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Zero-K v1.7.8.2 - Superweapon Balance and Gunship Buffs

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Date Editor Before After
8/12/2019 7:27:11 PMFIrankAdminAlcur before revert after revert
Before After
1 @terve886, that could be interesting, but the area damage could be too rioty and randomly flying rockets would be affected by luck too much. The missiles could be homing for that reason. Each missile could do 850 damage, the max number of missiles could be 8 and a full stockpile could take about 90 seconds. However, there could be a reloading time of one to one and a half seconds between each missile as a burst of 6800 damage would possibly be unhealthy for such a relatively cheap unit. Two of these Revenants with full stockpiles would be able to destroy a Dante at full health. Sorry for any mistakes in the description as I don't have more time left to improve the design. 1 @terve886, that could be interesting, but the area damage could be too rioty and randomly flying rockets would be affected by luck too much. The missiles could be homing for that reason. Each missile could do 850 damage, the max number of missiles could be 8 and a full stockpile could take about 90 seconds. However, there could be a reloading time of one to one and a half seconds between each missile as a burst of 6800 damage would possibly be unhealthy for such a relatively cheap unit. Two of these Revenants with full stockpiles would be able to destroy a Dante at full health. Sorry for any mistakes in the description as I don't have more time left to improve the design.
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3 [u]I added the following later by editing the post:[/u] The missiles don't have to be homing actually. There just shouldn't be inaccuracy through weapon randomness in my opinion. The rockets can also be fairly slow to help raiders kill the Revenant.