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Bleeding Arteri

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Date Editor Before After
2/5/2018 1:45:10 AMUSrankRandomX before revert after revert
Before After
1 Thank you everyone for the suggestions. 1 Thank you everyone for the suggestions.
2 \n 2 \n
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.