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Space Jacks

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Date Editor Before After
6/20/2025 3:21:32 PMCNrankXNTWSAD before revert after revert
Before After
1 Now I agree with no Space Jacks, especially when you DONT have gunship fac ( and a nuke ), some jack can easily kill a game, which is not stoppable, which makes no sense @B2202223. 1 Now I agree with no Space Jacks, especially when you DONT have gunship fac ( and a nuke ), some jack can easily kill a game, which is not stoppable, which makes no sense @B2202223.
2 \n 2 \n
3 Every superweapon needs time to prepare after it exposed, but space jacks dont. Antinuke can prevents nuke in a large area, but nothing except gunship fac can prevent jack, while gunship fac is not marked as "Anti Space Jack Factory". 3 Every superweapon needs time to prepare after it exposed, but space jacks dont. Antinuke can prevents nuke in a large area, but nothing except gunship fac can prevent jack, while gunship fac is not marked as "Anti Space Jack Factory".
4 (I think the principle of superweapons: do damage as you wish, which is why they are expensive, or why not a 1/10 zenith.)
4 \n 5 \n
5 It works like a button "click to kill some singus and nukes". Which is too odd. 6 It works like a button "click to kill some singus and nukes". Which is too odd.
6 \n 7 \n
7 Unless where is a turret which can conter space jack easily ( like newton counters odin) . 8 Unless newtons cost 8k.
9 Or unless where is a turret which can conter space jack easily (like newton counters odin).
8 Btw I recall my idea of aa turret hit jumping jet ( when a unit with jump jet jumping at mid air, and at a certain distance from the ground, aa turret can shot at it until it lands ( with lower damage if you want )). 10 Btw I recall my idea of aa turret hit jumping jet ( when a unit with jump jet jumping at mid air, and at a certain distance from the ground, aa turret can shot at it until it lands ( with lower damage if you want )).