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]
|