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Has artillery grown to define ZK?

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Date Editor Before After
11/2/2019 3:24:46 PMEErankAdminAnarchid before revert after revert
11/2/2019 3:00:59 PMEErankAdminAnarchid before revert after revert
Before After
1 I always figured that ZK was a lot of things. Flat tech, ease of use, automation, broad variety of strategies, terraform, physicality, no hidden stats, so on. 1 I always figured that ZK was a lot of things. Flat tech, ease of use, automation, broad variety of strategies, terraform, physicality, no hidden stats, so on.
2 \n 2 \n
3 But when i look at the ways the game is actually played, it starts to become rather noticeable that rather different to many other RTS games, long-range anti-unit artillery tends to dictate the flow of the game as much as any of the above. 3 But when i look at the ways the game is actually played, it starts to become rather noticeable that rather different to many other RTS games, long-range anti-unit artillery tends to dictate the flow of the game as much as any of the above.
4 \n 4 \n
5 So, i wonder what everyone else thinks. 5 So, i wonder what everyone else thinks.
6 \n 6 \n
7 [b]Does[/b] the power of artillery set aside ZK along other games in the genre, including the likes of KW and Starcraft? 7 [b]Does[/b] the power of artillery set aside ZK along other games in the genre, including the likes of KW and Starcraft?
8 \n 8 \n
9 Dp you have to be a kind of player who enjoys artillery duels to enjoy ZK? 9 Do you have to be a kind of player who enjoys artillery duels to enjoy ZK?
10 \n 10 \n
11 [b]Should[/b] artillery be like this? 11 [b]Should[/b] artillery be like this?