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ZK test version discussion

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Date Editor Before After
2/8/2020 3:15:25 AMAUrankAdminAquanim before revert after revert
2/8/2020 3:13:12 AMAUrankAdminAquanim before revert after revert
Before After
1 As per #zk, with respect to the repair change: 1 edit: moved to https://zero-k. info/Forum/Thread/29689?postID=213535
2 \n
3 - Since energy impacts overdrive, the current energy-only repair deprives you of a meaningful amount of metal in the early-mid game but becomes mostly negligible in the late-game. (If repair costs 10% metal and energy, you probably need about a singu for this to be worse for your metal income than 50% energy.)
4 \n
5 - Chip damage from artillery in the lategame having a metal cost concerns me. Units like Tremor and Bertha don't seem like they need a lategame buff, and even if they are nerfed their role will remain problematic unless they are flat-out owled.
6 \n
7 - Shields will still allow you to absorb damage at a purely-energy cost in the lategame.
8 \n
9 - Metal-repair makes non-fatal damage to heavy lategame units like Paladin/Cyclops/Grizzly more impactful. I don't think the current state of Paladin is bad but I'm aware other people disagree with this assessment.
10 \n
11 - At the moment, (as long as you aren't stalling energy) repair is effectively always high-priority since it causes you to have less overdrive *income* to be shared among your other tasks. A repair which consumes metal would not have this property, for better or for worse.