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Paladin rush is boring and has turned lobpot into drollfests

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Date Editor Before After
1/11/2023 5:01:06 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [q]Accordingly, I recently removed Zed and Mecharavaged from the teams pool.[/q] 1 [q]Accordingly, I recently removed Zed and Mecharavaged from the teams pool.[/q]
2 Really? I would rather not. What if people like those maps? I like them from time to time as it is a different game style. 2 Really? I would rather not. What if people like those maps? I like them from time to time as it is a different game style.
3 \n 3 \n
4 [q]Or add a power requirement to either the paladin or the strider hub? /shrug[/q] 4 [q]Or add a power requirement to either the paladin or the strider hub? /shrug[/q]
5 Grid power for a mobile unit isn't supported, and would be a massive nerf. But grid for Strider Hub seems like quite a neat solution. A requirement of 50 energy would nerf the rush by about 1500 metal, since innate income doesn't grid. A team of N players has to make approximately N mexes because it makes more metal than energy. But 50 energy in an established base is pretty easy to come by, even in 1v1. So the nerf would just target strider rushes. 5 Grid power for a mobile unit isn't supported, and would be a massive nerf. But grid for Strider Hub seems like quite a neat solution. A requirement of 50 energy would nerf the rush by about 1500 metal, since innate income doesn't grid. A team of N players has to make approximately N mexes because it makes more metal than energy. But 50 energy in an established base is pretty easy to come by, even in 1v1. So the nerf would just target strider rushes.
6 \n
7 Edit: I guess technically it would be a 750 metal and 1500 energy nerf for Paladin rush. Since the team could rush out 1500 metal of energy, then reclaim it for half value. There is enough BP around to make the BP cost irrelevant. The energy cost wouldn't quite be 1500 either, as the Fusion could be completed before the Solars and provide a bit of energy.