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Ideas to make 0K more enjoyable to the spectators

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Date Editor Before After
1/29/2015 8:05:38 AMCNrankqwerty3w before revert after revert
1/29/2015 7:53:54 AMCNrankqwerty3w before revert after revert
1/29/2015 7:37:16 AMCNrankqwerty3w before revert after revert
1/29/2015 7:30:14 AMCNrankqwerty3w before revert after revert
Before After
1 Reclaim as a tradeoff mechanism in Zero-K is biased towards heavy units. Heavy units have wreckages that are more difficult to be shattered into debris and lose a large part of their metal values. But I think it is the lighter units that need more conservation, not heavy units, heavy units already have better conservation due to high hp and repairing. 1 Reclaim as a tradeoff mechanism in Zero-K is biased towards heavy units. Heavy units have wreckages that are more difficult to be shattered into debris and lose a large part of their metal values. But I think it is the lighter units that need more conservation, not heavy units, heavy units already have more conservation due to high hp and repairing.
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3 Fighting on map control sometimes could merely mean driving away enemies or being driven away, not necessary have units killed or all of the units killed, so I don't see why unit conservation is inherently connected with the lack of constant actions. 3 Fighting on map control sometimes could merely mean driving away enemies or being driven away, not necessary have units killed or all of the units killed, so I don't see why unit conservation is inherently connected with the lack of constant actions.
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