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buff crab

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Date Editor Before After
6/10/2018 12:11:02 AMPTrankraaar before revert after revert
6/9/2018 11:37:22 PMPTrankraaar before revert after revert
Before After
1 crab is an underpowered unit for its cost compared to the alternatives: 1 crab is an underpowered unit for its cost compared to the alternatives:
2 - cyclops and grizzly for heavy skirmishing/assault 2 - cyclops and grizzly for heavy skirmishing/assault
3 - spamming rogues or recluses for skirmishing (the dps/cost difference is huge and crab is somewhat equivalently vulnerable when moving at the moment, considering its cost) 3 - spamming rogues or recluses for skirmishing (the dps/cost difference is huge and crab is somewhat equivalently vulnerable when moving at the moment, considering its cost)
4 \n 4 \n
5 \n 5 \n
6 you could make it more assaultish instead, like the big fat hermit it appears to be: 6 you could make it more assaultish instead, like the big fat hermit it appears to be:
7 cost 1600 -> 1400 7 cost 1600 -> 1400
8 range 600 -> 500 8 range 600 -> 500
9 hp 4000 -> 6000 (reduce armored bonus to x1.5 or x2 instead of x3 or something) 9 hp 4000 -> 6000 (reduce armored bonus to x1.5 or x2 instead of x3 or something)
10 \n 10 \n
11 \n 11 \n
12 \n 12 \n
13 there's lots of nonsense in zk. I think trying too hard to avoid making units generically useful while ignoring their models and animations is partly why that happened. 13 there's lots of nonsense in zk. I think trying too hard to avoid making units generically useful while ignoring their models and animations is partly why that happened.
14 \n 14 \n
15 - plasma cannons with no AOE that consistency miss vs wobbly radar dots 15 - plasma cannons with no AOE that consistently miss vs wobbly radar dots
16 - lookalike weapons which behave radically different (crab cannon vs cyclops cannon) 16 - lookalike weapons which behave radically different (crab cannon vs cyclops cannon)
17 - fire damage over time duration varies wildly (firewalker/blastwing vs pyro vs dante) 17 - fire damage over time duration varies wildly (firewalker/blastwing vs pyro vs dante)
18 - arbitrary rules like disarm damage which lead to designs that are often either useless or extremelly oppressive 18 - arbitrary rules like disarm damage which lead to designs that are often either useless or extremelly oppressive
19 - striders that are more easily be countered by half their cost in normal units than the cheaper heavies because they focused on extreme short range dps 19 - striders that are more easily be countered by half their cost in normal units than the cheaper heavies because they focused on extreme short range dps
20 - extreme burst that makes units waste most of their dps (moderator, battleship, merlin) 20 - extreme burst that makes units waste most of their dps (moderator, battleship, merlin)
21 - wildly inaccurate artillery deciding games due to rng (bertha, tremor) 21 - wildly inaccurate artillery deciding games due to rng (bertha, tremor)
22 - nonsense crab armored pose 22 - nonsense crab armored pose
23 - units with models that are too short for their role so they often get their line of fire blocked. This affects some riots and fire support units like lance and fencer (fencers might be OP otherwise) 23 - units with models that are too short for their role so they often get their line of fire blocked. This affects some riots and fire support units like lance and fencer (fencers might be OP otherwise)
24 \n 24 \n
25 \n 25 \n
26 people will eventually learn to avoid the gimmicky units later in the game and cherry pick the effective ones. 26 people will eventually learn to avoid the gimmicky units later in the game and cherry pick the effective ones.