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Constructor Buildable Light Transports?

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Date Editor Before After
3/10/2017 2:31:08 AMUSrankFealthas before revert after revert
Before After
1 I don't think access to transports is what hinders their use. Gs factory is very commonly built. Valks saw some use, but then an unspecific nerf made them disappear. Maybe undoing the cost nerf would help a bit. I understand that this was nerfed because of teamgames, in that people refuse to work together or build 3 llts and these type of strategies exploit that. Not much time was given for the meta to adjust though. Transports on non-athena would make teamgame rushing even worse, and wouldn't punish the players for doing that strategy. 1 I don't think access to transports is what hinders their use. Gs factory is very commonly built. Valks saw some use, but then an unspecific nerf made them disappear. Maybe undoing the cost nerf would help a bit. I understand that this was nerfed because of teamgames, in that people refuse to work together or build 3 llts and these type of strategies exploit that. Not much time was given for the meta to adjust though. Transports on non-athena would make teamgame rushing even worse, and wouldn't punish the players for doing that strategy.
2 Things that prevent me from using transports are: 2 Things that prevent me from using transports are:
3 \n 3 \n
4 1: I still don't know how their more advanced features function(ferrying- Ive never used it). I've never seen anyone use it. 4 1: I still don't know how their more advanced features function(ferrying- Ive never used it). I've never seen anyone use it.
5 \n 5 \n
6 2: Even if it functions well, cost makes me think its not worth the effort to reduce travel time by like 10 seconds. 6 2: Even if it functions well, cost makes me think its not worth the effort to reduce travel time by like 10 seconds.
7 \n 7 \n
8 3: Multi unit transports pls. Transporting units 1 by 1 is very strange. I think a slot system of sorts would be the best. Say valk gets 20 TS( transport space) and vindi 125. Then just assign transport values to units. Most raiders around 6. . . riots around 15. . . striders around 100. . . wiggle up and down based on the unit. Using mass or cost doesn't make sense even though it would please the realism people. Nobody is going to pull out a calculator and add up the super random mass values for units. 8 3: Multi unit transports pls. Transporting units 1 by 1 is very strange. I think a slot system of sorts would be the best. Say valk gets 20 TS( transport space) and vindi 125. Then just assign transport values to units. Most raiders around 6. . . riots around 15. . . striders around 100. . . wiggle up and down based on the unit. The general values for unit classes will allow for people to intuitively figure out what will fit in a transport( 1 riot per valk, but 3-5 riots per vindi, depending on the unit) . The ts value for scallops would for example be a little higher than for things like levelers - but this makes sense in a way that doesnt involve numbers. Using mass or cost doesn't make sense even though it would please the realism people. Nobody is going to pull out a calculator and add up the super random mass values for units.
9 \n
10 4: Transports tend to die easily(in drop situations), so again with the cost thing; I would feel much more comfortable using them accepting that they would probably die after 1 use. 9 4: Transports tend to die easily(in drop situations), so again with the cost thing; I would feel much more comfortable using them accepting that they would probably die after 1 use.
11 \n 10 \n
12 Buff it till people are forced to use it, and then nerf to a point at which they are balanced. 11 Buff it till people are forced to use it, and then nerf to a point at which they are balanced.