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Infiltrator attack?

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AUrankhedgehogs
5 months ago
[Spoiler]

TLDR:
Give Infiltrator 2Flea guns.
No other buffs.


Any criticisms?

+0 / -0


RUrankAdminikinz
5 months ago
I think it's better to give flea the infi stun weapon, because you don't need a fusion to run a flea.
+3 / -0


unknownrankSnuggleBass
5 months ago
Fleas beat defenders for metal cost. 80 metal fleas > 80 metal defender.

The spider factory not having a true raider is what it's designed around. Fleas are extremely powerful at providing information, and if they had a raider capable of capitalising on that information within a workable time-frame that would turn balance on its head.

Your solution doesn't seem to address the depicted problem. An infiltrator is not a raider with or without flea sidearm. It costs a lot of energy to run making it nigh unusable in the raider stage of the game (not to mention... being wrecked by raiders, and having few viable targets).

Finally, if you need a flea sidearm, you already have it. Stun the dood, box some fleas, a-move.

I don't understand why everyone thinks that spider factory needs a real raider. While I don't think the fac is perfect (too much stuff weighted between 200 and 400 that just hit stuff with different numbers IMO), I think it's one of the facs with the most personality - and it's still competitive.
+1 / -0


CHrankConnetable
5 months ago
(edited 5 months ago)

DErankNeonSturm are you back?
+3 / -0


USrankaeonios
5 months ago
Fleas are also extremely powerful for harassment. Undefended workers and naked expansions are all tasty flea food, fleas are the most spammable unit in the game, and they can wait in ambush by burrowing.

The combination of those things makes skilled flea users highly unfun to fight against. Not only do they know everything that you're doing but they can also harass you to death while you do it.
+1 / -0

AUrankhedgehogs
5 months ago
quote:
are you back?

Can't speak Deutch sorry, so no, Sturm is not back
+0 / -0



RUrankFirepluk
5 months ago
reincarnated, hence the memory loss but the same idea spirit xD
+8 / -0

LVrankSenaven
5 months ago
(edited 5 months ago)

I think that leveler sidearm would be better for infis. Flea gun isn't so good.
+5 / -0

AUrankhedgehogs
5 months ago
No raider has AOE yet
+0 / -0


USrankaeonios
5 months ago
quote:
No raider has AOE yet


Wrong.
+1 / -0


AUrankAquanim
5 months ago
Duck and Hunter have conventional AoE, and the weapons of Dagger and Pyro can pierce through multiple targets. Kodachi also has AoE although it is technically classified as a scout.
+1 / -0

PLrankOrfelius
5 months ago
Every ZK unit technicly has "AOE" since all of them use physical projectiles. It think there might be one exception to this with Felon but I'm not really sure how its weapon is coded.
+0 / -0

CHrankFlipstip
5 months ago
Lasers dont have aoe usually. Also domi.
+0 / -0


DErankKlon
5 months ago
(edited 5 months ago)

from an economic perspective fleas are quite good raiders, just you need a lot of control (and apm) to make them work well. in theory you only need 20 metal to kill a mex or constructor, in any case your opponent will need more metal to protect his mexes or raid yours. if you just force the enemy to protect each of his mexes and constructors, you have caused significant distress.
+3 / -0

CArank[G0G0]Dancer
5 months ago
Flees are actually some of the best raiders.

1 defender shoots 3 missles, so if you send 4+ spread at a defender, its gg for defender.

They are so fast you can quickly see where any gaps in defence are for opponent.

They can go across any land terrain...

you can tell them to hold possession and they will go invisible and show information of enemy.

Sure, the damage output isn't as great as some other raiders, and their health isnt as great as other raiders either.

But all the Factories are supposed to have variation.

If each lab is to be balanced with every other lab, and the raiders get balanced with each other, and the assault gets balanced with each other... then you end up with...


+1 / -0