Since last time we've had an Evolution test game, people just spammed these 2 new units (being new and all that), i thought i'd explain a little what they're supposed to do in a game. With a little bit of prior knowledge, perhaps the "it's OP!" or "it sucks!" remarks are going to be less frequent
These 2 units are literally at the crossroads between normal units and siege units, between melee units and ranged units, between foot units and vehicles. They aren't made to replace any of the current units, neither in firepower or flexibility. Aiming with these units feels rather weird at first and slightly difficult to master, as they're meant NOT to shoot moving targes. Instead, if proper teamplay is used, they should be useful in breaking deadlocks, long ties and one-sided but fruitless attacks, as well as add some novelty to a soon to be 10 years old game.The Glider
- Has sprint, leap, 1 combo melee hit, 1 mana dependent ranged attack.
- Tier 2 unit reseached at Charm Shrine, 400 stone; costs 6000 gold to buy.
- Siege unit class, massive DPS vs buildings (high rate of fire with full mana).
- Shoots 3 acid projectiles each salvo; has 100m range and it's very inaccurate.
- About 3 salvos needed to kill a lego; the acid poisons both units and buildings.
- Melee damage similar to a higher level pred; can kill monkits in a single hit.
- Can be healed and shielded but not revived; it can't use buffs or buy items.
- Has a very large hitbox, absolutely any weapon can easily kill it in a few seconds.
It is practically useless against units, as it has no 1-hit-1-kill shots. Perhaps it will kill a nomad with a couple lucky shots, but a lego will kill it without ever being in real danger, unlike facing a summ. It is a very mobile siege unit, which will travel very fast and when it's trying to escape, it will be harder to hunt than a summoner, being faster and having about twice its HP. Its short range (half of a summ's) means it will have to be protected while trying to get close to enemy buildings. All in all, a very frail, but nimble unit. But once all the conditions are met and it got in range, the fun starts, as it can take out shielded towers fairly easily, if allowed to do so.
Outside of the main base, it is not much more than a glorified saccer. A glider that's not being attacked can drop an unshielded garrison's HP by 40% with a full mana load, in matter of seconds. However, once enemies spawn, they will surely go down in a heartbeat, so hit and run tactics work better. Using them in packs of 2 or more will wipe out garrisons pretty fast, as this may be their best role yet. Defensively, they could contribute to taking out Mechs and catas, since those are easy to aim at, but nothing more.The Mech
- Has sprint, block, 2 combo melee hits, ranged canon with 30 shots and splash.
- Tier 2 unit reseached at Siege Workshop, 400 stone; costs 5000 gold to buy.
- Siege unit class, reasonable DPS vs buildings; can walk and shoot simultaneously.
- It is primarily a vehicle, so it only turns with arrow keys, even in melee mode.
- Has 110m range; its canon has an aiming bias, as it shoots from the left arm.
- While blocking (right button pressed) it has 50% damage reduction all around.
- Melee damage a little lower than a higher level lego; can kill monkits in 2 hits.
- Can be healed by chaps but not revived; can't use buffs or buy items; can eject;
- Has a very tall hitbox, it's easy to aim at him; vulnerable to blaze like any hum siege.
This one is a little better against units than gliders, but only slightly. Its inaccurate canon can kill a distant summoner or scav due to its splash, but it has a minimum range (dead zone) close around the mech so it CAN'T BE FIRED at units in melee range. The melee swings are farily quick, but always facing forward, as spinning is impossible and it has a low turning speed. 2 mechs can successfully take out one behemoth, perhaps even before getting in melee range of it.
The humans can use the mech to tank their way in the beasts' base. It can take quite a bit of punishment, when facing the hot zone, being able to block a behemoth attacking it frontally 4 times. Although vulnerable to backhits and blaze due to its low turning rate, it can survive a full mana load of blaze by blocking it, after some practice. Once in range of enemy buildings, it can take on spires on its own, but having a lower siege damage compared to ballis, it should mainly be used as the vanguard of human assaults or to finish off damaged tech. Ballis and demorunners can hide behind it for quite some time before branching off to do some damage. Defensively it should only be used for blocking occasional behemoths or drawing summ fire while teammates move in for the kill.