I'm serious. Zhencha has AP Mines as well. Deploy them around the corner without peeking before you pop out and shoot them. Your opponent can do the same to you (although harder when you're in camo state)
And that was why I spent 2 weeks on Zhencha thread about re-camoing. :( Altitude, it matters. Not many one's so bald (or foolish) to toss a mine at rooftops. C+ do wonders. Still I can say, your example means sure death for zhencha - So as I say, do the barrel roll.
Which is kind of the point I was making, too. If Infinity is a game defined by difficult decisions with limited resources, then that has to be baked in. And, in an objective-focused game, there should be some challenge to pressing buttons!
Right, so how is any unit with more than 1W not astronomically costed if that's the case? Surely everything should just be 1W, because otherwise they're just far too resilient!
In the case of the Zencha, we're not talking any model; it's a very specific, game-winning model (in that it completes the objectives you need to win missions). Not just some fire support, or someone who has to footslog across the board, burning orders to get to the button...
Overall, the gunners HI are 2-wounds, while the support HIs are fakes with 1w+NWI+shock immunity (if they're lucky). I guess the idea is to force you to clean-up with the true HI, and don't take too much risks with the fakes one who are here only to deal with very specific issues and/or score objectives: - Haidao deals with technical issue, be it as a khd or engineer. - Zhencha is your token camo infiltrated dude, hiding until it's safe to get down and score an objective. - Hulangs are anti-tags/HI specialist, and also our best saboteur dude (remember guys, he is not CC22 with a monofilament weapon, he is CC19 with ap+exp weapon). - Liu xing is your token AD jump, can eventually be a specialist, or be used as a worse grenade launcher if you're truly desperate. Also, the side effect of NWI is that if you choose to go for the second wound, then you're giving up the possibility of being healed if things go south. It's a big deal, and really emphasize the fact that you shouldn't take risks with those guys.
3 on that list are AD troops which is maybe a different proposition, as they don't add to your order pool until they're deployed, so if you want to wait to drop them you're at a disadvantage. And, the whole-order deployment means they can't drop onto an objective as easily, or as reliably. The Daofei is the only other option, but even so it can't hit the same number of Classifieds, and it is especially vulnerable to killer hackers - so, again another built-in weakness!
The point is it seems testing and game design team decided having more than one camoed real 2W HI starting in the middle of the table was too powerful. Let's face it. 1H + NWI + shockable Zencha hurts me too, mainly because of that stupid stupid character existence: Dart . But you know if Zencha had shock inmunity its presence in any IA list would raise from current 0 -1 to automatically at least 2 in each list. I'm afraid the new direction decided for YJ ( easy order generation ) will bring the army to a new dead end path in design like has happened with Tohaa. Simply put, our current new ability to generate orders can be borderline broken. Now imagine 2 real wound Zencha with all the extra orders both IA and generic can generate. Plus some already devil units like Dao Fei and Su Jian fueled by the natural team orders while self-generating order units feed themselves. Now I understand why units like Oniwaban and bikes had to go. Anyway, ITS will say, but I fear new YJ may arise the same hatred in the community as Tohaa have harvested.
I suppose the doing-more-with-less approach is open to other factions, in the way that triads and symbiomates aren't. I think it's less likely that Yu Jing will be singled out; maybe CB are looking more at supporting LI across a number of more efficient factions.
You're not the only one! I suspect there's a silent majority out there, who don't fancy having brickbats thrown at them on the forums..
So let's get this straight. Occasionally needing to spend extra orders to circumnavigate a mine is insurmountable and the Zhencha sucks. But a constant extra order on every second move would make it ok.
Informative statistical post. I've ran a few numbers to see what are our best long range active turn shooters: - The haidao MSV2 sniper in a 5-man team is our best unit against anything with modifiers and/or high BS (say, phoenix, kamau sniper, cutter, swiss guard ML, etc...) , though it'll usually have higher odds to die, and can't be healed if he goes down. - Zuyong HMG in 5-man team are our best all arounders, followed by the yan huo HRMC/MHMG-in-haris who gains a slight edge against anything that fears shock/AP ammo. - Hac Tao HMG will shred anything that doesn't have either modifiers or MSV. Not gonna lie, facing varuna will be painful, to say the least.
Liu Xing dies 99%, and kamau 50% if he doesn't dodge. I'd rather try shooting him with 33/33/33 odds tbh, kamikazing the Liu xing is the last resort if everything else failed.