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General sea discussion

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Date Editor Before After
10/20/2015 8:49:00 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:47:09 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:46:41 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:46:27 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:46:14 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:46:02 AMEErankAdminAnarchid before revert after revert
10/20/2015 8:45:47 AMEErankAdminAnarchid before revert after revert
Before After
1 [u][b]Gauss is the worst turret to nominate for your Naval Fun Saviour[/b][/u] 1 [u][b]Gauss is the worst turret to nominate for your Naval Fun Saviour[/b][/u]
2 \n 2 \n
3 1) Requires model modifications to not look silly when floating. My idea was giving it girders, kind of like mex has. Imagine a Munsell Fort Gauss. 3 1) Requires model modifications to not look silly when floating. My idea was giving it girders, kind of like mex has. Imagine a Munsell Fort Gauss.
4 \n 4 \n
5 2) Has bunker mode and regen in it. It's not a high-stopping-power porc, but it's a very hard to demolish with artillery porc. 5 2) Has bunker mode and regen in it. It's not a high-stopping-power porc, but it's a very hard to demolish with artillery porc.
6 \n 6 \n
7 3) Is rather generalist. High alpha, high rof, high dps, high accuracy, high aoe? It aces at nothing, but it's a jack of all trades. 7 3) Is rather generalist. High alpha, high rof, high dps, high accuracy, high aoe? It aces at nothing, but it's a jack of all trades.
8 \n 8 \n
9 4) Submerged gauss would be something that would make people never play sea at all. All the anti-UW damage sources in sea are either low-range, or low-dps, and half the artillery units cannot even target underwater targets. 9 4) Submerged gauss would be something that would make people never play sea at all. All the anti-UW damage sources in sea are either low-range, or low-dps, and half the artillery units cannot even target underwater targets.
10 \n 10 \n
11 [b][u]The general idea that adding more specialist turrets to sea will make it fun also doesn't hold on its own[/u][/b] 11 [b][u]The general idea that adding more specialist turrets to sea will make it fun also doesn't hold on its own[/u][/b]
12 \n 12 \n
13 1) Amphibs have no artillery. 13 1) Amphibs have no artillery.
14 \n 14 \n
15 2) You would need about as many sea-variant turrets as you currently have land-variants, and that's a LOT. 15 2) You would need about as many sea-variant turrets as you currently have land-variants, and that's a LOT.
16 \n 16 \n
17 3) Still does nothing to split-dimensions warfare which leads to scallop monospam being a very nearly optimal choice. The very optimal choice is of course scallop spam with shields, to stop claymore bombs from nuking the whole ball. 17 3) Still does nothing to split-dimensions warfare which leads to scallop monospam being a very nearly optimal choice. The very optimal choice is of course scallop spam with shields, to stop claymore bombs from nuking the whole ball.
18 \n 18 \n
19 [b][u]I think the reason sea has been wrecked for years now is the Amph factory[/u][/b]. 19 [b][u]I think the reason sea has been wrecked for years now is the Amph factory[/u][/b].
20 \n 20 \n
21 The problem, in my opinion, stems from that a) in a split-dimensions world, units which have most weapon immunities and the best counters to these immunities will rule b) amphibs cannot be non-submerged in sea c) amphibs would be useless if they were not combat-capable while at sea d) amphibs are now always underwater and have best anti-underwater weapons which also wreck surface. 21 The problem, in my opinion, stems from that a) in a split-dimensions world, units which have most weapon immunities and are simultaneously best counters to these immunities will rule b) amphibs cannot be non-submerged in sea c) amphibs would be useless if they were not combat-capable while at sea d) amphibs are consequently always underwater and have best anti-underwater weapons which also wreck surface.
22 \n 22 \n
23 There have been various modifications to this state, of course, like when hovers could not interact with amphibs directly at all, but the scallop snowball mechanic existed in all zk sea modes since 2013, briefly superceded with snake monospam at times, when people could micro snakes sufficiently for them to become the choice submerged unit with both surface and underwater weapons. 23 There have been various modifications to this state, of course, like when hovers could not interact with amphibs directly at all, but the scallop snowball mechanic existed in all zk sea modes since 2013, briefly superceded with snake monospam at times, when people could micro snakes sufficiently for them to become the choice submerged unit with both surface and underwater weapons.
24 \n 24 \n
25 [b][u]Maybe a fix to this situation is segregating the underwater combat further[/u][/b] 25 [b][u]Maybe a fix to this situation is segregating the underwater combat further[/u][/b]
26 \n 26 \n
27 That is, currently all of these attack modes exist: UW to Surface, Surface to Surface, Surface to UW, UW to UW. But what if there was no UW to Surface, and Surface to UW was only a deterrent to destroy sneaky underwater raid attempts? 27 That is, currently all of these attack modes exist: UW to Surface, Surface to Surface, Surface to UW, UW to UW. But what if there was no UW to Surface, and Surface to UW was only a deterrent to destroy sneaky underwater raid attempts?
28 \n 28 \n