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Campaign Feedback - Advanced Cloakbots and Stinger

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Date Editor Before After
12/2/2017 11:38:13 PMPLrankAdminSprung before revert after revert
12/2/2017 11:37:44 PMPLrankAdminSprung before revert after revert
Before After
1 Sniper mission: interlopers are a total pushover ( they die to 2 snipers on brutal) . The automaton base is also easy and feels dead. I'd propose adding some patrolling units to automatons and some generic buffs to interlopers. 1 Sniper mission: interlopers are a total pushover ( they die to 2 snipers on brutal) . The automaton base is also easy and feels dead. I'd propose adding some patrolling units to automatons and some generic buffs to interlobsters.
2 \n 2 \n
3 Scythe mission: 50 income at start, this makes the mission trivial and doesn't reflect resourcing in a team game. I'd propose adding a few Null AIs with nanos to dilute the income. 3 Scythe mission: 50 income at start, this makes the mission trivial and doesn't reflect resourcing in a team game. I'd propose adding a few Null AIs with nanos to dilute the income.
4 \n 4 \n
5 Knight Windgen mission: all three Placeholders came to my base together in 2nd minute with a Jack straggling not far behind, so the bonus objective was fairly disappointing (wasn't really bonus as I didn't have a choice if I wanted to survive, and the two extras didn't really contribute anything to the rush over the first). I'd propose forcing at least one not to leave the base (no control + patrol?). 5 Knight Windgen mission: all three Placeholders came to my base together in 2nd minute with a Jack straggling not far behind, so the bonus objective was fairly disappointing (wasn't really bonus as I didn't have a choice if I wanted to survive, and the two extras didn't really contribute anything to the rush over the first). I'd propose forcing at least one not to leave the base (no control + patrol?).
6 \n 6 \n
7 Gremlin mission: all turrets can be pwnt by planting Defenders outside their range which (alongside the only enemy ground unit being com) removes the need for non-Gremlins. I'd propose replacing one of the Faradays with a Stinger. 7 Gremlin mission: all turrets can be pwnt by planting Defenders outside their range which (alongside the only enemy ground unit being com) removes the need for non-Gremlins. I'd propose replacing one of the Faradays with a Stinger.