Sable Dove wrote...
So yeah, the basic troopers are upgraded Reapers. Equal or greater health; don't lose interest in you as often; can summon swarms, webs, or explode. They are literally upgraded Reapers. Anyone who says they're not harder is a liar, or are simply blind.
Even if they cranked up their spawn-budget worth, it doesn't change the fact that they are the hardest units in the game. Unless their value is so high that there's only seven collectors at a time (as opposed to the 8 of other factions), they are much more difficult.
I believe you're onto something here. They may be upgraded in terms of dps, but there behaviour is simplified..
The whole faction is based on Reapers, at least concerning wave dynamics. Their boss unit can close distance fast like a banshee, and quickly becomes 'the frontline' and the most effective cover-buster. And their mid-tier sniper (who's not mid-tier at all, alas) can shoot across a whole field like a ravager. So Reapers and Collectors tactics are essentially 'reversed' compared to Cerberus and Geth.
I believe what they lack is an enemy in place of a Brute as a middle ground of a wave. They've split a Brute, and gave it's leap to Praetorians and it's bulkiness and instakill to Scions. That sounded good on paper and did not work well in practice. A Scion, being a mid-tier sniper, should not be twice as bulky as a Ravager. And a Brute is an important part of wave composition on Gold-, allowing the team to kill them/keep them depending on context and team's strength, a 'budget sponge' so to speak.
I've just looked at Cyonan's spreadsheet, and perhaps abominations can indeed serve as a 'budget sponge'. But well, religiously hunting down abominations does not seem like a fun way to control the wave,
subjectively speaking, and we can't simply leave abominations on the field because they are too fast and suicidal.
I don't know how to solve this, though. New units are not likely to happen, and even if they did, they'll just feel more like reaper copy-pasting, which is not good. Decreasing damage/ROF/speed across the field does seem like an overly cheap solution that would imbalance the faction further. Collector waves tend to deplete faster already.
So far I'm content simply avoiding them where I can. I'll keep abomination cost in mind when I'm dropped into a gold collector match and am forced to clutch.