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Unit combo page.

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Date Editor Before After
11/18/2016 9:58:01 PMPLrankOrfelius before revert after revert
11/18/2016 9:57:37 PMPLrankOrfelius before revert after revert
Before After
1 \n
2 The best way to counter the scalpel ball is to never let it grow <- this applies to clusterfucks as well (even more I think since there is usually less metal per player)
3 \n
4 The best signle unit to counter scalpels is Wolverine though. You make a couple of wolverines and it makes all of the scalpels borderline useless mobs that will try to kill each other with missiles.
5 Phoenixes are good.
6 Firewalker is ok and artilery in general.
7 Reapers, Dante, Catapult, cloaked roaches. There are a lot of counters really but that doesn't invalidate the point of @snoke that it is a sort of a "combo". Even more: it actually shows that ZK is a well design game with a good counter structure.
8 \n
9 [q]Maybe because I play spider, but Skirms tend to be a threat against quite a few units?[/q] 1 [q]Maybe because I play spider, but Skirms tend to be a threat against quite a few units?[/q]
10 [q]rockos for example, their name wud fit if they wud hit like scalpels do[/q] 2 [q]rockos for example, their name wud fit if they wud hit like scalpels do[/q]
11 Both of you @hedgehogs and @snoke are cherrypicking what @SnuggleBass said. What he meant is not that skirmishers are weak but that they are situationally weak. That is in the early phases of the game. So if you are going to use a combo of explicit ratio of "mix Skirmishers with Riots with about 5-1 ratio" from the start of the game I will guarantee that you [b]WILL LOSE[/b]. Unless of course you are going to play in a clusterfuck where your allies can just play awfuly and your allies will carry you (or you will all fail miserably). 3 Both of you @hedgehogs and @snoke are cherrypicking what @SnuggleBass said. What he meant is not that skirmishers are weak but that they are situationally weak. That is in the early phases of the game. So if you are going to use a combo of explicit ratio of "mix Skirmishers with Riots with about 5-1 ratio" from the start of the game I will guarantee that you [b]WILL LOSE[/b]. Unless of course you are going to play in a clusterfuck where your allies can just play awfuly and your allies will carry you (or you will all fail miserably).
12 \n 4 \n
13 If you are just going to play one army composition no matter how good it is and no matter how well you use it people will find a weakness in that strategy if you are going to use it over and over and over again. Shieldball is a notable example of this and so is a @[G0G0]Dancer army composition. 5 If you are just going to play one army composition no matter how good it is and no matter how well you use it people will find a weakness in that strategy if you are going to use it over and over and over again. Shieldball is a notable example of this and so is a @[G0G0]Dancer army composition.
14 This is a sign of good design. If people would fail to notice such weakness (or it simply doesn't exist), then it will be tweaked by the devs, who have for the most part a better understanding of game mechanics than you. 6 This is a sign of good design. If people would fail to notice such weakness (or it simply doesn't exist), then it will be tweaked by the devs, who have for the most part a better understanding of game mechanics than you.
15 \n 7 \n
16 \n 8 \n
17 \n 9 \n
18 Also Sniper is a shoddy way to counter a scalpel ball. It sort of works but it requires a lot of setup and is easily counterable by Halaberds and Daggers (like @hedgehogs said). 10 Also Sniper is a shoddy way to counter a scalpel ball. It sort of works but it requires a lot of setup and is easily counterable by Halaberds and Daggers (like @hedgehogs said).
19 \n 11 \n
20 The ways to counter a scalpel ball are as follows: 12 The ways to counter a scalpel ball are as follows:
21 - never let it grow in the first place <- best solution 13 - never let it grow in the first place <- best solution
22 - Wolverine <- best unit that makes scalpels nearly useless 14 - Wolverine <- best unit that makes scalpels nearly useless
23 - any demistrider and Dante (they deal a lot of damage and have at least the range of a scalpel) 15 - any demistrider and Dante (they deal a lot of damage and have at least the range of a scalpel)
24 - Reapers 16 - Reapers
25 - Firewalker (another bullshit skirmisher that will slowly chip away scalpels' health) 17 - Firewalker (another bullshit skirmisher that will slowly chip away scalpels' health)
26 - Artilery 18 - Artilery