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It came to my mind that i harbour harsh feelings for some units in current ZK. Not that they are particularly overpowered or underpowered.
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It came to my mind that i harbour harsh feelings for some units in current ZK. Not that they are particularly overpowered or underpowered.
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But they meet a pair of certain criteria that makes my skin crawl each time i see them:
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But they meet a pair of certain criteria that makes my skin crawl each time i see them:
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1) [u]Unpleasant and unrewarding to fight with[/u]. It's just hard to use them and [i]feel efficient[/i] while doing so. They break my [i]flow[/i], and being a flow junkie is the only reason i play the game, really.
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1) [u]Unpleasant and unrewarding to fight with[/u]. It's just hard to use them and [i]feel efficient[/i] while doing so. They break my [i]flow[/i], and being a flow junkie is the only reason i play the game, really.
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2) [u]Unpleasant and unrewarding to fight against[/u]. Much as it feels bad using them because of whatever ugly qualities they have, these particular units also project the feeling of despair and irritation each time i have to fight them, because of some particular properties making any action against them just as unrewarding as an action taken [i]with[/i] them.
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2) [u]Unpleasant and unrewarding to fight against[/u]. Much as it feels bad using them because of whatever ugly qualities they have, these particular units also project the feeling of despair and irritation each time i have to fight them, because of some particular properties making any action against them just as unrewarding as an action taken [i]with[/i] them.
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My list goes as follows:
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My list goes as follows:
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[b]1: OPanther[/b]
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[b]1: OPanther[/b]
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The current state of the panther with its "heavy antiheavy antiraider raider" makes me want to cringe. They're monotonously effective against most everything, but they also deal only a little real damage. They cause fights to stagnate and at the same time you cannot afford to not use them. They one-hit stun most units, and two-hit stun the rest, causing unpleasant stutter-step movement for all involved. And if they fight each other? Ugh.
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The current state of the panther with its "heavy antiheavy antiraider raider" makes me want to cringe. They're monotonously effective against most everything, but they also deal only a little real damage. They cause fights to stagnate and at the same time you cannot afford to not use them. They one-hit stun most units, and two-hit stun the rest, causing unpleasant stutter-step movement for all involved. And if they fight each other? Ugh.
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[b]2: Halberd[/b]
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[b]2: Halberd[/b]
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While
somewhat
reasonable
when
used
with
fight
command,
Halberd
quickly
becomes
frustrating
for
both
parties
when
you
reach
the
skill
levels
where
you
can
holdfire
and
aim
individually.
Virtually
unstoppable
by
the
defenders,
in
curled
mode
it
is
a
fast-moving
brick
that
you
just
shoot,
shoot,
shoot,
shoot,
shoot,
shoot.
This
gets
tiring
very
fast,
and
it's
not
like
it's
any
big
deal
once
you
kill
one.
And
for
halberd
users?
You
have
to
hold
fire
and
be
shot,
shot,
shot,
shot,
shot,
controlling
each
shot,
maybe
killing
some
things
but
[i]not
fighting[/i].
Halberd
[i]feels[/i]
like
a
dull
brick
that
is
all
about
[u]not
fighting[/u].
Except
unlike
a
very
similar
dirtbag,
you
have
to
babysit
them
much
more
cause
they
supposedly
[i]can[/i]
fight
and
you
should
fire
shots
sometimes
if
you
want
to
use
them.
The
only
time
i
feel
efficient
when
fighting
Halberds
is
when
i
manage
to
snatch
them
with
Dominatrix
-
and
oh
i
know
how
many
of
you
dislike
[b]that[/b]
one.
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While
somewhat
reasonable
when
used
with
fight
command,
Halberd
quickly
becomes
frustrating
for
both
parties
when
you
reach
the
skill
levels
where
you
can
holdfire
and
aim
individually.
Virtually
unstoppable
by
the
defenders,
in
curled
mode
it
is
a
fast-moving
brick
that
you
just
shoot,
shoot,
shoot,
shoot,
shoot,
shoot.
This
gets
tiring
very
fast,
and
it's
not
like
it's
any
big
deal
once
you
kill
one.
And
for
halberd
users?
You
have
to
hold
fire
and
be
shot,
shot,
shot,
shot,
shot,
controlling
each
shot,
maybe
killing
some
things
but
[i]not
fighting[/i].
Halberd
[i]feels[/i]
like
a
dull
brick
that
is
all
about
[u]not
fighting[/u].
Except
unlike
a
very
similar
dirtbag,
you
have
to
babysit
them
much
more
cause
they
supposedly
[i]can[/i]
fight
and
you
should
fire
shots
sometimes
if
you
want
to
use
them.
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The only time i feel efficient when fighting Halberds is when i manage to snatch them with Dominatrix - and oh i know how many of you dislike [b]that[/b] one.
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They do have a redeeming quality of enabling hilarious penetrating overwater raids in late game, streaming past heavy defenses and ignoring bomber fire to kill juicy eco, but that's about it, every other use of them is disgusting to play with or against.
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They do have a redeeming quality of enabling hilarious penetrating overwater raids in late game, streaming past heavy defenses and ignoring bomber fire to kill juicy eco, but that's about it, every other use of them is disgusting to play with or against.
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[b]3: Shipyard[/b]
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[b]3: Shipyard[/b]
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Remember or those organic and physical unit classes based on no contrived special damages, as enshrined in ZK design goals? Shipyard makes ships that go in water and piss this water on those design goals and fight in a medium that seems to [i]be a separate game[/i] called Sea ZK, and that game seems to be built from nothing else but targeting hardcounters where you need unit A to kill unit B, because nothing else is even capable of attacking unit B.
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Remember or those organic and physical unit classes based on no contrived special damages, as enshrined in ZK design goals? Shipyard makes ships that go in water and piss this water on those design goals and fight in a medium that seems to [i]be a separate game[/i] called Sea ZK, and that game seems to be built from nothing else but targeting hardcounters where you need unit A to kill unit B, because nothing else is even capable of attacking unit B.
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It's really not as disgusting as the first two nominations (that's why it's #3), but the targeting hardcounter structure has some local optima that quickly degenerate into disgusting monocultures. Doesn't help that even if you don't settle for optimal unit selection (which is snake spam), there is absolutely no weapon diversity underwater.
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It's really not as disgusting as the first two nominations (that's why it's #3), but the targeting hardcounter structure has some local optima that quickly degenerate into disgusting monocultures. Doesn't help that even if you don't settle for optimal unit selection (which is snake spam), there is absolutely no weapon diversity underwater.
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Adding insult to injury, ships are required to be [i]op by design[/i] because their domain-specific units are required to be able to whack any unit deployed by other factories entering the naval realm (since their other weapons simply [i]cannot attack other domains[/i])
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Adding insult to injury, ships are required to be [i]op by design[/i] because their domain-specific units are required to be able to whack any unit deployed by other factories entering the naval realm (since their other weapons simply [i]cannot attack other domains[/i])
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What do you think? Do you find those units disgusting or nice? Or maybe you find other units disgusting?
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What do you think? Do you find those units disgusting or nice? Or maybe you find other units disgusting?
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