1 |
@forever
|
1 |
@forever
|
2 |
do
you
know
the
game
[url=http://de.
wikipedia.
org/wiki/Dark_Reign]Dark
Reign[/url]
from
1997?
they
had
arti
which
could
pinpoint
shoot
about
half
of
the
map
range,
but
only
if
you
had
direct
LOS
(
no
attack
ground
if
fog
of
war
or
radar
blimp)
.
lead
to
massive
defended
artillery
nests
and
aggressive
scouting/antiscouting
wars,
which
had
its
own
charme
due
to
map
features
where
scouts
could
hide
etc.
and
it
was
hardcountered
by
very
heavy
air
,
bombers
as
gunships
and
teleport
buildings/subterranean
transport
which
could
not
be
denied
in
movement
or
attacked
till
unloaded.
|
2 |
do
you
know
the
game
[url=http://en.
wikipedia.
org/wiki/Dark_Reign:_The_Future_of_War]Dark
Reign[/url]
from
1997?
they
had
arti
which
could
pinpoint
shoot
about
half
of
the
map
range,
but
only
if
you
had
direct
LOS
(
no
attack
ground
if
fog
of
war
or
radar
blimp)
.
lead
to
massive
defended
artillery
nests
and
aggressive
scouting/antiscouting
wars,
which
had
its
own
charme
due
to
map
features
where
scouts
could
hide
etc.
and
it
was
hardcountered
by
very
heavy
air
,
bombers
as
gunships
and
teleport
buildings/subterranean
transport
which
could
not
be
denied
in
movement
or
attacked
till
unloaded.
|
3 |
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|
3 |
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|
4 |
at this example, you can see the very different playstyle of the game. if you apply this single option here, independent of the aiming reducement, you have to bring other options into zk too, changing the whole style of play.
|
4 |
at this example, you can see the very different playstyle of the game. if you apply this single option here, independent of the aiming reducement, you have to bring other options into zk too, changing the whole style of play.
|
5 |
\n
|
5 |
\n
|
6 |
i dont mean your idea is bad, but it simply does not fit into the current zk environment.
|
6 |
i dont mean your idea is bad, but it simply does not fit into the current zk environment.
|