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Date Editor Before After
5/18/2017 9:49:47 AMunknownrankSnuggleBass before revert after revert
Before After
1 Rogue is good atm IMO. 1 Rogue is good atm IMO.
2 \n 2 \n
3 It's too cheap to be countered effectively by tech. 3 It's too cheap to be countered effectively by tech.
4 \n 4 \n
5 It counters: 5 It counters:
6 Skirms - scalpel, rocko, moderator, buoy 6 Skirms - scalpel, rocko, moderator, buoy
7 Riots - all of them 7 Riots - all of them
8 Assaults - all of them 8 Assaults - all of them
9 Statics - all of them (if large enough numbers you will walk over all defenses, in small numbers can be held back by stingers). 9 Statics - all of them (if large enough numbers you will walk over all defenses, in small numbers can be held back by stingers).
10 \n 10 \n
11 So in the current meta, it's positioned very well. Once raiders are held back, there really isn't much that can fight you, and there isn't much that can be teched to that will punish you (especially when you consider that it's in same fac as racketeer). Unlike other units that you can hide behind statics from, unanswered rogues will take bites out of your base starting the moment they're not properly answered. 11 So in the current meta, it's positioned very well. Once raiders are held back, there really isn't much that can fight you, and there isn't much that can be teched to that will punish you (especially when you consider that it's in same fac as racketeer). Unlike other units that you can hide behind statics from, unanswered rogues will take bites out of your base starting the moment they're not properly answered.
12 \n
13 [quote]Step 1: Outline ZK rock-paper-scissor class mechanics clearly. Riots beat raiders, skirms beat riots, raiders beat skirms, raiders beat arty, assaults and arty beat defenses and defenses beat raiders and riots, but still a lot is unclear. There is some vague notion of raiders beating assaults, but assault<->skirm and assault<->riot interaction is rather unclear.
14 \n
15 Step 2: Make raiders useful in mid/late game (as soon as the map is dense) or provide a generally consistent counter to skirms and arty. [/quote]
16 \n
17 I strongly disagree with this sentiment. ZK is enriched by the complexity of unit type dynamics. Sometimes this is taken too far IMO (e.g. scalpel), but I am very glad that there is real differences between the units that different factories can bring to bare.