| 1 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corrl.png[/img]
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                    1 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corrl.png[/img]
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                    | 2 | 
                    
                        
            [b]Problem:[/b] Spammable super-allrounder, was [url=http://zero-k.info/Forum/Thread/11434]recently buffed[/url] even though it was already op and dominating tournaments.
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                    2 | 
                    
                        
            [b]Problem:[/b] Spammable super-allrounder, was [url=http://zero-k.info/Forum/Thread/11434]recently buffed[/url] even though it was already op and dominating tournaments.
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                    | 3 | 
                    
                        
            [b]Solution:[/b] Undecided. Either cost increase or range down (to stop it from dominating LLT/defender wars) or reload time up (to nerf a weakness) or reducing HP (to nerf a weakness) or anything else.
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                    3 | 
                    
                        
            [b]Solution:[/b] Undecided. Either cost increase or range down (to stop it from dominating LLT/defender wars) or reload time up (to nerf a weakness) or reducing HP (to nerf a weakness) or anything else.
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                    | 4 | 
                    
                        
            \n
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                    4 | 
                    
                        
            \n
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                    | 5 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corshad.png[/img]
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                    5 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corshad.png[/img]
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                    | 6 | 
                    
                        
            [b]Problem:[/b] Spammable super-allrounder, ruins raidergame.
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                    6 | 
                    
                        
            [b]Problem:[/b] Spammable super-allrounder, ruins raidergame.
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                    | 7 | 
                    
                        
            [b]Solution:[/b] Current reload time of 5s up to 10-15 seconds (to nerf a weakness). Alternatively cost up or complete overhaul to reduce allroundishness (new word!).
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                    7 | 
                    
                        
            [b]Solution:[/b] Current reload time of 5s up to 10-15 seconds (to nerf a weakness). Alternatively cost up or complete overhaul to reduce allroundishness (new word!).
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                    | 8 | 
                    
                        
            \n
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                    8 | 
                    
                        
            \n
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                    | 9 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corhurc2.png[/img] (and napalm in general, but Phoenix is the biggest issue here)
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                    9 | 
                    
                        
            [img]http://manual.zero-k.info/unitpics/corhurc2.png[/img] (and napalm in general, but Phoenix is the biggest issue here)
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                    | 10 | 
                    
                        
            [b]Problem:[/b] 1) Napalm doesn't stack properly. There's almost no difference between using one or ten napalm bombers. 2) Whether a unit is set on fire is determined at random.
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                    10 | 
                    
                        
            [b]Problem:[/b] 1) Napalm doesn't stack properly. There's almost no difference between using one or ten napalm bombers. 2) Whether a unit is set on fire is determined at random.
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                    | 11 | 
                    
                        
            [b]Solution:[/b] 1) Make fire's damage-over-time effect stack. Use diminishing returns if it would lead to problems without. 2) Remove randomness, replace it with a weaker fire effect that grows stronger when units are hit multiple time (eg by Pyro) or a similar solution.
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                    11 | 
                    
                        
            [b]Solution:[/b] 1) Make fire's damage-over-time effect stack. Use diminishing returns if it would lead to problems without. 2) Remove randomness, replace it with a weaker fire effect that grows stronger when units are hit multiple time (eg by Pyro) or a similar solution.
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                    12 | 
                    
                        
            \n
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                    13 | 
                    
                        
            [i]Note: I didn't play ZK a lot recently, nor did I test how exactly it currently works so some of this fire-stuff might be out of date. Please let me know if that's the case.[/i]
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