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Derpl Zork
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Post subject: Re: Clunk's mid/end game woes - Thoughts Posted: Sat Jun 16, 2012 4:50 pm |
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Joined: Thu May 10, 2012 3:03 am Posts: 551
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Azur_7 wrote: Two words to improve Clunk's end game : Cash Container (% of bite damage in solar). Most people pass on this one because bite has lots of good upgrades (extra health, ensnare..), but man it's a gold mine. It's currently glitchy (the second level doesn't apply), but it's already enough to make you end with an higher level than Voltar. When it'll be fixed in the patch, it could become the next thing everyone will complain about. Trust me, it's just another solar tree, it takes too long to get your money back and it's way too expensive. Not to mention if you buy it at the beginning you will be way behind in upgrades.
_________________ R.I.P. Awesomenauts, 08/01/2012
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Cornstalk
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Post subject: Re: Clunk's mid/end game woes - Thoughts Posted: Sat Jun 16, 2012 7:48 pm |
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Joined: Mon Jun 11, 2012 2:52 am Posts: 10
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Everyone seems to agree that Clunk is pretty solid as a character. I won't dispute that.
So here's the main question, and the point I'd really like to drive home:
Could Clunk use 1 minor buff? Just one. A small tweak.
This is assuming the next patch doesn't bring a significant nerf to Lonestar, Leon, and Froggy, who are probably the most represented characters right now (on Xbox at least). Tone them down a tad and Clunk doesn't really need anything.
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Bront20
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Post subject: Re: Clunk's mid/end game woes - Thoughts Posted: Sat Jun 16, 2012 11:35 pm |
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Joined: Tue Jun 05, 2012 8:15 am Posts: 345
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I've found with the speed and homing, Clunk's missiles are awesome for wrecking havok. They mop up the smaller bots, and cause players to scatter to avoid them. I've see the DPS calculations, but they don't match up to my experience playing him. He's also a turret wrecker with them and some level of missile upgrades. His range is long enough he can take advantage of drones getting close to the turret, and he can take a pounding so he can take some more out.
His biggest problem getting into late game is that his damage upgrades either cost too much, or don't scale well enough. His bite damage, while huge to start with, is comparable to other Nauts when fully upgraded (unless you take both damage upgrades, but even then, so could the other Nauts), and his SD kicks his butt as well as the enemies when it's upgraded. His regular attack has issues because it doesn't scale evenly either (the "missile queue" has him cycle though each missile) unlike any other Naut.
Now, that doesn't mean he can't be effective, but he has issues.
_________________ PS3 casual player. Hope to see you around.
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IssacFrost
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Post subject: Re: Clunk's mid/end game woes - Thoughts Posted: Sat Jun 16, 2012 11:42 pm |
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Joined: Wed May 16, 2012 8:41 pm Posts: 660
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It seems you didn't read the topic: viewtopic.php?f=11&t=1972Clunk's a beast by end game. But only in the right hands.
_________________ Assassinine wrote: I have 90%+ win rate, for EVERY SINGLE CHARACTER, across my....1800 games played? Clearly every character needs a nerf ... 
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Shlankwald
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Post subject: Re: Clunk's mid/end game woes - Thoughts Posted: Fri Jul 06, 2012 2:57 pm |
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Joined: Fri Jul 06, 2012 1:06 pm Posts: 15
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He gets 2 75 hp health stacks along with the ones the regular champs get, thats about +150 along with his extra starting health, its fine. Early game survivability is OP like any pure build is with any char, in the end you gotta start going offensive (like most offensive characters start to go defensive after there core items) His SD still hits hard, and he can root (most people underestimate this for some reason, its guaranteed so many kills by * froggy g's and leons
By the end of the game your tank enough for people to ignore you, and thats about all you need to not die unless their AoE heavy, even then you have lifesteal (hopefully either upgraded damage/lifesteal or AoE for more health)
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