Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Zero-K v1.0.9.7

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
9/9/2012 1:25:54 PMDErankKlon before revert after revert
9/9/2012 1:14:18 PMDErankKlon before revert after revert
9/9/2012 1:06:20 PMDErankKlon before revert after revert
9/9/2012 1:03:50 PMDErankKlon before revert after revert
9/9/2012 1:03:06 PMDErankKlon before revert after revert
9/9/2012 1:00:57 PMDErankKlon before revert after revert
9/9/2012 12:56:41 PMDErankKlon before revert after revert
9/9/2012 12:56:04 PMDErankKlon before revert after revert
9/9/2012 12:55:50 PMDErankKlon before revert after revert
Before After
1 @GoogleFrog 1 @GoogleFrog
2 \n 2 \n
3 a more moderate nerf would have been to just make stuff using jumpjets in air accelerate downwards at a normal rate once the jumpjets have fired, meaning flying skuttles would immediately explode when they hit ground. this would still enable people to snipe off single targets, but requires more prescicion and also more preperational scouting. good scouting was already a requirement to use skuttle ramps properly outside of laboratory conditions (eg sandcastles2). 3 a more moderate nerf would have been to just make stuff using jumpjets in air accelerate downwards at a normal rate once the jumpjets have fired, meaning flying skuttles would immediately explode when they hit ground. this would still enable people to snipe off single targets, but requires more prescicion and also more preperational scouting. good scouting was already a requirement to use skuttle ramps properly outside of laboratory conditions (eg sandcastles2).
4 \n 4 \n
5 the argument that you can now still use skuttle ramp is not actually valid. neither thrust nor exact direction are anywhere near predictable enough to make skuttle ramping without jump a valid strategy to use. it can now only make cost in the luckiest of circumstances. you nerfed it too much, now its broken. which is sad for the reason i mentioned above. 5 the argument that you can now still use skuttle ramp is not actually valid. neither thrust nor exact direction are anywhere near predictable enough to make skuttle ramping without jump a valid strategy to use. it can now only make cost in the luckiest of circumstances. you nerfed it too much, now its broken. which is sad for the reason i mentioned above.
6 \n 6 \n
7 also i wonder a little why this strategy gets immediately nerfed once i won a single game with it. there are some really op things that people keep winning games with (that dont have actual counter either, like banshee rush covered by planes) and noone does a shit about it. its not like skuttle ramp was a 100% win strategy, its nowhere near that. in fact in 90% of games it would already been utterly useless. now its useless in 100% of games. 7 also i wonder a little why this strategy gets immediately nerfed once i won a single game with it. there are some really op things that people keep winning games with (that dont have actual counter either, like banshee rush covered by planes) and noone does a shit about it. its not like skuttle ramp was a 100% win strategy, its nowhere near that. in fact in 90% of games it would already been utterly useless. now its useless in 100% of games.
8 \n 8 \n
9 the reason for this is that it is quite unwieldy to pull off. in typical games, neither of the players has time to do all the things to get a working ramp up, and micro every single skuttle. in the game which we are both refering to i was practically doing nothing else. in addition to that, 50% of my skuttles went fail. taking out a factory worth 600 metal with a skuttle worth 550 is NOT insanely effective and op. even if it comes at long range and unprepared, its still barely making cost. also it isnt unblockable, its just difficult to block. 9 the reason for this is that it is quite unwieldy to pull off. in typical games, neither of the players has time to do all the things to get a working ramp up, and micro every single skuttle. in the game which we are both refering to i was practically doing nothing else. in addition to that, 50% of my skuttles went fail. taking out a factory worth 600 metal with a skuttle worth 550 is NOT insanely effective and op. even if it comes at long range and unprepared, its still barely making cost. also it isnt unblockable, its just difficult to block.
10 you can surround most important structures with cheaper other stuff, or even nanoframes and make skuttle hit those instead. you can use terra, or you can just destroy the ramp. you might as well argue a big bertha was unblockable while in fact you just have to protect every important structure with one of more shields - which is pretty nasty and expensive. making a skuttle ramp comes a little cheaper than the bertha, but the skuttles are continuous cost that bertha doesnt have. 10 you can surround most important structures with cheaper other stuff, or even nanoframes and make skuttle hit those instead. you can use terra, or you can just destroy the ramp. you might as well argue a big bertha was unblockable while in fact you just have to protect every important structure with one of more shields - which is pretty nasty and expensive. making a skuttle ramp comes a little cheaper than the bertha, but the skuttles are continuous cost that bertha doesnt have.
11 \n
12 i may also add that in typical games there is just no reason to do it. most games just dont have so expensive targets to snipe. if you can take out a moho geo youre really lucky and then you only made cost (considering the cost of the ramp, and probably jumper fac too) if enemy was stupid enough to surround his geo with lots of base structures. you could snipe off the occasional fusion or factory, but thats hardly worth investing that much time, a missile silo requires a lot loss micro and is more reliable.