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B225745 2 on Comet Catcher Redux (Multiplayer)

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1/14/2014 2:36:40 AMNZrankpolemic before revert after revert
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1 [quote]@MauranKilom To do that, you'd first have to figure out what exactly is needed at that very specific moment. I mean, beyond the "i need a tick now, so high priority on fac".[/quote] 1 [quote]@MauranKilom To do that, you'd first have to figure out what exactly is needed at that very specific moment. I mean, beyond the "i need a tick now, so high priority on fac".[/quote]
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3 Yep, one of the great things about ZK is it has a much higher information load than, say SC. ZK has at least an order of magnitude of real-time* complexity over SC. APM is going to make a big difference, but not to same level as SC. 3 Yep, one of the great things about ZK is it has a much higher information load than, say SC. ZK has at least an order of magnitude of real-time* complexity over SC. APM is going to make a big difference, but not to same level as SC.
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5 You know what would be amazing: if @Godde did a screen cast of that game in slow-time with a break down of what he was doing/thinking etc. Maybe kickstarter it :D 5 You know what would be amazing: if @[SKUM]Godde did a screen cast of that game in slow-time with a break down of what he was doing/thinking etc. Maybe kickstarter it :D
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7 [i]* I mean complexity related to current game state and possible actions at any point in time. SC probably has a similar level of pre-game complexity, between the 3 diverse team selections, map knowledge, tech trees etc[/i] 7 [i]* I mean complexity related to current game state and possible actions at any point in time. SC probably has a similar level of pre-game complexity, between the 3 diverse team selections, map knowledge, tech trees etc[/i]