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B546363 2 on Eye of Horus v13 (Multiplayer)

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Date Editor Before After
5/30/2018 8:25:06 PMPRrankScrangos before revert after revert
5/30/2018 8:22:48 PMPRrankScrangos before revert after revert
Before After
1 I think strictly looking at things from a metal vs metal perspective is flawed. Some units kinda scale exponentially in groups rather than linearly. 1 I think strictly looking at things from a metal vs metal perspective is flawed. Some units kinda scale exponentially in groups rather than linearly.
2 \n 2 \n
3 For the cyclops (and a couple other big units) the issue is in multiple layers. 3 For the cyclops (and a couple other big units) the issue is in multiple layers.
4 \n 4 \n
5 First when you have 3 of them, the equal cost in scorchers is 51. You simply cant use an unwieldly group like that and most of the scorchers will be idle, and clumped just being easy targets for aoe and not being useful, it gets worse if theres chokeholds in the maps where they are even more useless. 5 First when you have 3 of them, the equal cost in scorchers is 51. You simply cant use an unwieldly group like that and most of the scorchers will be idle, and clumped just being easy targets for aoe and not being useful, it gets worse if theres chokeholds in the maps where they are even more useless.
6 \n 6 \n
7 The cyclops has a slow cannon... making attempts to reach them by short range units like raiders a lot more difficult... with 3 of them its a lot easier to completely slow down the frontline which clogs everything up... and the raiders just become easy targets and its difficult to call them a counter at that point. 7 The cyclops has a slow cannon... making attempts to reach them by short range units like raiders a lot more difficult... with 3 of them its a lot easier to completely slow down the frontline which clogs everything up... and the raiders just become easy targets and its difficult to call them a counter at that point.
8 \n 8 \n
9 The "counter" to heavy assault units, like the raiders are supposed to be, are themselves very very easily countered. adding a few riots, or just building porc behind the cyclops and keeping them near porc to retreat to completely shuts down this " counter ". You would have to invest a monstrous amount of metal into raiders to hope they overextend and even then get lucky. 9 The "counter" to heavy assault units, like the raiders are supposed to be, are themselves very very easily countered. adding a few riots, or just building porc behind the cyclops and keeping them near porc to retreat to completely shuts down this " counter ". You would have to invest a monstrous amount of metal into raiders to hope they overextend and even then get lucky. Investing so heavily in raiders is a recipe for disaster as the attrition would kill you, and you are heavily limited in tactical options once things like stardusts litter the map. Adding insult to injury a thunderbird will disable your force easily and dont even disable the cyclops on accident, leading to further attrition losses.
10 \n 10 \n
11 I dont think repair itself is a problem, but the scaling of the unit in numbers (specially against its supposed counters) and its ease of retreat due to the slow cannon. 11 I dont think repair itself is a problem, but the scaling of the unit in numbers (specially against its supposed counters) and its ease of retreat due to the slow cannon.
12 \n 12 \n
13 Removing the slow would make the unit garbage though and its not simple to tune the unit. 13 Removing the slow would make the unit garbage though and its not simple to tune the unit.