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Make gunships fly higher

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Date Editor Before After
10/28/2018 11:19:58 PMAUrankAdminAquanim before revert after revert
10/28/2018 11:19:43 PMAUrankAdminAquanim before revert after revert
10/28/2018 11:19:01 PMAUrankAdminAquanim before revert after revert
10/28/2018 11:16:56 PMAUrankAdminAquanim before revert after revert
10/28/2018 11:11:42 PMAUrankAdminAquanim before revert after revert
Before After
1 [quote]To make gunship start more viable (hopefully without other detriment side effects) in 1v1 [/quote] 1 [quote]To make gunship start more viable (hopefully without other detriment side effects) in 1v1 [/quote]
2 This blind RPS is desirable because...? 2 This blind RPS is desirable because...?
3 \n 3 \n
4 To make my point more explicit, this will arbitrarily cause problems for factories with expensive or high-burst AA ( e. g. Tank, Jump, Amph) in the games where one's opponent happens to plop gunships, without meaningfully affecting the factories with cheap and reasonably buildable AA ( e. g. shield, cloaky, veh) . Locusts etc. not being immune to raiders is core to their balance. Being able to path over cliffs and water effortlessly, and being more than 50% faster than Glaives, allows you to "choose the fight you want to fight" already. 4 To make my point more explicit, this will arbitrarily cause problems for factories with expensive or high-burst AA ( e. g. Tank, Jump, Amph) in the games where one's opponent happens to plop gunships, without meaningfully affecting the factories with cheap and reasonably buildable AA ( e. g. shield, cloaky, veh) .
5 \n
6 Locusts not being immune to raiders is core to their balance. Being able to path over cliffs and water effortlessly, and being more than 50% faster than Glaives, allows you to "choose the fight you want to fight" already.