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Automatic firing at shields is broken

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Date Editor Before After
4/15/2025 6:49:30 PMZArankBoetvaardig before revert after revert
4/15/2025 6:47:33 PMZArankBoetvaardig before revert after revert
Before After
1 Is it possible that this is making a significant but hard-to-see contribution to shields feeling OP to some players? Admittedly, there are clearly other factors too (skill being one of them) BUT: 1 Is it possible that this is making a significant but hard-to-see contribution to shields feeling OP to some players? Admittedly, there are clearly other factors too (skill being one of them) BUT:
2 \n 2 \n
3 ISTR a wise person once said "range is the most OP stat in the game". If that's even partly true, then the ability to fire at shields "correctly" ( i. e. without other unintended disadvantages like friendly fire) is a very significant advantage to any units fighting a shieldball. So the inability to do so represents a significant "buff" to shields. 3 ISTR a wise person once said "range is the most OP stat in the game". If that's even partly true, then the ability to fire at shields "correctly" ( i. e. without other unintended disadvantages like friendly fire) is a very significant advantage to any units fighting a shieldball because it essentially increases their attack range. So the inability to do so represents a significant "buff" to shields / nerf to most direct-fire counter-shield options.
4 \n 4 \n
5 And here madez clearly shows some failure cases... which are clearly important, but it also has me wondering if my auto-attacking ronin where getting demolished by a few thugs because they just weren't firing at the correct range or because I just didn't micro them like an actually good player would. 5 And here madez clearly shows some failure cases... which are clearly important, but it also has me wondering if my auto-attacking ronin where getting demolished by a few thugs because they just weren't firing at the correct range or because I just didn't micro them like an actually good player would.