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Raider spam?

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Date Editor Before After
8/3/2015 4:30:51 AMCArankAdminShadowfury333 before revert after revert
Before After
1 It's basically rushdown/mixup play. It's strong when it's doing well, and it breaks down quickly if properly defended against. Given that Zero-K's territory-oriented nature makes defenses hard to set up well without sacrificing money, good raider poking can go a long way for the first several minutes. 1 It's basically rushdown/mixup play. It's strong when it's doing well, and it breaks down quickly if properly defended against. Given that Zero-K's territory-oriented nature makes defenses hard to set up well without sacrificing money, good raider poking can go a long way for the first several minutes.
2 \n 2 \n
3 The only way I could see it becoming less prevalent would be if overdrive didn't fall off as fast. That way defensive play would be more viable without relying on supermexes. 3 The only way I could see it becoming less prevalent would be if overdrive didn't fall off as fast. That way defensive play would be more viable without relying on supermexes.
4 \n 4 \n
5 However, the key thing is more "how do we make non-raider play more engaging", and I'm not sure there. The emphasis on physics means quick units just get more ways to interact, since they can more avoid projectiles and generally quickly rearrange themselves to best handle a fight, but how one best rearranges their forces in a fight is an interesting real time problem. Riots and Skirms don't move that fast, so their formations are more static and their movement play is less exciting overall. Something to improve that which uses the physics system, rather than involve activated abilities ( or even anything effective that does) escapes me at the moment. 5 However, the key thing is more "how do we make non-raider play more engaging", and I'm not sure there. The emphasis on physics means quick units just get more ways to interact, since they can better avoid projectiles and generally quickly rearrange themselves to best handle a fight, but how one best rearranges their forces in a fight is an interesting real time problem. Riots and Skirms don't move that fast, so their formations are more static and their movement play is less exciting overall. Something to improve that which uses the physics system, rather than involve activated abilities ( or even anything effective that does) escapes me at the moment.