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I wish to have a fair talk about balance, come intruige me on your views

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Date Editor Before After
5/14/2018 9:19:14 AMPLrankOrfelius before revert after revert
5/14/2018 9:19:04 AMPLrankOrfelius before revert after revert
5/14/2018 9:18:48 AMPLrankOrfelius before revert after revert
Before After
1 [q]The decision to have perma stunning in the game is a flaw, the reason for this is at times certain units (the commander in my case) is meant to be a very powerful unit if used correctly[/q] 1 [q]The decision to have perma stunning in the game is a flaw, the reason for this is at times certain units (the commander in my case) is meant to be a very powerful unit if used correctly[/q]
2 Chain stunning is not really a problem is most cases because like @SnuggleBass said its much more preffered to kill instead of stunning. 2 Chain stunning is not really a problem is most cases because like @SnuggleBass said its much more preffered to kill instead of stunning.
3 \n 3 \n
4 Consider this: Imp vs Snitch. Both are crawling bombs and both have relateively same area of effect. 4 Consider this: Imp vs Snitch. Both are crawling bombs and both have relateively same area of effect.
5 A dozen of raiders go trough a choke point in a tight formation and you have your Snitch at the ready. Raiders close in and they just all blow up. If that was an Imp you would need some other unit to actually deal with said raiders. 5 A dozen of raiders go trough a choke point in a tight formation and you have your Snitch at the ready. Raiders close in and they just all blow up. If that was an Imp you would need some other unit to actually deal with said raiders.
6 \n 6 \n
7 Another scenario: Venom vs Reaver. You have 3 Glaives coming at you. Reaver will just kill them. On the other hand Venom will have to slowly grind them down with its meager damage or need assistance from other units just like in the last example. 7 Another scenario: Venom vs Reaver. You have 3 Glaives coming at you. Reaver will just kill them. On the other hand Venom will have to slowly grind them down with its meager damage or need assistance from other units just like in the last example.
8 \n 8 \n
9 [q]commanders i beliebe should not be captureable, even if you want this to be the case as shown in this replay they should not be able to capture units that are in the air or being carried[/q] 9 [q]commanders i beliebe should not be captureable, even if you want this to be the case as shown in this replay they should not be able to capture units that are in the air or being carried[/q]
10 \n
11 This is an extremely rare occurance. In my 2000 (or more) hours over the span of last 5 years playing Zero-K I had my commander be captured by Domis once. In fact it happened a week ago or so. 10 This is an extremely rare occurance. In my 2000 (or more) hours over the span of last 5 years playing Zero-K I had my commander be captured by Domis once. In fact it happened a week ago or so.
12 \n 11 \n
13 [q]units that are not of your own team should not be allowed to be picked up by an enemy player, i understand this was meant to be a cool decision but in that case if you want to keep it make there a limit to what can be picked up, for example, jugglebots, strider units and commanders should be off limit[/q] 12 [q]units that are not of your own team should not be allowed to be picked up by an enemy player, i understand this was meant to be a cool decision but in that case if you want to keep it make there a limit to what can be picked up, for example, jugglebots, strider units and commanders should be off limit[/q]
14 Well let me make a compelling point on this (since you just say what should or should not be). In my opinion capturing commanders or other units like this is very much alike to aggresive reclaim from Supreme Commander and was specificaly disabled for Zero-K because it was deemed as too quirky. Same argument can be easily applied here as well. Your units CAN'T BE CAUPTURED BY ENEMY TRANSPORTS... if you keep them moving (same goes for your units for that fact). Imho this behaviour is generally highly unintuitive, obscure and kind of requires a moderate amount of babysitting. All of this ZK is supposed to stand against by design and yet this mechanic is still in the game. 13 Well let me make a compelling point on this (since you just say what should or should not be). In my opinion capturing commanders or other units like this is very much alike to aggresive reclaim from Supreme Commander and was specificaly disabled for Zero-K because it was deemed as too quirky. Same argument can be easily applied here as well. Your units CAN'T BE CAUPTURED BY ENEMY TRANSPORTS... if you keep them moving (same goes for your units for that fact). Imho this behaviour is generally highly unintuitive, obscure and kind of requires a moderate amount of babysitting. All of this ZK is supposed to stand against by design and yet this mechanic is still in the game.
15 \n 14 \n
16 [q]number 4 terrain changing under units or structures that are not your own should be off limit, it can ruin units that are slow and it means that people can abuse mechanics that are put in the came such as the unit can no longer fire at units firing at them[/q] 15 [q]number 4 terrain changing under units or structures that are not your own should be off limit, it can ruin units that are slow and it means that people can abuse mechanics that are put in the came such as the unit can no longer fire at units firing at them[/q]
17 I think that @TacoMan made a good point here. Big units are not all powerful - you gotta support them with AA, scouts, riots and constructors. 16 I think that @TacoMan made a good point here. Big units are not all powerful - you gotta support them with AA, scouts, riots and constructors.