Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Scythes

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
12/1/2015 10:37:58 AMEErankAdminAnarchid before revert after revert
Before After
1 It just sounds to me like the problem with scythe is not "shuts down raiding" but "raids unstoppably and with low attrition due to being heavy, invisible and regenerating, while also being kinda useful in raider-raider engagements with an element of surprise", that's all. 1 It just sounds to me like the problem with scythe is not "shuts down raiding" but "raids unstoppably and with low attrition due to being heavy, invisible and regenerating, while also being kinda useful in raider-raider engagements with an element of surprise", that's all.
2 \n 2 \n
3 If/when a nerf is desired i'd go for energy cost to emphasize it's mid-lategame nature. Energy is also the standard method of preventing antiheavies from early comm snipe, which seems problematic. 3 If/when a nerf is desired i'd go for energy cost to emphasize it's mid-lategame nature. Energy is also the standard method of preventing antiheavies from early comm snipe, which seems problematic.
4 \n 4 \n
5 Of course, applying that to Cloaky right now will make the factory worth building for exactly zero units. 5 Of course, applying that to Cloaky right now will make the factory worth building for exactly zero units. AFAICS shields and amphs completely outclass cloakies now. I could understand shields - cloaky vs shields was always a tenuous relationship - but amphs dominating a landlocked factory is just insult to injury.
6 \n
7 \n