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Date Editor Before After
6/3/2018 4:16:20 PMPTrankraaar before revert after revert
Before After
1 many units on ZK have mechanics that make them snowball harder than normal, which makes them really oppressive in groups, especially if they have local advantage in cost: harpy, moderator, dominatrix, buoy 1 many units on ZK have mechanics that make them snowball harder than normal, which makes them really oppressive in groups, especially if they have local advantage in cost: harpy, moderator, dominatrix, buoy
2 \n 2 \n
3 fortunately, many of these are also counterable by just making longer ranged skirmishers and killing them while avoiding their shots 3 fortunately, many of these are also counterable by just making longer ranged skirmishers and killing them while avoiding their shots
4 \n 4 \n
5 blitzes are shorter ranged than riots, but they're so fast and have enough HP to absorb some burst that their enemies can't avoid trading shots. 5 blitzes are shorter ranged than riots, but they're so fast and have enough HP to absorb some burst that their enemies can't avoid trading shots.
6 \n 6 \n
7 I'm not sure if they're OP on "raw cost effectiveness" as they're dps/cost is much lower than other raiders, it's just that the game doesn't provide enough counters to them. 7 I'm not sure if they're OP on "raw cost effectiveness" as their dps/cost is much lower than other raiders, it's just that the game doesn't provide enough counters to them.
8 \n 8 \n
9 The counters that rely on good defenses + advancing group of slow units are at risk of getting thunderbirded and overrun anyway, but that's a problem with thunderbird, not blitz. 9 The counters that rely on good defenses + advancing group of slow units are at risk of getting thunderbirded and overrun anyway, but that's a problem with thunderbird, not blitz.