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Change SINGU stats

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I believe that singu is 2 much of a game changer. I was watching players fight CAI, I noticed the CAI had 40 income, and like 95% of the map, covered in fusions. Yet the players had a small area under their control with 3 mexes and was out doing the CAI in income with just 5% of the map under their control. I know that normally the singu would get destroyed pretty quick but it still brings out a issue. Singu offers 2 much for so little. Espcially on some maps where mexes don't give much income.

I believe singu energy output should be changed or at least the way energy income overdrives mexes to make "singu" have less of a "sliding" effect on a game.

Most team games the best players just rush a singu. This alone tells me that singu has 2 much of a effect on the outcome of a battle not to mention it promotes porc style gameplay which results in most games being porc vs porc while someone tries to rush a singu.
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11 years ago
+1

X Singu on X mexes should be as good as 4X fusions on 2X mexes.
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11 years ago
Singu explodes like a bomb...it has the reason to do so much
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11 years ago
Singu are usually built at the very back of a base behind every porc defenses and usually have lots of porc around them. Most of the time, the team with the singu is pushing the other team back because they out eco the other team in which I refer to as the sliding effect. I think controlling ground and mexes should be the deciding factor. Not sitting in a base playing sim city.

The issue gets more apparrant the bigger the map.
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11 years ago
i can do what i do with singu farm using fusions... and i have done so on my smurf acounts...

total mex linkage using fusinons instead of pylons is posible, and cheap to do, and this will usualy outpwerform singu spam to some extent

the singu is more for an eco dump when you have 4000m in storage then some form of mainline eco structure, if you are using it as a mainline eco structure, you are doing it wrong (you have already won, so get to winning)
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11 years ago
I dont see it OP in any way, it is just another E structure with its purpose. Its target nr1, its huge threat to neighbours, it must have at least few llts around...

Wind farms are best, they fight raiders, they are cheap, they are efficient like singu, they are not worth suicide bombing, WIN WIN.

Or for example solars - solars are walls, they are not worth killing, they greatly links mexes, because units can easily pass(not like winds), lone raider wont destroy them, nor break your E grid.
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11 years ago
I just wanna point out that CAI has a huge problem winning against porcing players. I've seen this scenario multiple times, CAI conquers the whole map, but then just keeps feeding basic units to porc.

A starlight-rush mode for CAI when it reaches 70% map coverage would improve its winrate by a ton. ;)
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11 years ago
I don't know man. I find the way to win is to rush singu these days lol.
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Agree with sprang that CAI has no recourse against terraformed porc. I think a specific anti-porc strategy like Starlight would be a good move, assuming we want to discourage pure porc (I do). However it's a bit of an issue when players can't build one themselves.

Full disclosure, I was involved in that game but realized too late that half the team was going for walled in porc. Cue 2 hour war against lag. I will point out that we had a few more than 3 mex (6?) and a Moho geo, many fusions and 1-8 singus depending on when you looked. Plus whatever metal the CAI was throwing at us. I don't think singus were game changers, the game changer was when the wall of porc became impenetrable to CAI raiders. Then it was just a matter of whether the CAI could lag us out before we won.

Perhaps CAI should spam fleas as anti porc? :)
Edit: ooh. Or Dirtbags? That might be quite effective against ditches, plus they are super annoying and cheap.
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11 years ago
I second the starlight-rush idea :)

Or at least escalate to heavies first.

Now if somebody could just have time to implement it without breaking all and everything. :|
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Skasi
Increase Singularities' model size and footprint by 50%. After that, double the size of Starlight and Zenith. In fact, increase the size for all these super expensive things. That will not only increase ZK's "epic scale", make walling them in or hiding them harder, but as a nice side effect also tell new players "Hey look, this building is SUPER HUGE, maybe you should not build it before anything else?"

BAM, three birds with one stone!
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11 years ago
additionally, increase boom of singu. because they deserve it. and i like fireworks.
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11 years ago
I second bigger structure and bigger boom :D

singu is so tiny....
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11 years ago
Bigger Starlight (or singu, too) would likely require a remodel. Current starlight as structure isn't really pretty, but at least it's tiny enough to be occluded by the mega beam.

Therefore, i propose a challenge: "make a better, bigger starlight".
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11 years ago
I like Skasi's idea. Make it big and let it boom like a nuke.
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11 years ago
Part of the problem is that a building whose drawback is the risk if your defenses fail? Often enough, the game is already over anyways. What do I care if my base was obliterated all at once or over the course of 30 seconds, if the assault tanks are in my eco I'm screwed.
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Skasi
Anarchid, I think Starlight needs to be remodeled anyway. It looks pretty boring for one of the most powerful structures that exist. Othere expensive structures should look fine when scaled up though. Singu's big shiny ball for example is the most prominent feature, I think the rest doesn't need too much detail 'cause you never look at any of it.
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11 years ago
quote:
Anarchid, I think Starlight needs to be remodeled anyway

Will you participate in THE CHALLENGE?
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11 years ago
Singu is pretty ridiculously efficient, I have been wondering if it is too good. 4000 cost in fusions makes 140e compared to a singu for 225e.
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:P and 4000m in solars make 88e...
and 4000m in mohos make 270e...
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