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Zero-k v1.2.4.9 - Commander nerfs and UI polish

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Date Editor Before After
4/23/2014 9:56:19 AMEErankAdminAnarchid before revert after revert
Before After
1 [quote] There was nothing wrong with leaving it alone. I don't know why it had to be changed at all. [/quote] 1 [quote] There was nothing wrong with leaving it alone. I don't know why it had to be changed at all. [/quote]
2 In the end it comes down to how silly it looks when your economy has no game-world representation. 2 In the end it comes down to how silly it looks when your economy has no game-world representation.
3 \n 3 \n
4 You see a solar, and you can shoot it knowing it gives +2 to enemy. 4 You see a solar, and you can shoot it knowing it gives +2 to enemy.
5 \n 5 \n
6 You see a commander and you can only guess if it's an uber skirmisher, or a walking rezzing fusion. 6 You see a commander and you can only guess if it's an uber skirmisher, or a walking rezzing fusion.
7 \n 7 \n
8 With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders, to the extent that during first 3-4 minutes their bases had almost no energy buildings whatsoever. 8 With raised default incomes in previous stable, people (like randy and klon) had those abominable +14e commanders, to the extent that during first 3-4 minutes their bases had almost no energy buildings whatsoever.
9 \n 9 \n
10 And that's boring to look at. 10 And that's boring to look at.
11 \n
12 [quote] Im all for commander specialization but nerfing them? They were waste of metal as it was before nerf :([/quote]
13 Jumpy+regen+range+ecell was not particularly cost-ineffective. In fact it was quite good.
14 \n
15 Such things provoke the revertman.