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Let's discuss spider raider unit

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Date Editor Before After
9/12/2016 11:38:24 PMAUrankAdminAquanim before revert after revert
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9/12/2016 11:36:30 PMAUrankAdminAquanim before revert after revert
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Before After
1 I'm not @GoogleFrog but I do have a few things to say. 1 I'm not @GoogleFrog but I do have a few things to say.
2 \n 2 \n
3 [quote]Personally I think that as many unit/factory diversity to choose from while still making game balanced and every feel unique/with a niche is awesome.[/quote] 3 [quote]Personally I think that as many unit/factory diversity to choose from while still making game balanced and every feel unique/with a niche is awesome.[/quote]
4 IMO factory diversity is increased, not decreased, by giving factories a weakness (it gives both players something to play around). This is not unique to spiderfac (see below). 4 IMO factory diversity is increased, not decreased, by giving factories a weakness (it gives both players something to play around). This is not unique to spiderfac (see below).
5 \n 5 \n
6 Spider-factory's weakness of not having a raider is slightly different in character in that it most affects the earlygame, which is the time you can least afford to swap; however I think this is compensated by Venoms near-total invalidation of any raiding attempts by your opponent. 6 Spider-factory's weakness of not having a raider is slightly different in character in that it most affects the earlygame, which is the time you can least afford to swap; however I think this is compensated by Venoms near-total invalidation of any raiding attempts by your opponent.
7 \n 7 \n
8 [quote]Everytime I was playing spiders I was missing something, and had to eventually switch fac. After a while it was clear that I was missing raider unit or something a bit faster than hermit.[/quote] 8 [quote]Everytime I was playing spiders I was missing something, and had to eventually switch fac. After a while it was clear that I was missing raider unit or something a bit faster than hermit.[/quote]
9 Every land factory is missing at least one unit. 9 Every land factory is missing at least one unit.
10 Cloaky: good antiheavy, high-weight game finisher 10 Cloaky: good antiheavy, high-weight game finisher
11 Shield: artillery 11 Shield: artillery
12 Light vehicle: good antiheavy, high-weight game finisher 12 Light vehicle: good antiheavy, high-weight game finisher
13 Hovercraft: a unit with both decent HP and DPS, a good anti-building raider 13 Hovercraft: a unit with both decent HP and DPS, a good anti-building raider
14 Heavy Tank: a light-weight unit 14 Heavy Tank: a light-weight unit
15 Amphibious: a fast unit, real artillery 15 Amphibious: a fast unit, real artillery
16 Jumps: units which combo with Placeholder as well as Rogue does, artillery which is effective against heavier units/porc, a cheap raider which doesn't blow itself up... basically any single unit which isn't a gimmick 16 Jumps: units which combo with Placeholder as well as Rogue does, artillery which is effective against heavier units/porc, a cheap raider which doesn't blow itself up... basically any single unit which isn't a gimmick
17 \n 17 \n
18 No matter what factory you plop at the start of the game, if you don't eventually switch to cover its weaknesses you're playing ZK wrong. 18 No matter what factory you plop at the start of the game, if you don't eventually switch to cover its weaknesses you're playing ZK wrong.
19 \n 19 \n
20 [quote]My proposition was generic, because I don't have good idea for it yet, if u want to make it unique we can brainstorm. Rather I wanted a discussion whether spider fac could use a raider or not.[/quote] 20 [quote]My proposition was generic, because I don't have good idea for it yet, if u want to make it unique we can brainstorm. Rather I wanted a discussion whether spider fac could use a raider or not.[/quote]
21 As in the previous spider thread that got bumped, I am still pretty sure that a decent spider raider in combination with venom would be horribly overpowered. 21 As in the previous spider thread that got bumped, I am still pretty sure that a decent spider raider in combination with venom would be horribly overpowered.
22 \n 22 \n
23 [quote]Also regarding venom, it would be quite difficult to use raiders with venom because of their splash and stunning both allies with short range and enemies.[/quote] 23 [quote]Also regarding venom, it would be quite difficult to use raiders with venom because of their splash and stunning both allies with short range and enemies.[/quote]
24 It's just about possible to use Fleas to kill Venomed units if you are a micro god (I think the target unit has to be reasonably large). Any unit with longer range would find the task pretty trivial. 24 It's just about possible to use Fleas to kill Venomed units if you are a micro god (I think the target unit has to be reasonably large). Any unit with longer range would find the task pretty trivial.
25 \n 25 \n
26 [quote]If you don't introduce new stuff/changes every project eventually dies off.[/quote] 26 [quote]If you don't introduce new stuff/changes every project eventually dies off.[/quote]
27 I don't agree with this statement as a blanket rule - many old games which have been unchanged for a long time are still popular (see: Brood War). At the moment the new stuff/changes in ZK is mostly occuring lobby- and server- side. 27 I don't agree with this statement as a blanket rule - many old games which have been unchanged for a long time are still popular (see: Brood War). At the moment the new stuff/changes in ZK is mostly occuring lobby- and server- side.
28 \n 28 \n
29 Don't be too discouraged from posting ideas - for example, I think many people would be legitimately interested in design ideas about sea. This one is just a conversation we've had before. 29 Don't be too discouraged from posting ideas - for example, I think many people would be legitimately interested in design ideas about sea. This one just happens to be a conversation we've had before now.