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

Post edit history

Cloaky Balance

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
1/17/2016 7:36:13 PMSkasi before revert after revert
1/17/2016 7:35:54 PMSkasi before revert after revert
Before After
1 On Buoy, perhaps slightly off topic: 1 On Buoy and special damage, perhaps slightly off topic:
2 \n 2 \n
3 Slow damage has no place on any skirmisher. It helps them counter Raiders, which are supposed to win the RPS. Put Slow damage on raiders instead, at leas then it goes well with their role (that is overwhelming, catching up to stuff and killing it). 3 Slow damage has no place on any skirmisher. It helps them counter Raiders, which are supposed to win the RPS. Put Slow damage on raiders instead, at leas then it goes well with their role (that is overwhelming, catching up to stuff and killing it).
4 \n 4 \n
5 I feel like many units with special weapon/damage types didn't go through a proper design process whatsoever. Disarm on artillery makes sense (Racketeer), an impulse weapon on a riot makes sense (Archer), but things like Heatrays on a Strider that looks like it's meant to skirmish are weird. I understand that these things "look cool", but they can definitely "look cool" on other units as well. 5 I feel like many units with special weapon/damage types didn't go through a proper design process whatsoever. Disarm on artillery makes sense (Racketeer), an impulse weapon on a riot makes sense (Archer), but things like Heatrays on a Strider that looks like it's meant to skirmish are weird. I understand that these things "look cool", but they can definitely "look cool" on other units as well.