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Racketeer

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Date Editor Before After
11/9/2017 10:33:00 PMSkasi before revert after revert
11/9/2017 10:31:59 PMSkasi before revert after revert
11/9/2017 10:31:51 PMSkasi before revert after revert
Before After
1 My 16 month old statement still stands: 1 My 16 month old statement still stands:
2 [quote]To me Racketeer is not a good unit for the shieldfactory. Not because of lack of synergy or such, but because it has the potential of turning games into dull stalemates where you can not attack into a shieldball not just because of the deadly/tanky ball itself, but also because by the time you reach it half your units will be unable to shoot. 2 [quote]To me Racketeer is not a good unit for the shieldfactory. Not because of lack of synergy or such, but because it has the potential of turning games into dull stalemates where you can not attack into a shieldball not just because of the deadly/tanky ball itself, but also because by the time you reach it half your units will be unable to shoot.
3 \n 3 \n
4 Even in other factories a long range, guided disarm missile could make for some really dull games. Artillery is supposed to keep the game interesting by forcing players to react. Racketeers do not really force a reaction because of the lack of actual damage and worse, they punish any sort of reaction with their kiting and weapon design.[/quote] 4 Even in other factories a long range, guided disarm missile could make for some really dull games. Artillery is supposed to keep the game interesting by forcing players to react. Racketeers do not really force a reaction because of the lack of actual damage and worse, they punish any sort of reaction with their kiting and weapon design.[/quote]
5 In other words, Racketeer does the opposite of what artillery should do. Artillery should stop players from sitting back, it should be designed to shake up games and to make players go back to active playstyles. I don't think it's a good idea to let it dominate in or even prohibit active combat. 5 In other words, Racketeer does the opposite of what artillery should do. Artillery should stop players from sitting back, it should be designed to shake up games and to make players go back to active playstyles. I don't think it's a good idea to let it dominate in or even prohibit active mobile, back and forth combat.