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Do Archer water cutters extinguish fires?

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Date Editor Before After
10/6/2014 6:27:46 PMPLrankAdminSprung before revert after revert
Before After
1 Adding an ability to expend some water to extinguish nearby units would be super simple code-wise (using the cannons instead of a separate ability means the UI requires you to attack allied units, which is bad). 1 Adding an ability to expend some water to extinguish nearby units would be super simple code-wise (using the cannons instead of a separate ability means the UI requires you to attack allied units, which is bad).
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3 It would make sense to have such an ability since water already extinguishes burning units, but even if the devs allow it I don't think it is likely to be done anytime soon because this doesn't really seem to accomplish anything gameplay-wise (only fluff-wise and cool-wise). 3 It would make sense to have such an ability since water already extinguishes burning units, but even if the devs allow it I don't think it is likely to be done anytime soon because this doesn't really seem to accomplish anything gameplay-wise (only fluff-wise and cool-wise).
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5 You could say that it adds an interesting choice (spend water tank to save health) but I think that in most cases this would be a no-brainer to use (as soon as the fire source gets neutralized). 5 You could say that it adds an interesting choice (spend water tank to save health) but I think that in most cases this would be a no-brainer to use (as soon as the fire source gets neutralized).
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7 I guess it would be mostly synergistic with other facs ( who can't go into the water) , similar to how eg. Gunship Transports are meant for other facs, but it is the enemy who decides to use Fire so the ability would be reactive ( unlike Transports) . I don't think it would see much use since both Fire and Water are relatively rare. 7 I guess it would be mostly synergistic with other facs ( who can't go into the water) , similar to how eg. Gunship Transports are meant for other facs, but it is the enemy who decides to use Fire so the ability would be reactive ( unlike Transports) . I don't think it would see much use since both Fire and Water are relatively rare on their own and Extinguish needs both.
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9 Jumpyfac is also heavily reliant on the Pyro, which in turn does quite a lot of damage through Fire. If the Extinguish ability was any good it would likely shift the balance quite a bit in the Amph vs Jumpy matchup (though how it currently looks like I have no idea). 9 Jumpyfac is also heavily reliant on the Pyro, which in turn does quite a lot of damage through Fire. If the Extinguish ability was any good it would likely shift the balance quite a bit in the Amph vs Jumpy matchup (though how it currently looks like I have no idea).
10 \n 10 \n
11 That being said, if the devs don't mind I can (eventually) code it. 11 That being said, if the devs don't mind I can (eventually) code it.