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

Post edit history

Wind

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
2/8/2013 6:34:45 AMEErankAdminAnarchid before revert after revert
2/8/2013 6:33:25 AMEErankAdminAnarchid before revert after revert
2/8/2013 6:32:46 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote]defends itself[/quote] 1 [quote]defends itself[/quote]
2 I could continue that discussion for a bit. While it might be somewhat useful to eco damage to be limited, doing this by allowing windfarm chainsplosion just makes no sense, and it only works on low-health low-range units - flea, mostly, sometimes glaive, rarely scythe. All the other raiders are immune to windsplosion, in effect capable of inflicting unlimited damage to a windfarm [i]unless stopped by other means[/i]. 2 I could continue that discussion for a bit. While it might be somewhat useful to eco damage to be limited, doing this by allowing windfarm chainsplosion just makes no sense, and it only works on low-health low-range units - flea, mostly, sometimes glaive, rarely scythe. All the other raiders are immune to windsplosion, in effect capable of inflicting unlimited damage to a windfarm [i]unless stopped by other means[/i].
3 \n 3 \n
4 Maybe just give them guns? 4 Maybe just give them guns?
5 \n 5 \n
6 [quote]a crowded windfarm looks really stupid.[/quote]
7 HAWTs cause wind speed to decrease around them, and this is why they need spacing irl (hint: not because they are made out of dynamite sticks). Anyway, if the real argument was spacing, then it'd be easily solvable by increasing yardmap a tiniest bit.
8 \n