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Multiplayer imbalances

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Date Editor Before After
12/7/2012 1:54:14 AMNLrankMrPingu before revert after revert
Before After
1 @MauranKilom , because of Zero-K's unique controls it's actually a quite "relax" game. Ofcourse you can micromanage all your units to infinite detail but Zero-K's fight command doesn't do that bad. The ease of using longer command structures and options like "area" mex allow you to scale quite easily. 1 @MauranKilom , because of Zero-K's unique controls it's actually a quite "relax" game. Ofcourse you can micromanage all your units to infinite detail but Zero-K's fight command doesn't do that bad. The ease of using longer command structures and options like "area" mex allow you to scale quite easily.
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3 You just have more freedom in spending your resources I feel. For example if you have two seperate factories, like a Jumpjetfac and a cloakybotfac. Now what if Felon shieldball approached your fortress? You don't really have an effect counter to that in Cloakybot fac so if you were two seperate players one player would be wasting his resources in relatively useless Cloakybot units while the other made a Skuttle. However if you were just one player you could just pause that other factory and krank out the Skuttle in 0. 5 the time. 3 You just have more freedom in spending your resources I feel. For example if you have two seperate players with two factories, like a Jumpjetfac and a cloakybotfac. Now what if Felon shieldball approached your fortress? You don't really have an effect counter to that in Cloakybot fac so if you were two seperate players one player would be wasting his resources in relatively useless Cloakybot units while the other made a Skuttle. However if you were just one player you could just pause that other factory and krank out the Skuttle in 0. 5 the time.
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