1 |
This
is
an
exploration
of
comms
for
which
high-level
upgrades
are
limited
more
by
time
than
metal.
If
this
behavior
starts
to
have
a
meaningful
effect
far
enough
into
the
game,
then
comms
can
both
be
balanced
and
sane,
and
also
imbalanced
and
OP,
depending
on
how
long
the
game
has
run.
Mod
is
grew
out
from:
[url=http://zero-k.
info/Forum/Post/259346#259346]Super
weaponized
commanders?[/url]
|
1 |
This
is
an
exploration
of
comms
for
which
high-level
upgrades
are
limited
more
by
time
than
metal.
If
this
behavior
starts
to
have
a
meaningful
effect
far
enough
into
the
game,
then
comms
can
both
be
balanced
and
sane,
and
also
imbalanced
and
OP,
depending
on
how
long
the
game
has
run.
Mod
grew
out
from:
[url=http://zero-k.
info/Forum/Post/259346#259346]Super
weaponized
commanders?[/url]
|
2 |
\n
|
2 |
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|
3 |
As of this writing, the changes start to have an effect at the level 6->7 upgrade. The plan is for it to get serious at the 12->13 upgrade and beyond.
|
3 |
As of this writing, the changes start to have an effect at the level 6->7 upgrade. The plan is for it to get serious at the 12->13 upgrade and beyond.
|
4 |
\n
|
4 |
\n
|
5 |
Freed from the constraints of game balance, SUPERCOMM is a mad mix of OP capabilities, here to end the game!
|
5 |
Freed from the constraints of game balance, SUPERCOMM is a mad mix of OP capabilities, here to end the game!
|