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B492957 2 on Hide_and_Seek_v03 (Multiplayer)

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Date Editor Before After
3/28/2018 6:06:40 PMUSrankRyMarq before revert after revert
3/28/2018 6:04:56 PMUSrankRyMarq before revert after revert
Before After
1 These games are caused by a few things. 1 These games are caused by a few things.
2 \n 2 \n
3 1: Reasonably good raiders. 3 1: Reasonably good raiders.
4 The raiders need to be able to deal significant damage if they get in, and ideally push past lighter defenses. Glaive, bandit, scorcher, these are the only ones that really function like you would want for this. 4 The raiders need to be able to deal significant damage if they get in, and ideally push past lighter defenses. Glaive, bandit, scorcher, these are the only ones that really function like you would want for this.
5 \n 5 \n
6 You need this to encourage strikes on many fronts, and an adaptable battlefield with significant attrition. Raiders must be good so they are encouraged over other alternatives that tend towards one side snowballing. 6 You need this to encourage strikes on many fronts, and an adaptable battlefield with significant attrition. Raiders must be good so they are encouraged over other alternatives that tend towards one side snowballing.
7 \n 7 \n
8 2: Relatively mobile ways to kill light defenses, with low attrition. 8 2: Relatively mobile ways to kill light defenses, with low attrition.
9 Skirms that outrange them are probably the best here. Recluse, rogue, fencer, and arguably ronin. Boey is too slow, moderator requires too much overwhelming power, grizzly too big, etc. Minotaur is alright, but is fairly risky and requires more infrastructure. Wolverine is probably alright here, but has pretty low DPS. 9 Skirms that outrange them are probably the best here. Recluse, rogue, fencer, and arguably ronin. Boey is too slow, moderator requires too much overwhelming power, grizzly too big, etc. Minotaur is alright, but is fairly risky and requires more infrastructure. Wolverine is probably alright here, but has pretty low DPS.
10 \n 10 \n
11 These units are important for creating a front line and stopping defenses from getting clogged up to easily, and because if they can be splashed, then they can threaten low-defense areas as higher-grade porc begins spouting up. 11 These units are important for creating a front line and stopping defenses from getting clogged up too easily, and because if they can be splashed, then they can threaten low-defense areas as higher-grade porc begins spouting up.
12 \n 12 \n
13 3: Weaker counter structures among units. 13 3: Weaker counter structures among units.
14 \n 14 \n
15 This stops an army interaction from becoming a one-way stomp too easily. 15 This stops an army interaction from becoming a one-way stomp too easily.
16 \n 16 \n
17 \n 17 \n
18 \n 18 \n
19 Cloaky, Shield, LV all have these characteristics. Amph almost does, but mostly its skirms are a bit slow and its raider game isn't powerful enough. HT likewise doesn't deal good enough DPS with its raiders, and tends a bit more towards deathball with its interactions. That said, its probably 4th place here because of the blitz almost being sufficient as a raider. 19 Cloaky, Shield, LV all have these characteristics. Amph almost does, but mostly its skirms are a bit slow and its raider game isn't powerful enough. HT likewise doesn't deal good enough DPS with its raiders, and tends a bit more towards deathball with its interactions. That said, its probably 4th place here because of the blitz almost being sufficient as a raider.
20 \n 20 \n
21 JJ is about as good as Amph in the first two categories, but also has some very strong weaknesses, making it too swingy to hit these games really. It also has too weak a raider game as things balloon, so it will tend towards lower-attrition units instead and move towards loss/deathball too easily. 21 JJ is about as good as Amph in the first two categories, but also has some very strong weaknesses, making it too swingy to hit these games really. It also has too weak a raider game as things balloon, so it will tend towards lower-attrition units instead and move towards loss/deathball too easily.
22 \n 22 \n