![]() ![]() Instead, one of their Sales Engineers took the time to get everything configured in SFDC, just for a trial, and several of our employees up and running on it for a couple of days. This was not some skimpy trial however, where you get to make a call or two from a standard object. There are a lot of moving parts in our tech environment and unfortunately we were only able to do a trail of DialSource though I wish we could've became a full customer. It seems, everyone is saying their tool or App is 'native' to SFDC these days, but that only DialSource takes it further & actually puts meaning to 'native' instead of it being a buzz word their sales & marketing team uses. The fact that their dialer is 100% native to SFDC, built for SFDC, and all their employees are certified SFDC Admins. Of course it is risky agains tech/tech splash decks, but aggro will be devastated anyhow.Some of the problems DialSource Solves are: - Inefficiency surrounding the outbound InsideSales process, specifically in regard to volume of calls - System downtime & malfunctions with other dialer solutions that disrupt the business flow - Inaccurate & delayed data surrounding our InsideSales Team's phone activity. you cannot have zone trooper and wolverine in the same deck, which would force you to strategically defend tech units with non-tech units.ĮDIT: Double harvester decks do not even have to stall the first missile. Some kind of restricted card list would also give a nice strategic change. Yes, you can say that bomber, stealth tank is a good counter or bring your own tech units, but this is not the answer if you want to play another style. At that point, you have no chance to reach the harvesters, which are harvesting faster over time. You cannot deal with a zone trooper standing next to a wolverine so easily. So when you get the first blood, tech units are already ready. ![]() ![]() ![]() Double harvester players can easily spam cheap units to stall the missile. So rushes (jump jet/laser drone) can be easily stopped, not to mention, that if you rush a non-tech deck, you are already spent too much for nothing. Harvester rebuild cost is definitely needed, but it is also ridiculous, that everyone starting with double harvester can easily defend the harvester with a single unit. If one wants more insult to this, it should be as long as a commander's ability! Right now even destroying about 4 isn't enough, so by adding a cost for rebuilding, players should be encouraged to build cheap units to defend the harvesters instead of ignoring attackers and saving up for tech units.Īlso to add insult to injury, the 2nd harvester's reload time should be twice as long compared to other units. This change will make tech decks viable ONLY if they can defend their harvesters. When the first harvester stays free you will also not instantly loose if your harvester dies to a rush. Idea behind this is to punish double harvester players if they keep loosing their harvesters, while leaving single harvester players unpunished. However, when you already have a harvester out and you want to rebuild the second, then it costs 30. What this means is that as long as you have no harvesters on the field, rebuilding one is still free. my opinion the perfect solution would be to make the second harvester cost 30 (or maybe even 40-60) for rebuilding it (rebuild=build it once it has been destroyed). ![]()
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