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Zero-K v1.8.3.2 - Tank Raiders and Commander Diversity

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Date Editor Before After
3/18/2020 5:54:11 PMBRrankManored before revert after revert
Before After
1 But the game isn't designed to handle that. When strategies like that are effective they make the game revolve around things like tremor spam, quake spam, etc. 1 But the game isn't designed to handle that. When strategies like that are effective they make the game revolve around things like tremor spam, quake spam, etc.
2 \n 2 \n
3 If the games *was* designed to handle that, it would be another story. Mostly if there were way more counters than there currently are (most units would need some interaction with terraform basically. Spiders and jumpbots already do since they can go over it, heavy units from other factories could have a flattening step maybe, most units could deal some terraform damage on the side, maybe some assault/siege units could have specific anti-terraform sidearms, maybe some anti-terraform specialists across all factories, you get the idea). 3 If the games *was* designed to handle that, it would be another story. Mostly if there were way more counters than there currently are (most units would need some interaction with terraform basically. Spiders and jumpbots already do since they can go over it, heavy units from other factories could have a flattening step maybe, most units could deal some terraform damage on the side, maybe some assault/siege units could have specific anti-terraform sidearms, maybe some anti-terraform specialists across all factories, you get the idea).
4 \n
5 And I'm not sure if I would want the game to go in that direction, because too much terraforming might turn every map into the same map.