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More units in Zero-K

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Date Editor Before After
9/7/2015 5:08:06 PMAUrankAdminSaktoth before revert after revert
9/7/2015 3:12:52 PMAUrankAdminSaktoth before revert after revert
9/7/2015 3:09:17 PMAUrankAdminSaktoth before revert after revert
Before After
1 [b]Burrowers[/b]. They have spider-like AT but move very, very slowly over rough terrain. However, many of them deform the terrain as they move, creating new slopes and paths as more and more of them move around the map, to speed up traversal and allow even other factories new paths just by forging their own. They have a variety of terraforming attacks as their primary disables, paying a price to lock units down pits or up spires, from which they can themselves perch for range or lurk inside. They also have impulse attacks, to knock units off spires for damage or into their pits. They use melee weapons, dragging units into range with impulse or hiding down pits to ambush them, or chewing on enemies as they're knocked into pits and immobilized. 1 [b]Burrowers[/b]. They have spider-like AT but move very, very slowly over rough terrain. However, many of them deform the terrain as they move, creating new slopes and paths as more and more of them move around the map, to speed up traversal and allow even other factories new paths just by forging their own. They have a variety of terraforming attacks as their primary disables, paying a price to lock units down pits or up spires, from which they can themselves perch for range or lurk inside. They also have impulse attacks, to knock units off spires for damage or into their pits. They use melee weapons, dragging units into range with impulse or hiding down pits to ambush them, or chewing on enemies as they're knocked into pits and immobilized.
2 \n 2 \n
3 Practically speaking, there would probably have to be more flexible and intuitive options for dealing with terraform and impulse fall/collision damage would probably have to be reduced for this factory to really work. 3 Practically speaking, there would probably have to be more flexible and intuitive options for dealing with terraform and impulse fall/collision damage would probably have to be reduced for this factory to really work.
4 \n 4 \n
5 @Yogzototh 5 @Yogzototh
6 Frankly, I think a stumpy with slow damage is actually interesting enough if added to, say, hover. It's slightly different but in an interesting enough way, and unlocks all the other units in the factory by having this dependable assault choice. Halberd was meant to be the Stumpy ( Has many of the same stats) but with it's niche quirky armour, it was an unstoppable monospam god when it had a reasonable speed projectile, and trying to make it work hurts the viability of Hover as a whole. Though I still believe in "Insane" units too, and think if something were added which could keep pace with Halberd and protect them properly from Scorchers, that would be even more interesting. 6 Frankly, I think a stumpy with slow damage is actually interesting enough if added to, say, hover. It's slightly different but in an interesting enough way, and unlocks all the other units in the factory by having this dependable assault choice. Halberd was meant to be the Stumpy ( Has many of the same stats) but with it's niche quirky armour, it was an unstoppable monospam god when it had a reasonable speed projectile, and having it unable to work as a mainline assault unit comparable to ravager hurts the viability of Hover as a whole. Though I still believe in "Insane" units too, and think if something were added which could keep pace with Halberd and protect them properly from Scorchers, that would be even more interesting.