It would have been cool to have a chaff clearing air unit like maybe some kind of flamer or explosive bomber but meh
I think Burst Mode and Stealth Cloak meant to work together, synergy.
Your wasps are being decimated? Just place Phantoms with Armor in front of them.
I would guess that later on, the devs MIGHT add some unit or ability to a unit to do "cloak detection." Perhaps.
Cloak makes the ray invisible, as long as no other unit is looking at it.
when testing missle interceptor the distance of it from the target is very impactful, the closer it is the better it interrupts. and at the end of it range it miss a lot
Volley maybe works with cloak... And there is enought time to cloak and break aggro during the volley interval
Idk.. Feels pretty odd, but I like it
Stealth mode, pretty much just useless, Or its just bugged for now.
Burst mode? very good, but maybe just overly buffed rn.
Armor Enchantment? Pretty unique choice. I feel like this is very unique tank air
And Energy Shield? Just makes this even better tank. Holy. I could even imagine this been, Like freak the everything else. This + Armor? Golden. And if you have the chance. Just go fully on This, And you have Tank who can just do massive clearing.
i like the new unit, little hyped.
i can test new stratagy
Stop dissing the oil people. It has oil to provide even more chaff clearing power which is something the game needs.
Lolwut, are you struggling vs carry fang or replicating crawlers my dude?
I would just like to say that a month ago I called this unit being something similar to a wraith from StarCraft and it is. It also kind of acts like a flying storm (with rapid fire tech its basically is).
I feel some nasty flanks coming on.
The cloak seems of somewhat limited use, it needs a unit toggle for air only or ground only. That could be useful
Cool unit
If the unit actually started the round cloaked and didn't get aggro'd until it shot it would be a lot better.
16:42 the rare NON-complete garbage packs?? :O
These are gonna go crazy with worms
3:50 it looks like they have to be cloaked before someone even can see them so coming from behind should work ... or cloak is not working at all xD
4:18 or like in that case just some crawler or something in front of the phantom ray just that nobody lock on him if the round starts so he can go cloaked
but will they target a new cloaked one after killing the first?
30:48 unfortunately the ai dont understand how "reacting" works ...a few weeks ago i was doing 1 round while waiting for a friend so i could just leave it if he is there .... had wasps from round 2 on ... round 5 there was still zero units from him attacking air ... the ai has a plan and will do the plan .. no matter what xD
How to have access to new units before release? everybody can check it?
My gpu is going to love when the screen is totally on fire from oil and anti missiles are spraying everywhere
Im curious cost-wise how they compare against anti-air worms also
We becoming EXXON with this patch.
Oil spill for everyonessss
Phantom ray + badger + fort overload incoming
It's a starcraft 2 Banshee! :D
Oof, the oil looks too strong. The cloak i think is kind of like subteranean blitz, to dodge long range units like marksman. My immediate thought was ""This is just fat wasps'' and i still think it is.
I think it's more skinned to a combination of farseer and pheonix
This unit seems a bit too strong. A strong sladge like flying unit that counters the most anti air, and just destroys chaff. It will be a go to unit. I think this also makes the wraith obsolete.
Remove the oil, give it something else. Maybe 500 for acid or something, at least acid has counterplay.
Nah, I want more ground slows
Also 500 is crazy
More oil in the game! Just what the doctor ordered! 🤣
So it's like a flying sand worm.
oil on an otherwise abandoned flank, beacon them around, draw all the enemy aggro and they chase through oil puddles?
this unit looks awesome but the oil area is way too large
So apparently they have no counter?
Farseer mainly
@ yeh seems like the best option.
did they make subterranian blitz super dark now while they're digging and moving?
"this is exactly what the game needs, more oil"
Unironically, yes. Majority of games are aggro tower rushing, more oil could help balance it out. Unless there's some clear counter to these birds, I'll probably take these just for the oil every time. AND they give stangs a problem potentially? I'm in.
Phantoms in a cloak and worms underground will not do anything to each other? just look at each other?
On another note, how about instead of, you know, another ****ing oil unit; how about they shoot anti-fire/anti-oil foam? (Like a fire-fighting helicopter irl.)
HERESEY!
I think a marksmans can be counter them
Doesn't oil just say good bye to aggro strats?
Will this unit lead to air meta?
I think the best way to deal with them is phoenix with chaff to tank. But then, I'm a lowly 1600 player, so don't listen to me.
was that a masked flex? 1600 is not lowley... well maybe to the wrinkly brained Rat man it is but i'm pretty sure he uses aimbot and wall hacks
@@banneduser5187
I was comparing myself to the rat man, yes. He didn't seem to like phoenix against phantom rays, so you should probably take his words more seriously than mine. That is why I'm suspecting that I'm missing something.
Still: A 700 player might come up with really good ideas for counters. You can be really good at theory crafting, even if you have a hard time executing your ideas during the stress of a game.
I don't like what I'm seeing for now, they are too all roundish and excel against anything while packing a punch. I love making Steelballs work, those guys will be trouble against any aggro build.
I'm interested in trying out Fire Badgers and Phantom Rays. They definitely will be tweaked.
this unit should have the jump drive. Prove me wrong. You can't.
Aggro is dead :crab:
Would love to see how it fares against farseer. Maybe it's a situation where cloak and or burst would be good
more units.....
The amount of oil is stupid this unit spills out...
Its attack is really janky. The AoE is bad, so its kinda like a 3 model phoenix unit with half the range and the same HP.
The burst mode tech is suspicious as well, its really bad against non-giants.
It is an early access thing lol
Give 2
Please for the love of god remove the oil tech. Some of us play aggro
Three letters : W T F
Nice, Oil and Fire Clown fiestas every single Game incoming 🤮
Weeks ago i fucking called it out when the devs leaked concept art of new units, this is a banshee rip off from starcraft 2 lmao.
Except banshees were lightly armored easily destroyed hit and run vehicles.
These are the exact opposite of that.
@ScorpionP2C a pack of phoenix destroys easily 1 pack of rays
woohoo more oil. i quit mecha. thx devs
broken af
I disagree a bit
This will be complete utter cancer. Everyone will mass Stormcallers even more, and these, for more oil, and fire. Defensive garbage boring games is coming...
if they do that mass mustangs anti air upgrade and melters/pheonix/or marksmen. the counter is much more cost effective and both stormcallers and phantom rays are shut down
its right at the end of the vid, these guys projectiles are anti-missile targetable same as storms
dont like new unit
We needed more air units, especially a better air counter melting points.