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please list your balance problems/solutions.. even if they are 'do nothing'.

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Date Editor Before After
3/23/2015 7:27:07 PMSkasi before revert after revert
3/23/2015 7:23:08 PMSkasi before revert after revert
3/23/2015 10:44:55 AMSkasi before revert after revert
3/23/2015 10:44:24 AMSkasi before revert after revert
3/23/2015 10:36:57 AMSkasi before revert after revert
Before After
1 [img]http://manual.zero-k.info/unitpics/corrl.png[/img] 1 [img]http://manual.zero-k.info/unitpics/corrl.png[/img]
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. 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.
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. 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.
4 \n 4 \n
5 [img]http://manual.zero-k.info/unitpics/corshad.png[/img] 5 [img]http://manual.zero-k.info/unitpics/corshad.png[/img]
6 [b]Problem:[/b] Spammable super-allrounder, ruins raidergame. 6 [b]Problem:[/b] Spammable super-allrounder, ruins raidergame.
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!). 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!).
8 \n 8 \n
9 [img]http://manual.zero-k.info/unitpics/corhurc2.png[/img] (and napalm in general, but Phoenix is the biggest issue here) 9 [img]http://manual.zero-k.info/unitpics/corhurc2.png[/img] (and napalm in general, but Phoenix is the biggest issue here)
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. 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.
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. 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.
12 \n
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]