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Planetary Annnihilation Titans

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Date Editor Before After
8/19/2015 3:24:25 AMAUrankAdminSaktoth before revert after revert
Before After
1 With projectile dodging, shot blocking, the importance of perfect kiting and the tightly controlled range differences needed to pull this off, as well as the ubiquity of AoE weapons and the importance of the Riot unit, line move is vital. 1 With projectile dodging, shot blocking, the importance of perfect kiting and the tightly controlled range differences needed to pull this off, as well as the ubiquity of AoE weapons and the importance of the Riot unit, line move is vital.
2 \n 2 \n
3 But that's really the things that makes ZK different from other TA games, we make maximum use of the physics engine and the physical nature of our units, weapons and projectiles. I always thought it was kind of a tragedy to physically simulate your projectiles and then make that irrelevant by having your battles just swarms of units chewing into eachother. 3 But that's really the things that makes ZK different from other TA games, we make maximum use of the physics engine and the physical nature of our units, weapons and projectiles. I always thought it was kind of a tragedy to physically simulate your projectiles and then make that irrelevant by having your battles just swarms of units chewing into eachother: Your physics engine then is just serving as random noise.