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

Post edit history

Superweapons cost vs strider cost

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
11/17/2021 5:24:43 PMPLrankZenfur before revert after revert
Before After
1 I wouldn't mind if Ulti had the same cooldown as commanders do with cheaper price tag (and maybe a pewpew gun to defend from fleas), so you need 2 for Paladin (increase damage if needed) and more for Detriment, but that's another discussion. They would still be a counter but not a very hard counter that can wipe your whole heavy army in a second when u don't pay attention. 1 I wouldn't mind if Ulti had the same cooldown as commanders do with cheaper price tag (and maybe a pewpew gun to defend from fleas), so you need 2 for Paladin (increase damage if needed) and more for Detriment, but that's another discussion. They would still be a counter but not a very hard counter that can wipe your whole heavy army in a second when u don't pay attention.
2 \n 2 \n
3 Realistically increasing the price tag from 36k to 50k does not increase the game length that much - usually from around 6 minutes to 8 minutes with around 100 m/s delivered (half of team income on many medium+ maps with some grid and eco). In return we would see more nukes and Detriments. 3 Realistically increasing the price tag from 36k to 50k does not increase the game length that much - usually from around 6 minutes to 8 minutes with around 100 m/s delivered (half of team income on many medium+ maps with some grid and eco). In return we would see more nukes and Detriments.
4 \n
5 Also DRP could use a spin-up mechanic - make it's base rate of fire much lower and increase it the longer it fires without rotating (with graphic feedback of cannons spinning faster, and still spinning & slowing down when firing stops to change aim). That way it's worse vs mobile targets and better vs static and funnelwebs.