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Finding a role for the Spiderlight

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Date Editor Before After
11/5/2013 9:32:08 AMUSrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 spiders are weak at map control, since they generally have a choice between fleas (zero staying power on defence) or a spiderball (cant spread out to cover ground and still be effective). 1 spiders are weak at map control, since they generally have a choice between fleas (zero staying power on defence) or a spiderball (cant spread out to cover ground and still be effective).
2 \n 2 \n
3 A possible niche for the spiderlight would be as a specialised defender - somthing designed to be used in conjunction with venoms on defence but lacking the characteristics that make it a good attacker. 3 A possible niche for the spiderlight would be as a specialised defender - somthing designed to be used in conjunction with venoms on defence but lacking the characteristics that make it a good attacker.
4 \n 4 \n
5 This might be a good oppourtunity to promote one of two characteristics. assuming it has a mid-ranged beam weapon, either of the following could work well: 5 This might be a good oppourtunity to promote one of two characteristics. assuming it has a mid-ranged beam weapon, either of the following could work well:
6 \n 6 \n
7 vampirism - a unit that heals itself while attacking. like any regen, useful in low density combat ( higher chance of surviving to heal) and a non-asset in high density combat ( where heavies or focus fire are likely to insta-kill. defending vs raiders over a large area is likely to be low density. 7 vampirism - a unit that heals itself while attacking. like any regen, useful in low density combat ( higher chance of surviving to heal) and a non-asset in high density combat ( where heavies or focus fire are likely to insta-kill) . defending vs raiders over a large area is likely to be low density.
8 \n 8 \n
9 gattling - a weapon that, like the gattling from Zero Hour, takes a while to spin up to its full DPS. This would be a good way to make the unit much less effective unless used with venoms (which delay attackers enough for it to spin up) and give a unit dangerous anti-heavy DPS without letting it use that DPS to hose raiders etc. 9 gattling - a weapon that, like the gattling from Zero Hour, takes a while to spin up to its full DPS. This would be a good way to make the unit much less effective unless used with venoms (which delay attackers enough for it to spin up) and give a unit dangerous anti-heavy DPS without letting it use that DPS to hose raiders etc.