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Jacks can attack while submerged - intended?

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Date Editor Before After
1/3/2021 12:43:27 AMUSrankstrikeshadow before revert after revert
Before After
1 So why does the jumpbot factory receive a bot that can fight while submerged? Only ships and amp bots have those units otherwise - ships only 1 such unit. Most factories' bots cannot even see submerged units/structures let alone attack while submerged themselves. I'd go into how it's already probably the strongest factory, but that's not really relevant. 1 So why does the jumpbot factory receive a bot that can fight while submerged? Only ships and amp bots have those units otherwise; ships only 1 such unit. Most factories' bots cannot even see submerged units/structures let alone attack while submerged themselves. I'd go into how it's already probably the strongest factory, but that's not really relevant.
2 \n 2 \n
3 The question is why give that ability to jacks, and not other land units? E.G. what about all projectile bots - after all water is not going to stop a projectile, maybe slow it down, but not stop it? 3 The question is why give that ability to jacks, and not other land units? E.G. what about all projectile bots - after all water is not going to stop a projectile, maybe slow it down, but not stop it?
4 \n 4 \n
5 It really gets annoying with newton thrown jacks reking economy with no counter except massive faraday/newton coverage or somebody having an a few armies of gnats waiting for it. Might as well just remove anti-nuke from the game because flying jacks can do just as much damage at less cost than a trinity. The amount of faraday/newton coverage necessary to stop flying jacks/units far exceeds the cost of a couple anti-nukes. The counter to doomsday weapons, which is what flying jacks are, needs to be less expensive than the weapon itself. The newton ramp to launch costs about 1.5k metal and you'd need about 1k metal in defense over any economy to stop the jacks - a much more expensive proposition than building 2-3 anti-nukes to cover an entire battlefield. 5 It really gets annoying with newton thrown jacks reking economy with no counter except massive faraday/newton coverage or somebody having an a few armies of gnats waiting for it. Might as well just remove anti-nuke from the game because flying jacks can do just as much damage at less cost than a trinity. The amount of faraday/newton coverage necessary to stop flying jacks/units far exceeds the cost of a couple anti-nukes. The counter to doomsday weapons, which is what flying jacks are, needs to be less expensive than the weapon itself. The newton ramp to launch costs about 1.5k metal and you'd need about 1k metal in defense over any economy to stop the jacks - a much more expensive proposition than building 2-3 anti-nukes to cover an entire battlefield.