1 |
Thank you everyone for the suggestions.
|
1 |
Thank you everyone for the suggestions.
|
2 |
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|
2 |
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3 |
It
does
look
like
my
commander's
loadout
needs
to
be
carefully
optimized.
It's
almost
at
level
6,
but
a
Felon
or
a
Stardust
turret
can
take
it
out
easily
if
it's
out
of
the
range
of
the
disruptor.
And
I
definitely
will
make
more
mobile
AA.
Now
it's
going
to
become
all
about
stopping
the
shieldbots'
advance
before
I
get
to
their
factory.
.
.
.
And
maybe
waiting
for
the
difficulty
to
get
tweaked
if
that
doesn't
work.
;)
|
3 |
It
does
look
like
my
commander's
loadout
needs
to
be
carefully
optimized.
It's
almost
at
level
6,
but
a
Felon
or
a
Stardust
turret
can
take
it
out
easily
if
it's
out
of
the
range
of
the
disintegrator.
And
I
definitely
will
make
more
mobile
AA.
Now
it's
going
to
become
all
about
stopping
the
shieldbots'
advance
before
I
get
to
their
factory.
.
.
.
And
maybe
waiting
for
the
difficulty
to
get
tweaked
if
that
doesn't
work.
;)
|
4 |
\n
|
4 |
\n
|
5 |
Sometimes I wish Zero-K had something like the Avenger in C&C Zero Hour to counter Racketeers. If you haven't played that game, it's a combined AA/antirocket unit that shoots non-pulsed lasers and has no ground attack. Somewhat overpowered IMO, but fun.
|
5 |
Sometimes I wish Zero-K had something like the Avenger in C&C Zero Hour to counter Racketeers. If you haven't played that game, it's a combined AA/antirocket unit that shoots non-pulsed lasers and has no ground attack. Somewhat overpowered IMO, but fun.
|