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Super weaponized commanders?

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Date Editor Before After
7/5/2023 8:33:26 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 In part you are suggesting higher caps on statics. We already tried that for range and the results were degenerate. Weapons shouldn't be able to go too far beyond their range, as that gives us things like Rogue-range beam laser, which simply deletes skirmishers. 1 In part you are suggesting higher caps on statistics. We already tried that for range and the results were degenerate. Weapons shouldn't be able to go too far beyond their range, as that gives us things like Rogue-range beam laser, which simply deletes skirmishers.
2 \n 2 \n
3 Also, commanders are not going to be as efficient as Scorcher. This is because units get less efficient along any single attribute as they become more expensive, compare the damage output of Paladin to some combination of Knight and Lance. It has to be this way because attributes make each other more valuable. Eg a bit of extra damage is more useful if the unit already has high range/health/speed. So modules are going to be poor value individually simply because they don't behave individually. 3 Also, commanders are not going to be as efficient as Scorcher. This is because units get less efficient along any single attribute as they become more expensive, compare the damage output of Paladin to some combination of Knight and Lance. It has to be this way because attributes make each other more valuable. Eg a bit of extra damage is more useful if the unit already has high range/health/speed. So modules are going to be poor value individually simply because they don't behave individually.