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#Post#: 118--------------------------------------------------
Juggernaut Plating
DIR By: RickSanchez
Date: November 8, 2020, 7:48 am
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If it comes down to the decission to keep chemplant (which is
the most likely option to happen if we be honest) i suggest
nerfing bats in a different way by adding an additional upgrade
that needs to be done before bats get their original strength
back.
Reduce Firebat Armor 10 -> 8
Add Upgrade into Armory
Cost 200 and increases Firebat Armor 8 - > 10
that makes firebats weaker if they get rushed (in term of skip
armory to speed up conyard tree) and take more time if you wanna
all-in on it.
Zerg needs just a single Damageupgrade to deal with them early
which saves zerg 700 cash while their eco still is weak (~14th
minute)
#Post#: 120--------------------------------------------------
Re: Juggernaut Plating
DIR By: Oayoo
Date: November 8, 2020, 8:17 am
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In my opinion, the best option would be to switch him to armory
tech.
-keep his armor, nerf his damages a lot.
-Relmove chem and make Firebats use energy.
-required Tier 2 to do it.
That way, the purpose of this unit will be to tank big spine
shot while the marines dps it.
Zerg counter to that strat is to micro target the marines with
the big spine.
It will be a support unit. His purpose will be to help the army
by tanking shots and it will not be able to push alone :)
This is only my idea, i'm open to every point of view.
#Post#: 196--------------------------------------------------
Re: Juggernaut Plating
DIR By: Speed
Date: November 10, 2020, 4:09 pm
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But Firebat isn't a tank x)
Just a glass cannon with 10 armor xD
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