Deo wrote:I am actually ok with that as even though it is cheaper and could be slightly more effective, Packmind only gives you the equivalent +8 bonus if you stack with 16 units, which is normally handicapped by the effective end of bonuses you get with a 8 unit bonus. Packmind is actually ensuring that at 16 units it gets the same bonus per unit as the normal stack of 8 do.
Stacks get a bonus up to +8
Packmind stacks get a bonus to +16. But only if every unit is packmind and of the same type!!
This means no mixed stacks for packmind units unless you dont want it to be an equal bonus to Earthshaker and the others.
I think it makes sense for it to be 1 point cheaper and to have a +1 point advantage, as you lose the ability to have as effective mixed stacks and you need to actually have 16 units to achieve the +8.
I agree that this is about the correct size for the gap for Packmind's efficiency, and that packmind should have about a 2 point edge on the competition rather than a 1 point edge. I was just addressing the systemic issue of cost-efficiency.
Extreme conditionals > Moderate Conditionals > General Specials
Packmind > Earthshaker/Footbiter/Battlecrap > Dance Fighting/Extra Tough
Right now though it is...
Packmind > Extra Tough > Dance Fighting = Earthshaker/Footbiter/Battlecrap
Which is suitable enough, as the only 2 specials per side means that Earthshaker and Co help in that aspect, as well as flavor. This is definitely functional, just that putting the formula at...
Packmind > Earthshaker/Footbiter/Battlecrap = Extra Tough > Dance Fighting
Would also be acceptable, and possibly preferable.