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Zero-K v1.0.9.7

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Date Editor Before After
9/11/2012 2:23:46 PMDErankKlon before revert after revert
9/11/2012 2:23:16 PMDErankKlon before revert after revert
9/11/2012 2:21:36 PMDErankKlon before revert after revert
Before After
1 whats the difference to applying impulse to a skuttle that is on ground? those do have a movement vector too right, even if its zero length? so mathematically the exact same thing would happen, normally. 1 whats the difference to applying impulse to a skuttle that is on ground? those do have a movement vector too right, even if its zero length? so mathematically the exact same thing would happen, normally.
2 \n 2 \n
3 other than that, i was making a suggestion to make the ramping more difficult in order to balance it, instead of just taking it out of the game. since you earlier said you want to balance it, i thought the changes were made to, well, balance it, not remove it. now youre saying you dont want it the way i proposed because its too difficult to handle for the player. that doesnt make much sense to me, considering that you removed it from the game in the first place, yet stating that you could still use it just without jump, which is in any case most difficult to handle. yes ofc it would be difficult to predict where the skuttle would go, that was the whole point of it - but the player would have a little more influence than without jump. 3 other than that, i was making a suggestion to make the ramping more difficult in order to balance it, instead of just taking it out of the game. since you earlier said you want to balance it, i thought the changes were made to, well, balance it, not remove it. now youre saying you dont want it the way i proposed because its too difficult to handle for the player. that doesnt make much sense to me, considering that you removed it from the game in the first place, yet stating that you could still use it just without jump, which is in any case most difficult to handle. yes ofc it would be difficult to predict where the skuttle would go, that was the whole point of it - but the player would have a little more influence than without jump.
4 \n 4 \n
5 now if you think its not a good idea to reintroduce it in that way, what about my other suggestion? it would be realistic if skuttles would fall from the sky at a normal rate, after "braking" with their "jets" at the point they wanna go off. so they would drop down to that exact spot and then in most cases instantly explode. thats also a way to nerf it and still keep it in the game. 5 now if you think its not a good idea to reintroduce it in that way, what about my other suggestion? it would be realistic if skuttles would fall from the sky at a normal rate, after "braking" with their "jets" at the point they wanna go off. so they would drop down to that exact spot and then in most cases instantly explode. thats also a way to nerf it and still keep it in the game.
6 it accomplishes basically 2 things: 6 it accomplishes basically 2 things:
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8 firstly, you cant just lob a skuttle into enemy base and then check out what cool things to skuttle anymore. you need to scout for a target first, using planes or whatever, to hit something. 8 firstly, you cant just lob a skuttle into enemy base and then check out what cool things to skuttle anymore. you need to scout for a target first, using planes or whatever, to hit something.
9 \n 9 \n
10 secondly, you cant make adjustments to your initial choice of landing zone. this makes it also harder to handle terraform, as you need to pick the exact location properly or the skuttle will not land at all. if enemy has made terra around his singu etc, you probably wont be able to skuttle them at all. 10 secondly, you cant make adjustments to your initial choice of landing zone. this makes it also harder to handle terraform, as you need to pick the exact location properly or the skuttle will not land at all. if enemy has made terra around his singu etc, you probably wont be able to skuttle them.
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