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Disarm OP and Autorep need a buff

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Date Editor Before After
11/3/2014 3:29:29 AMunknownrankShaman before revert after revert
11/3/2014 3:28:34 AMunknownrankShaman before revert after revert
11/3/2014 3:28:20 AMunknownrankShaman before revert after revert
11/3/2014 3:28:02 AMunknownrankShaman before revert after revert
11/3/2014 3:27:52 AMunknownrankShaman before revert after revert
Before After
1 I am rather sad to see autorepair module in its current state. Autorepair does not counter skuttles or high alpha units used to kill the commander. In fact it was quite helpful in giving you minor survivability. It may have been "too good" for its cost, but it was one of the useful modules. Instead of completely changing the mechanic, why was it not made more expensive? 300 metal for example would mean a level 1 commander with autorepair and your choice of weapon would likely cost 500 metal meaning you would be going all in on a single unit = no raiders = bad in 1v1. In team games, this too would be balanced (with diminished effect) in that you'd have no units and 20hp/s won't help you much against 10 or so glaives. 1 I am rather sad to see autorepair module in its current state. Autorepair does not counter skuttles or high alpha units used to kill the commander. In fact it was quite helpful in giving you minor survivability. It may have been "too good" for its cost, but it was one of the useful modules. Instead of completely changing the mechanic, why was it not made more expensive? 300 metal for example would mean a level 1 commander with autorepair and your choice of weapon would likely cost 500 metal meaning you would be going all in on a single unit = no raiders = bad in 1v1. In team games, this too would be balanced (with diminished effect) in that you'd have no units and 20hp/s won't help you much against 10 or so glaives.
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3 Or better yet, why wasn't the effect of the module made less effective (like dropping repair rate to 15/s)? Why the hell was this changed so dramatically instead of tweaked? 3 Or better yet, why wasn't the effect of the module made less effective (like dropping repair rate to 15/s)? Why the hell was this changed so dramatically instead of tweaked?
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5 Furthermore, why is the old string still used? Why didn't anyone bother to update it to reflect this change? I personally would rather see 15/s or 300m cost autorepair that worked like the old one than this new-found uselessness. 5 Furthermore, why is the old string still used? Why didn't anyone bother to update it to reflect this change? I personally would rather see 15/s or 300m cost autorepair that worked like the old one than this new-found uselessness.
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7 And I agree that racketeer is a little too effective. Not because it "counters trollcoms" or anything like that but because a single racketeer can shut down any one unit indefinitely on its own with LoS*. Id say it might be better if it didn't have so much disarm damage so that heavier units would take multiple racketeers to disarm it/keep it disarmed. 7 And I agree that racketeer is a little too effective. Not because it "counters trollcoms" or anything like that but because a single racketeer can shut down any one unit indefinitely on its own with LoS*. Id say it might be better if it didn't have so much disarm damage so that heavier units would take multiple racketeers to disarm it/keep it disarmed.
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9 [size=small]* once it has been disarmed; I believe that 1 is enough for most common assault units. Striders may be another story though. . . [/size] 9 [size=small]* once it has been disarmed; I believe that 1 is enough to cause disarm/keep it disarmed for most common assault units, though it may take a long time. Striders may be another story though. . . [/size]