Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Commander storage upgrade

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/23/2016 2:25:48 AMCArankAdminShadowfury333 before revert after revert
4/23/2016 12:37:35 AMCArankAdminShadowfury333 before revert after revert
Before After
1 I hate to be callous, but having your metal go when your storages die is kinda the point. Your opponent was able to get in to destroy them, so they earned that. If you destroyed your opponent( s) ' storages, wouldn't you want that to be worth your effort? As @Sprung mentioned, storages are a tradeoff, though another part of that tradeoff is that you risk that versatility getting targeted. 1 I hate to be callous, but having your metal go when your storages die is kinda the point. Your opponent was able to get in to destroy them, so they earned that. If you destroyed your opponent( s) ' storages, wouldn't you want that to be worth your effort?
2 \n
3 As @Sprung mentioned, storages are a tradeoff, though another part of that tradeoff is that you risk that versatility getting targeted.
2 \n 4 \n
3 As a rule, Zero-K is designed such that as much of it as possible is interactive and carries some risk of destruction, since basically everything is on the map, rather than having upgrades or off-map abilities that your opponent can't touch. The flip side is that you can use that against your opponent, to deny their economy/stored resources/production capacity as well. 5 As a rule, Zero-K is designed such that as much of it as possible is interactive and carries some risk of destruction, since basically everything is on the map, rather than having upgrades or off-map abilities that your opponent can't touch. The flip side is that you can use that against your opponent, to deny their economy/stored resources/production capacity as well.