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Is having "good" long range units healthy balance-wise?

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Date Editor Before After
5/8/2018 1:42:20 AMCArankAdminShadowfury333 before revert after revert
5/8/2018 1:41:59 AMCArankAdminShadowfury333 before revert after revert
Before After
1 [quote]Well Zero-K teamgames are already the closest you can get to a WW1 simulator...the only thing that's missing are the trenches[/quote] 1 [quote]Well Zero-K teamgames are already the closest you can get to a WW1 simulator...the only thing that's missing are the trenches[/quote]
2 That just sounds like you are terraforming enough :P 2 That just sounds like you are terraforming enough :P
3 \n 3 \n
4 Seriously, though, I can see the logic, especially in the strength of riot+skirm, and I'm in favour of wacky test server tests to see what non-incremental changes to game design would bring, so this sounds like something to test. 4 Seriously, though, I can see the logic, especially in the strength of riot+skirm, and I'm in favour of wacky test server tests to see what non-incremental changes to game design would bring, so this sounds like something to test.
5 \n 5 \n
6 [quote]I'm confused, are we in a raider meta or an artillery/skirmisher meta?[/quote] 6 [quote]I'm confused, are we in a raider meta or an artillery/skirmisher meta?[/quote]
7 Depends on skill AFAICT. Newer players have a harder time dealing with raiders, but players who understand the counter structure and the importance of a thin but present porc line tend to get more into the skirm/arty game, since most other units get wrecked by said porc. 7 Depends on skill AFAICT. Newer players have a harder time dealing with raiders, but players who understand the counter structure and the importance of a thin but present porc line tend to get more into the skirm/arty game, since most other units get wrecked by said porc, or are in general less safe to use than the skirmishers and artillery.