Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Should there be a Strider arti killer/heavy raider?

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
5/23/2020 8:16:09 PMGBrankdyth68 before revert after revert
Before After
1 One of the annoying things about Zero K is the dominance of Merlin swarms in the late game, particularly in FFA. 1 One of the annoying things about Zero K is the dominance of Merlin swarms in the late game, particularly in FFA.
2 \n 2 \n
3 Merlins don't really have a counter by ground units. Raider swarms stop working once mass outlaws are possible, other striders are either too slow to catch a Merlin in reasonable time (Dante, Scorpion, Ultimatum, Detriment) or are just lower DPS arti (Paladin), assaults either get popped by Merlin AoE (Hermit, Knight), are too slow (Grizzly, Jack) or can't traverse the rough terrain the Merlin makes (e.g. Minotaur, Cyclops). 3 Merlins don't really have a counter by ground units. Raider swarms stop working once mass outlaws are possible, other striders are either too slow to catch a Merlin in reasonable time (Dante, Scorpion, Ultimatum, Detriment) or are just lower DPS arti (Paladin), assaults either get popped by Merlin AoE (Hermit, Knight), are too slow (Grizzly, Jack) or can't traverse the rough terrain the Merlin makes (e.g. Minotaur, Cyclops).
4 \n 4 \n
5 I'd propose a fast, durable, expensive, all-terrain unit to go in, kill some valuable fragile units, then get out. 5 I'd propose a fast, durable, expensive, all-terrain unit to go in, kill some valuable fragile units, then get out.
6 The all-terrain megahalberd, something like: 6 The all-terrain megahalberd, something like:
7 all-terrain (bypassing those walls and ignoring churned up ground) 7 all-terrain (bypassing those walls and ignoring churned up ground)
8 7000 hp, armored when not shooting (extra beefy at taking that arti fire) 8 7000 hp, armored when not shooting (extra beefy at taking that arti fire)
9 4000 cost 9 3000 cost
10 70 speed (a tad slower than Minotaurs) 10 70 speed (a tad slower than Minotaurs)
11 300 range, 2000 damage, 3sec reload, 200 elmo/s weapon (can only hit heavies, not enough DPS to really fight them toe-to-toe) 11 300 range, 2000 damage, 3sec reload, 200 elmo/s weapon (can only hit heavies, not enough DPS to really fight them toe-to-toe)
12 \n 12 \n
13 \n 13 \n
14 Short ranged, fast, good damage. Goes in to find improperly defended arti (or just to scout for our own arti), anti or eco and kills it. 14 Short ranged, fast, good damage. Goes in to find improperly defended arti (or just to scout for our own arti), anti or eco and kills it.
15 Dies horribly to Cyclops, Raiders, Dante, etc. 15 Dies horribly to Cyclops, Raiders, Dante, etc.